Special Edition Blood Hunter Class
For D&D 5th Edition
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Ys.
Blood Hunter 1.3 Design by Matthew Mercer
GAs. 2° eeBuoopd HUNTER
In.alandseape tormented by all manner
of beasts, devils, and abominations from
beyond the veil, most live in fear of the
dark, of superstition, and of the unknown
Some grow hardened by this experience
instead choosing to stand up and fight
against the tide of shadow. These folk are
called ‘hero
Some, however, are so fanatical and bent
on destroying the anethema that plagues the
countrys
knowledge. They sacrifice some of their own vital
force in dubious, forgotten blood rituals to better
understand their enemies. Their methods sometimes
blur the fine between themselves and the evils they hunt,
calling their own humanity into question.
These folk are called ‘Blood Hunters.
de that they embrace dark, forbidden
BECOME THE ENEMY TO UNDERSTAND THE ENEMY
These warriors have chosen to merge the martial pursuit of deadly
weapon play with elements of vicious blood magic to create impressively
effective combat techniques. They surrender their own vitality to form a bond
with their weapon, allowing them to harness the elements in a whirlwind of
dangerous strikes. Their deep knowledge and unnatural connection with wicked
creatures allows them an advantage in tracking, hunting, and destroying even the most
resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood
of others, they gain insight into their foes and the ability to manipulate them from the inside.
Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters,
mutating their blood and bodies to be even further in tune with their quarry, becoming something
other than human themselves. Others go further, reaching out and making a pact with lesser dark entities
in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling
to their own hubris and becoming the monsters they've chosen to hunt. This is the greatest fear of a blood hunter,
and of the societies at large that shun them.
ALMOST AS FEARED AS THEIR PREY
The nature of their abilities and training has bred many rumors across the lands, some of which aren't
too far from the truth, Common folk consider them cursed, often turning them away at the door. Nobles.
see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at
arm's length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter
is to accept a life of solitude until proven trustworthy and dependable.
Art by Joma Cueto Blood Hunter 1.3 Design by Matthew MercerThe Blood Hunter
CREATING A BLOOD HUNTER
As you create your blood hunter, keep in mind how your
character relates to society and why they have taken to a
life of monster hunting. Do they wish to protect society
and as such have paid the ultimate price? Do they have a
family they wish to protect at all costs? Did they make a
mistake that cost them greatly, and they wish to make
amends for their folly? Or are they bent on vengeance for
some past wound or loss that drove them to choose this
dark warrior’s path?
While a blood hunter begins their journey alone, they
also acknowledge the strength in numbers and the
benefits of trusted companions. Many blood hunters keep
allies to both ensure that they succeed at their hunts, and
to keep a watchful eye (o prevent them from losing touch
with their humanity. A blood hunter without conviction is
Jost, and often an honest friend is enough to keep them,
from strayin,
Quick BUILD
You can make a blood hunter quickly by following these
suggestions. First, make Strength or Dexterity your
highest ability score, depending on whether you want to
focus on melee weapons, or ranged and finesse weapons,
‘Make Wisdom your next highest if you plan fo focus on
the potency of blood curses and mystical power:
a higher Constitution next if you wish to use Crimson Rite
hy “Blood Hun
ter 1.3
Profcieacyieeae Censor Rite Bleed cartes .
Level Bonus Damage Die Features Known 3 ae
Ast 42 144 Hunter's Bane, Crimson Rite — +
2nd +2 104 Fighting Style — i
3rd 2 104 Blood Hunter Order =
4th +2 1d4 Ability Score Improvement —
sth 43 1d6 Extra Attack =
6th 43 1d6 Blood Maledict (2/rest) 2
7th 43 1d6 Order feature 2
8th +3 106 Ability Score Improvement 2
oth +4 108 Grim Psychometry 2
10th +4 148 Order feature 3
11th +4 108 Dark Velocity, Blood Maledict (3/rest) 3
12th +4 108 Ability Score Improvement 3
13th +5 1d10 — 3
14th +5 1d10 Hardened Soul 4
15th +5 1d10 Order feature 4
t6th +5 1dio Ability Score Improvement 4
17th +6 1412 Enduring Form, Blood Maledict (4/rest) 4
sth +6 1412 Order feature 5
19th +6 1di2 Ability Score Improvement 5
20th +6 1d12 Sanguine Mastery 5
‘on multiple weapons or want to have extra hit points to
burn on amplifying blood curses.
