Blood Hunter FAQ
What are the main Blood Hunter class features?
The Blood Hunter's main features are Hunter's Bane, Blood Maledict, Fighting Style, Crimson Rite, a Blood Hunter Order, Extra Attack, Brand of Castigation, Grim Psychometry, Dark Augmentation, Brand of Tethering, Hardened Soul, and Sanguine Mastery. The Hemocraft die scales from d4 to d10 and is used by several class mechanics.
The Blood Hunter progression alternates between martial improvements and stronger Hemocraft tools.
1st level: Hunter's Bane
Hunter's Bane improves tracking and knowledge involving fey, fiends, and undead.
It also establishes the Hemocraft modifier and Hemocraft save DC.
1st level: Blood Maledict
Blood Maledict grants blood curses.
The Blood Hunter learns additional curses over time.
A curse may be amplified by taking necrotic damage equal to a Hemocraft die roll.
The amplified version gains the extra effect listed in the curse.
Uses increase at higher levels and return after a short or long rest.
2nd level: Fighting Style
The class gains a Fighting Style to support its martial approach.
The Blood Hunter's Fighting Style choices are the options listed by the class feature.
2nd level: Crimson Rite
Crimson Rite empowers a weapon.
Activation costs necrotic self-damage based on the Hemocraft die.
Attacks with the empowered weapon gain additional rite damage and interact as magical attacks for relevant resistance rules.
3rd level: Blood Hunter Order
The Order is the subclass.
Order features arrive at:
3rd 7th 11th 15th 18th
The current Orders are Ghostslayer, Lycan, Mutant, and Profane Soul.
5th level: Extra Attack
The Blood Hunter attacks twice when taking the Attack action.
This makes Crimson Rite increasingly valuable because the additional rite damage can apply across repeated weapon hits.
6th level: Brand of Castigation
Brand of Castigation lets the Blood Hunter mark an important creature after damaging it through Crimson Rite.
The Brand helps the Blood Hunter keep track of the target and punishes certain hostile actions according to the feature.
9th level: Grim Psychometry
Grim Psychometry improves investigation of objects or locations with sinister or tragic histories.
10th level: Dark Augmentation
Dark Augmentation increases speed and adds the Hemocraft modifier to Strength, Dexterity, and Constitution saving throws, with the feature's normal minimum.
13th level: Brand of Tethering
Brand of Tethering strengthens Brand of Castigation.
It increases the Brand's punishment and can interfere with Dash, teleportation, or planar escape under the feature's rules.
14th level: Hardened Soul
Hardened Soul grants advantage on saving throws against being charmed or frightened.
20th level: Sanguine Mastery
Sanguine Mastery improves Hemocraft-die reliability.
It also allows certain critical hits with a Crimson Rite weapon to recover an expended Blood Maledict use.
Hemocraft Die progression
The Hemocraft die improves as Blood Hunter level rises:
1st–4th → d4 5th–10th → d6 11th–16th→ d8 17th–20th→ d10
How the features work together
Hunter's Bane identifies prey.
Crimson Rite improves weapon attacks.
Blood Maledict manipulates enemies through curses.
Extra Attack increases martial consistency.
Brands make one dangerous target easier to control.
Dark Augmentation and Hardened Soul improve resilience.
The Order creates the specialised hunting method.
Sanguine Mastery ties the high-level system together.