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It is finished (for now)! The Alternate Blood Hunter Class!

My take on the beloved class created by Matthew Mercer - dark warriors who infect their blood with monstrous power to destroy creatures of the night!

Includes five Occult Orders to represent the sinister powers available to each Blood Hunter: Order of Alchemists, the Pale Moon, Salt & Iron, Undying Thirst, and Witch Knights!

Let me know what you think in the comments! Public release tomorrow!


Change Log:

  • Hit Die // Now 1d12 (to survive Vital Sacrifices)
  • Saving Throws // Now CON and CHA.
  • Skills // You only get two skills to starts. Added Nature.
  • Hunter’s Bane // Reworked so its more useful. Moved Hemocraft to Blood Rites
  • Blood Rite // Renamed (Blood Maledict). Completely reworked so that it is short rest based. Hemocraft Die is now your Rite Die. Added Vital Sacrifice mechanic. Now Constitution-based (instead of INT or WIS). You can use each Blood Rite once per short/long rest before needing to make a Vital Sacrifice. Increased the number of Rites you start off knowing.
  • Crimson Offering // Renamed (Crimson Rite). Requires a Vital Sacrifice. Only lasts 1 hour.
  • Fighting Style // Added Dual Wielding, Featherweight Fighting, Melee Marksman, Thrown Weapon Fighting, and Versatile Fighting.
  • Occult Order // Renamed (Blood Hunter Order). Moved subclass features to 3rd, 7th, 13th, and 18th levels.
  • Crimson Brand // Renamed (Brand of Castigation). Streamlined the ability.
  • Grim Psychometry // Now allows you to use identify or legend lore with a VS. Legend lore has some changes to how it works that are more thematic.
  • Dark Augmentation // Removed speed bonus. Now is a Rite Die bonus to STR/CON/DEX saving throws and ability checks.
  • Improved Crimson Offering // New(ish) feature. Free use of Crimson Offering once per short/long rest.
  • Vital Control // New feature! Makes Vital Sacrifice less punishing. Allows you to empower a Blood Rite without a Vital Sacrifice once per long rest.
  • Crimson Anchor // Renamed (Brand of Tethering). Moved to 14th level and rewritten to work smoother with 5e mechanics.
  • Hardened Soul // Moved to 15th level. Adds Rite Die to INT/WIS/CHA saves.
  • Sanguine Mastery // You can now subtract CON mod from a Vital Sacrifice roll.
  • Order of Alchemists // Renamed (Order of the Mutant). Reworked most features!
  • Order of the Pale Moon // Renamed (Order of the Lycan).
  • Order of the Pale Moon // Animal Form // New feature! Allows limited Wild Shape.
  • Order of the Pale Moon // Hybrid Form // Now scales with your Rite Die and works a little bit better with 5e mechanics (ie: light property, etc).
  • Order of the Pale Moon // Feral Senses // Renamed (Heightened Senses). Added Survival checks and it is now based on your Rite Die.
  • Order of the Pale Moon // Savage Instincts // New feature - replaced Heightened Senses (3rd level) and Stalker’s Prowess (7th level).
  • Order of Salt & Iron // Renamed (Order of Ghostslayers).
  • Order of Salt & Iron // Warrior of the Dawn // Renamed (Rite of the Dawn). Your weapon’s light now follows 5e light rules.
  • Order of Salt & Iron // Curse Specialist // Reworded to work with new Blood Rites.
  • Order of Salt & Iron // Spectral Form // Renamed (Ethereal Step). Streamlined.
  • Order of Undying Thirst // NEW subclass!
  • Order of Witch Knights // Renamed (Order of the Profane Soul). Almost completely reworked to be balanced with the Eldritch Knight.
  • Blood Rites // Generally reworked so they work better with 5e rules. Added a number of new original Blood Rites with various level prerequisites.

Files

Alternate Blood Hunter by laserllama

When the young man's blindfold was removed he found himself in a dimly lit room surrounded by hooded figures. He stood in front of a small dais that held a vial of gleaming crimson liquid. Months of training had led him to this moment.

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