Cass FEATURES
As a blood hunter, you gain the following class.
features,
Hrr Points
Hit Dice: 1<110 per blood hunter level
Points at Ist Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1(110 (or 6) + your
Constitution modifier per blood hunter level after Ist
PROFIGIENCIES
Armor: Light Armor, Medium Armor
‘Weapons: Simple Weapons, Martial Weapons
Tools: Alchemists supplies
Saving Throws: Sirenzth, Wisdom
Skills: Choose two from Athletics, Acrobatis
Insight, Investigation, and Survival
, Arcana,
EQuipMent
You start with the following equipment, in addition
to the equipment granted by your background:
+ (@) a martial weapon or (b) 1wo simple weapons
+ (@)a light crossbow or (b) hand crossbow
+ (a) studded leather armor or (b) scale mail armor
+ an explorer’s pack 4
ter 13) A aaahBee Seti
HUNTER'S BANE
Beginning at 1st level, you have survived the imbibing of
the Hunter’s Bane, a poisonous alchemical concoction that
alters your life's blood, forever binding you to the darkness
and honing your senses against it,
You have advantage on Wisdom (Survival) checks to
track Fey, Fiends, and Undead, as well as on Intelligenc
checks to recall information about them. Ifyou are actively
tracking one of these ereature types, you cannot be:
surprised by any creatures of that type. You can only be
tracking one type of creature at a time.
Upon reaching 11th level, you gain advantage on
Wisclom (Insight) checks and Charisma (Intimidation)
checks as your unsettling nature further develops, lending
‘you an edge when testing the composure and will of others.
CRIMSON RITE
At Ist level, you learn (o invoke a rite of blood magie within
‘your weapon at the cost of your own vitality. Choose to learn
one rite from the Primal Rites list below. You cannot change
this choice,
Asa bonus action, you imbue a single weapon with the
elemental energy of a known rite for up to 8 hours. While
active, attacks from this weapon deal an additional 144 rite
damage of the chosen elemental type. Rite damage is
considered magical. The rite damage die changes as you gain
blood hunter levels, as shown in the crimson rite damage die
column of the blood hunter table. Should your weapon leave
‘your grip, the rite fades immediately, An active rite on a
weapon thrown fades direcily after the attack is complete.
When a crimson rite is activated, it reduces your
maximum hit points a number equal to your character level
‘These lost maximum hit points return once the rite fades and
cannot be restored otherwise. When a rite fades, no hit points
egained as part of the restoring of maximum hit points,
Crimson rite ean be used on multiple weapons, costing,
additional hit point loss. Most weapons ean only be subject to
a single rite at any given time. Polearms and quarterstaffs can
benefit from a separate rite on each end of the weapon. A
rite can be allowed to fade at any time (no action required),
You gain access to an additional Primal Rite at 6th level
and 11th level. You may learn an Esoteric Rite at 14th level.
Prima Rives
Choose from the following:
Rite of the Flame. Your rite damage is fire type.
Rite of the Frozen, Your rite damage is cold type.
Rite of the Storm. Your rite damage is lightning type.
* Blood Hunter 1.3
Esoteric RITES
Choose from the following: «y
Rite of the Roar. Your rite damage is thunder type.
Rite of the Oracle. Your rite damage is psychie type.
Rite of the Dead. Your rite damage is ne
FIGHTING STYLE J
At 2nd level, you adopt a style of fighting as your specialty.
Choose one of the following options. You can't take a
Fighting Style option more than once, even if you later get
to choose again,
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged
weapons.
DUELING
When you are wielding a melee weapon in one hand and
no other weapons, you gain a +2 bonus to damage rolls
with that weapon,
Great WEAPON FIGHTING
When you roll a 1 or 2. on a non-rite damage die for an
attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must
use the new roll. The weapon must have the two-handed
or versatile property for you to gain this benefit
TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you
your ability modifier to the damage of the second
can add
tack.
Bioop HUNTER ORDER
At 3rd level, you commit to an order of blood hunter
martial focus. Choose Order of the Mutant, Order of the
Ghostslayer, or Order of the Profane Soul, all detailed at
the end of the class description. The order you choose
grants you features at 3rd level, and again at 7th, 10th,
15th, and 18th level
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th and.
19th level you can increase one ability score of your choice
by 2, or you cam increase two ability stores of your choice
by 1. As normal, you cant inerease an ability score above
20 using this featu
Extra ATTACK
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
BLoop MALEDICT
At 6th level, you gain the knowledge to further channel,
and sacrifice, a part of your vital essence to curse and
manipulate your enemies. You gain two blood curses of
your choice. detailed in the “blood curses” section below.
You learn one additional blood curse of your choice at
10th, 14th, and 18th level.
Pieter,ae
‘When you ba your Blood Malediet, you choose which
curse to invoke. While invoking a blood curse, but before it
affects the target, you may choose to amplifi the curse by
‘suffering damage equal to your crimson rite damage die. An
amplified curse gains an additional effect, noted in the
curse’s description. Creatures that do not have blood in their
bodies are immune to blood curses (DM's discretion).
‘Afler you use this feature to invoke two blood curses,
you must then finish a short or long rest to use your Blood
Malediict to invoke your two blood curses again.
Beginning at 11th level, you can use your Blood
Maledict to invoke three blood curses between re
beginning at 17th level, you can use it four times betwee
rests, When you finish a short or long rest, you regain your
expended si
Bioop Curses
The blood curses are presented in alphabetical order
Blood Curse of Binding, As a bonus action, you can
pt to bind an enemy no more than one size larger than
you within 30 feet. The target must succeed on a Strength
saving throw (DC equal to 8 + your proficiency bonus + your
Wisdom modifier) or have their speed be reduced to 0 until
the beginning of your next turn.
Amplifi. This curse become
creature no more than two sizes larger than you. At the end
of each ofits turns, the cursed can make another Strength
saving throw: On a success, this curse ends. You can end the
se whenever you like (no action required)
Blood Curse of the Eyeless. As a bonus action, you can
cloud the vision of a creature within 30 feet, imposing
disadvantage on their next attack.
Amplify, The cursed suffers disadvantage on all of their
attacks until the beginning of your next turn,
Blood Curse of the Fallen Puppet. The moment a
creature falls unconscious or dies within 30 feet of you, you
can use your reaction to give that creature a final act of
aggression. That creature can immediately make a single
weapon attack against a target of your choice within its
attack range. After the attack, the creature returns to
unconscious or dead.
Amplify. You grant a bonus to the attack roll and damage
roll of the cursed creature's attack equal to your Wisdom.
_modifier (minimum of 1).
Blood Curse of the Fending Rite. When an enemy
‘a spell, you can use your reaction to deflect the spell with
your crimson rite. You gain a bonus to the inital saving throw
against that spell equal to your Wisdom Modifier (minimum
of 1). This curse is invoked before the saving throw is rolled.
Amplify: You grant all allies within 5 feet of you this bonus
to their saving throw against the triggering spell as well.
Blood Curse of the Marked. As a bonus action, you can
mark an enemy within 30 feet. Until the end of your turn, all
crimson rite damage you deal to the target is doubled.
Amplifi: You cause the marked target (0 also lose
resistance to your rite damage type until thet beginning of your
‘next turn.
Art by Greg Opalinski
‘ongoing, and can affect a
Hunter 1.3
Blood Curse of Mutual Suffering. Asa bonus action,
you can link to a creature within 30 feet, forcing them (0
share in any pain they inflict upon you. Each time the
cursed creature damages you, this curse deals necrotic
damage to the cursed creature equal to half of the damage
you suffered. This curse lasts for a number of rounds equal
fo your Wisdom modifier (minimum 1),
Amplify. You double the duration of this curse, and this
curse’s damage ignores Necrotic resistance.
Blood Curse of Spell Sunder. Whe:
within
an enemy casts a
30 feet that requires a spell attack roll and
target can use your reaction to rend the spell
from the air. imposing disadvantage on the spell attack roll
Amplify. You make a Wisdom ability check. The DC
equals 10 + the spells level. On a success, the creature's
spell is dispelled entirely.
Blood Curse of the Transfasion. As a bonus action,
you can curse your own vitality, tearing some of it forth
and transfering it to an ally in need. You take 246 points of
damage, and a living creature you choose within 30 feet
regains a number of hit points equal to that amount plus
your Wisdom modifier (minimum of 1). This damage
increases as you gain levels: 3d6 at 11th level, and 446 at
17th level
Amplify. Your target regains additional hit points
equal to twice the amplify damage.
spe
Grim PsYCHOMETRY
When you reach 9th level, you can take 10 minutes to
meditate on an object to discern vague details regarding
any lingering evil or wicked past surrounding it. Make a
Wisdom ability check. Based on the result, the DM may
reveal obscure information about dark events that may.
have previously surrounded the object, or hints toward a
sinister purpose. This feature has no effect on objects
untouched by evil
DARK VELOCITY siiow. tt aN
Upon reaching 11th level, you beckon the surrounding
shadows to grant you unnatural swiftness on the battlefield.
While in dim light or darkness, your speed increases by
10 feet, and attacks of opportunity made against you have:
disadvantage
HARDENED SOUL .
When you reach 14th level, you ean no longer become
Frightened, and you have advantage on saving throws
against magical Charm effects.. END) RING Form
‘When you reach 17th level, while you are unconscious,
‘you can spend two hit dice to reroll a death saving throw
‘once per turn,
longer requiring visceral sacri fe an active
crimson rite, you no longer reduce your maximum hit points
nage when amplifying blood curses.
and you take no da
In addition, when you are below one fourth of your current
‘maximum hit points and conscious, all of your erimson rite
damage dice are m
iaximized,
BLoopD HUNTER ORDERS
There are a handful of secretive orders of blood hunters
that guard their cryptic techniques and blasphemous rituals,
‘One must adhere to one of these orders to even he granted
access to the Hunter's Bane rite that starts their journey, and
only once they've proven their ability will the secrets of the
order begin to be revealed, Some even wait a few years
before they are sure they want to continue down this cursed
path. Either of, i's within these small, enigmatic sects that
the real power of a blood hunter is learned.
ORDER OF THE GHOSTSLAYER
The Order of the Ghostslayer is the oldest and most drive
of the orders, having rediscovered the secrets of blood magi
nd refined them for combat against the scourge of undeath
hosts! eek out and study the moment of death,
obsessing over the mysteries of the transition, Same will si
with the terminally diseased to closely witness their passing,
while others go so far as to deliberately have a near
experience, allowing them to tune their body and s
the ethereal realms beyond.
RITE OF THE DAWN
When you join this order at 3rd level, you learn the esoterié
rite Rite of the Dawn (detailed below).
Rite of the Dawn, Your tite damage is radiant type.
hit an Unde:
additional radiant dama
Ityo
it suffers
modifier,
Upon reaching 10th level, any creature you hit
Rite of the Dawn suffers this additional radiant damage.
ge equal to your Wisdom
your
HALLOWED VEINS
Beginning at 7th level, your blood curses become honed to
the fabric of a creature's essence, Your blood curses can now
affect any creature, regardless of their form or lack of blood.
SUPERNAL SuRGE
Upon reaching 10th level, at the beginning of your turn you
can allow your body to take on a swift, ghostly form. Use of
this feature costs no action. This effect lasts a number of
rounds equal to your Wisdom modifier (minimum 1). While
this surge lasts, you can make a single weapon aitack as a
bonus action on each of your turns.
creature with your Rite of the Dawn,
ee |
In addition, you become spectral for the
allowing you to move through other creatures at
as if they were difficult terrain, You take 1410 force dama
ifyou end your turn inside an object. If this surge ends while
you are inside an object, you are immediately shunted to the
nearest unoccupied space that you can occupy and take
force damage equal to twice the number of feet you moved.
Once you use this feature, you must finish a short or long
rest before you can use it again.
GravesiGnT
At 15th level, you can see in normal darkness, as well as see
invisible creatures and objects, up to 60 feet.
VENGEFUL SPIRIT
Upon reaching 18th level, you learn to project your spirit to
fight on while on the edge of death. Whenever your hit
points drop to 0, you can choose to let your soul emerge
from your body to fight on. Your body remains unconscious
and subject to death saving throws per normal. At the
beginning of you next turn, you manifest a spirit form in
‘your space that picks up your weapons and continues
fighting on, acting on your turn and every one of your
subsequent turns under your control. Your spirit form has
‘your physical attributes and armor class, as well as your
weapons and ammunition, and can move through other
creatures and objects as if they were difficult terrain. This
form is immune to all non-magical darnage and non-magical
weapon damage. Your spirit form can only make the Move,
Attack, Bonus (offhand attack), and Bonus (Crimson Rite)
actions on your turn
Ifyour spirit form takes any damage, it immediately
vanishes. If your body dies, your spirit form vanishes. If you
regain any hit points, your spirit form vanishes. If your spirit
form vanishes, it drops your weapons in its space.
ORDER OF THE PROFANE SOUL,
The magics adopted by the wayward blood hunter prove
formidable against many an evil across the realm, However,
the darkest of aborninations draw from an ancient well of
cruel, unfathomable power. These terrors can control
shadows to do their bidding, hide in plain sight among the
noblest of nobles, and bend the minds of the most stalwart
warrior with but a glance. These fiends are far trickier to
hunt, and many lost their lives in pursuit of such wickedness.
A small sect of blood hunters had finally had enough and
delved into this same well of corrupting arcane knowledge,
making pacts with lesser evils to better combat the greater.
While they may have lost a part of themselves, the power
gained far outweighted the price, for even devils now quake
when they know they've drawn the attention of the Order of
the Profane Sout
OTHERWORLDLY PATRON
‘When you reach 3rd level, you strike a bargan with an other-
worldy being of your choice: the Archfey, the Fiend, or the
Great Old One, each detailed on page 109 of the PHB. Your
e choice augments some ofyour order features,
Design by by Matthew ‘MercerOY Par Mag Ay
Pact Macie
‘When you reach 3rd level, you can augment your combat
techniques with the ability to cast Warlock spells. See
chapter 10 (phb) for the general rules of spelleasting and
chapter 11 (phb) for the Warlock spell list.
Cantrips. You learn two cantrips of your choice from
the warlock spell list. You learn an additional warlock
cantrip of your choice at 10th level
Spell Slots. The Profane Soul Spelicasting table shows
how many spell slots you hiave, The table also shows what
the level of those slots is; all of your spell stots are the same
level. To cast one of your warlock spells of 1st level or
higher, you must expend a spell slot. You regain all
expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd.
level spell slots. To cast the Istlevel spell shunderwave, you
must spend one of those slots, and you east it as a 2nd evel
spell
Spells Known of Ist Level and Higher: Ai 3rd le
you know two Ist-level spells of your choice from the
warlock spell lis.
‘The Spells Known column of the Profane Sou! table
shows when you learn more warlock spells of your choice of
Ist level and higher. A spell you choose must be of a level no
higher than what's shown in the table's Slot Level column for
your level. When you reach 11th level, for example, you learn
a new warlock spell, which can be Ist, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order,
you ean choose one of the warlock spells you know and
replace is with another spell from the warlock spell lis
which also must be of a level for which you have spell slots.
‘Spellcasting Ability. Wisdom is your spelicasting ability
for your warlock spells, so you use your Wisdom whenever a
spell refers to your spellcasting ability. In addition, you use
your Wiscom modifier when setting the saving throw DC
fora warlock spell you cast and when making an attack roll
with one
Spell save DC = 8 + your proficiency bonus +
‘your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Rive Focus
Begining. at 3rd level, your weapon becomes a core to your
pact with your chosen dark patron. While you have an active
rite, you can use your weapon as a spelicasting focus (found in
chapter 5, player's handbook) for your warlock spells. Your
chosen pact also enhances your rite (outlined below)
The Archfey. If you deal rite damage to a creature, that,
Creature loses any half or three-quarters cover bonuses, as.
‘well as invisibility, until the beginning of your next turn,
The Fiend. While using the Rite of the Flame, if you roll
a Lon your rite damage die, you may reroll the die. You may
do this reroll only once per attack
The Great Old One. Whenever you deal a critical hit to a
creature, that creature must make a Wisdom saving throw:
against your spell save DC. On a failure, the creature is
frightened of you until the end of your next turn.
“Blood Hunter 1.3
Profane Soul Spellcasting
Blood Hunter Cantrips Spells. Spell
Level Known Known Slots.
3rd 2 2 1
4th 2 2, 1
Sth 2 3 2
6th Zi 3 2
7th a 4 2
8th 2 4 2 2nd
9th Bi 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 3rd.
12th 3 6 2 3rd
13th 3 7 2 3rd
14th 3 id 3 3rd
15th 3 8 3 3rd
16th 3 8 3 3rd
17th 3 9 3 ath
18th an 8 3 4th
19th 3 10 3 4th
20th 3 aL 3 ath
‘Mystic FRENZY
Beginning at 7th level, when you use your action to
canirip, you can make one weapon attack as a bonus
ction
REVEALED ARCANA
At 7th level, your dark patron grants you the rare use of a
dangerous arcane spell based on your pac
The Archfey. You can cast blur once using a Warlocl
spell slot. You can't do so again until you Finish a long rest.
The Fiend. You can cast scorching ray once using
lock spell slot. You canit do so again until you finish a
long rest
The Great Old One. You can cast detect thoughts once.
using a Warlock spell slot. You can'tdo so
finish a long rest.
D1aBoLic CHANNEL
At 10th level, you can temporarily infuse your rite with
the seed of a powerful spell. As an action, you can imbue
your rite-enhanced weapon with one spell you can cast or is
already active, then make a single attack with that weapon.
If that attack hits, all spell attack rolls for the imbued spell
hit automatically. The tar pon damage,
subject to the € a spell slot
accordingly. Ifthe attack has advantage, the target’ initial
saving throw against the spell has disadvantage. If the
attack misses, the spell has no effect. Arca spells originate
from the target's space. ;
The spell must be of Ist level or higher, have a casting
time of 1 action, or require an action to activate an already
active concentration spell.
UNSEALED ARCANA
At 15th level, your dark patron grants you the rare use of an
additional arcane spell based on your pact.
The Archfey. You can cast slow once using a Warlock
spell slot. You can't do ausPR
The Fiend, You can cast fireball once using a
Warlock spell slot. You can't do so again until you fi
Jong rest.
The Great Old One. You can cast haste once
using a Warlock spell slot. You cant do so again until you
finish a long rest,
Sout SyPHON
When you reach 18th level, your learn to sacrifice the souls,
of powerful foes to your dark patron in exchange for
immediate power. When you reduce a creature to 0 hit
points with an attack, kill the creature, and they have a
challenge rating of 15 or above, you recover an expended,
spell slo.
ORDER OF THE MUTANT.
The process of consuming the Hunter's Bane is a painful
scarring, and often fatal experience. Those that survive find
themselves irrevocably changed, enhanced. Some found
this experience exalting, embracing the ability to alter one’s
own physiology through corrupted alchemy.
Over generations of experimentation, a splinter order of
blood hunters began to emerge, one that focused on brewing
toxic elixirs to modify their capabilities in baitle, altering
their blood and, over time become something beyond human.
They called themselves the Order of the Mutant.
FoRrMULAS
You begin to uncover forbidden alchemical formulas that
temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn three
mutagen formulas. Your formula options are detailed at the
end of this order description. You gain an additional formula
at 7th level, 10th level, 15th level, and 18th level
Additionally, when you gain a new mutagen formula, you
can choose one of the formulas you already know and
replace it with another mutagen formula,
Murtacen Crarr
At 3rd level, you can take a short rest to concoct a single
‘mutagen, Consuming a single mutagen requires a bonus
action, and the effects (including side effects) last until you
take a short of long rest to meditate and flush the toxins
from your system,
Mautagens are designed for your biology. They have no
_ effect on large or larger creatures, and only impart the side
ceflects on other medium or smaller creatures that drink the
entire mutagen, They are also unstable by nature, losing
their poteney over time and becoming inert if not swallowed
before you finish your next short or long rest.
‘Your body will begin to better utilize the toxins you instill
it with as you grow in power and experience. These
advancing mutations may be signified by a Mutation score,
‘Matation Score = your blood hunter level ;
divided by 4, sounded up,
_ADVANGED MUTAGEN Grarr
Upon reaching 7th level, when you take a ote to
Artby Christophe Swal
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Side effect: You gin vulnerability o slashing damage.
ins oil kit aie
concoct a mutagen, you can now ereate two. Mutagens must
be different formulas, and can be ingested with overlapping
effects that last until you finish your next short or long rest.
Each mutagen still takes a separate bonus action to imbibe.
Once you reach 15th level, you can now create
three mutagens during a short rest
Rosust PrystoLocy
At 10th level, your body has begun to adapt to toxins and
venoms, ignoring their corroding effects. You gain immunity
to poison damage and the poisoned condition.
SrRANGE METABOLISM
Beginning at L5th level, you've become resistant to the
negative effects of some your own mutagens. Upon imbibing
a mutagen, you can choose to ignore the side effect of that
‘mutagen for its duration,
‘Once you tse this feature, you must finish a short or
long rest efore you can use it agai
EXALTED MUTATION
AU18th level, your body has begun producing one of your
toxins naturally, Choose one of your knowa mutagen
formulas. You gain the benefits and side effec
mutagen permanently, at all imes. This eff
annot change this choice of formula after this feat
acquired,
Muracens
‘These mutagens are presented in alphabetical order. You
can learn a mutagen at the same time you meet its
prerequisite:
Aether. Prerequisite: 10th level. You gain a flying speed
of 20 feet. Side effect: You have disadvantage on all Si
andl Dexterity ability checks.
Celerity. Your Dexterity score increases by an amount,
equal to your mutation score, as does your Dexterity
maximum. Side effect: Your Wisdom score decreases by
amount equal to your mutation score, =
Conversant. You gain advantage on Intelligence ability
checks. Side effect: You have disadvantage on Charisma
ability checks.
Cruelty, Prerequisite: 10th level. You gain an additional
action on each of your turns. That aetion can be used only to
take the Attack (one weapon attack only) action. Side effect:
You have disadvantage on all saving throws.
Impermeable. You gain resistance to piercing damage.Mobility. You gain immunity to the grappled and
restrained conditions, At 10th level, you also are immune to
the paralyzed condition. Side effect: You gain a penalty to
initiative equal to 2 times your mutation score.
Nighteye. You gain darkvision for up to 60 feet. Ifyou
already have darkvision, this increases its range by 60
additional feet. Side effect: You gain sunlight sensitivity
(phb pg 24)
Potency. Your Strength score increases by an amount
equal to your mutation score, as does your Strength
maximum, Side effect: Your Dexterity score decreases by
an amount equal (o your mutation score
Precision. Prerequisite: 7th level. Your weapon attacks
score a critical hit on a roll of 19-20, At 15th level, you score
a critical hit on an 18-20. Side effect: All healing you receive
is halved,
Rapidity. Your speed increases by 10 feet. At 15th level
your speed increases by 15 feet instead. Side effect: Attack
rolls made against you are considered a critical hit on a’
natural roll of 19-20,
Reconstruction. Prerequisite: 7th level. While conscious,
you regenerate hit points equal to 2 times your mutation
score (rounded up) at the start of your turn as long as you are
above 0 hit points. Side effect: Your speed decreases by 10 ft
‘Sagacity. Your Wisdom score increases by an amount
equal to your mutation score, as does your Wisdom
maximum, Side effect: Your armor class is reduced by an
amount equal to your mutation score
Shielded. You gain resistance to slashing dam:
Side effect: You gain vulnerability to bludgeoning damage
Unbreakable. You gain resistance to bludgeoning
e. Side effect: You gain vulnerability to piercing
damage.
Wariness. You gain a bonus to initiative equal to 2 times
your mutation score. Side effect: You have disadvantage on
Wisdom (Perception) checks.
BLoop HUNTER MULTICLASSING
Should you wish to mu
‘class into a blood hnunter, the
prerequisites and proficiencies gained are listed below.
Blood Hunter Multiclassing Prerequisites
Ablity Score Minimum
Strength 13 or Desterity 13, and Wisdom 13
Blood Hunter Multiclassing Proficiencies
Proficiencies Gained
Light armor, medium armor, simple weapons, martial weapons,
alchemical supplies
Dean aN ena onretCritical Role:
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Founded in 2012 by Felicia Day, the company offers a diverse lineup of
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‘ “4 Design by Mattl
Blood Hunter 1.3
thew Mercer
.