
## What Is a Blood Hunter?
The Blood Hunter is a warrior who uses forbidden techniques, specialised training, and dangerous blood magic to hunt supernatural threats. Created by Matthew Mercer for the world of Exandria, Blood Hunters are determined monster hunters who willingly sacrifice their own vitality to confront creatures that ordinary warriors may struggle to defeat.
While Paladins draw strength from sacred oaths and Rangers develop their abilities through martial training and a connection to the natural world, Blood Hunters pursue a far more dangerous discipline known as **Hemocraft**.
Through Hemocraft, Blood Hunters manipulate their own life essence, allowing them to empower weapons, inflict supernatural curses, and develop abilities that make them particularly effective against dangerous creatures.
Their methods are often feared and misunderstood. The rituals that grant them their abilities can permanently alter their bodies, while the blood magic they practise may appear disturbingly similar to the powers wielded by the monsters they hunt.
Some Blood Hunters are wandering protectors who dedicate their lives to defending isolated communities. Others are investigators, monster slayers, scholars of forbidden knowledge, or survivors seeking vengeance against supernatural creatures.
Although their methods are dangerous, their purpose is often protective. Blood Hunters willingly endure suffering and risk corruption so that others do not have to face the horrors lurking beyond the safety of civilisation.
What unites them is their determination to confront darkness using powers that others are unwilling or unable to wield.
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## Hunters of the Unnatural
Most Blood Hunters belong to secretive organisations known as **Blood Hunter Orders**.
These organisations preserve forbidden knowledge, train their members in specialised techniques, and prepare them to confront supernatural threats that conventional soldiers and adventurers may struggle to overcome.
Becoming a Blood Hunter requires surviving a dangerous ritual known as the Hunter's Bane. Those who endure the process gain the ability to manipulate Hemocraft, but the ritual can leave permanent changes upon their bodies and minds.
The experience creates a bond between members of an Order. Many Blood Hunters regard their companions as family, united by shared sacrifices and their commitment to confronting dangerous supernatural forces.
However, their methods can make them unwelcome in ordinary society.
The use of blood magic is often associated with dark rituals, necromancy, and other forbidden practices. Even communities protected by Blood Hunters may fear the techniques that allow them to defeat dangerous creatures.
As a result, many Blood Hunters operate on the outskirts of civilisation, travelling between settlements, investigating mysterious events, and pursuing rumours of unnatural activity.
Their enemies frequently include undead, fiends, fey creatures, and other supernatural threats. Individual Blood Hunters may also specialise in hunting lycanthropes, dangerous spellcasters, or creatures whose powers make them particularly difficult to defeat.
Not every Blood Hunter is grim, ruthless, or consumed by vengeance. Some approach their responsibilities with compassion, discipline, or a strong sense of duty.
What defines them is their willingness to accept personal sacrifice in pursuit of a greater purpose.
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## Hunter's Bane
The first step towards becoming a Blood Hunter is surviving **Hunter's Bane**, a dangerous ritual that permanently alters the initiate's blood.
This ritual is the foundation of the Blood Hunter's supernatural abilities.
Those who survive gain the capacity to manipulate Hemocraft, allowing their own life essence to fuel magical techniques that would otherwise be beyond their capabilities.
The transformation also heightens their ability to recognise and pursue certain supernatural creatures.
Beginning at first level, Blood Hunters gain Advantage on Wisdom (Survival) checks made to track fey, fiends, and undead. They also gain Advantage on Intelligence checks made to recall information about these creatures.
This knowledge makes them particularly effective investigators when dealing with supernatural threats.
A Blood Hunter might recognise signs of undead activity that an ordinary traveller would overlook, identify evidence of fiendish influence, or follow the trail of a dangerous fey creature through unfamiliar territory.
Hunter's Bane also establishes the Blood Hunter's connection to Hemocraft, enabling the supernatural abilities they develop throughout their career.
The ritual is not something undertaken lightly. Its effects are permanent, and the process can be painful, physically dangerous, and deeply unsettling.
For those who survive, it marks the beginning of a life dedicated to confronting dangerous powers through equally dangerous methods.
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## The Power of Hemocraft
The defining supernatural discipline of the Blood Hunter is **Hemocraft**, a form of blood magic that uses life essence to produce extraordinary effects.
Unlike conventional spellcasting, Hemocraft frequently draws directly upon the Blood Hunter's vitality. By sacrificing a portion of their own health, they can empower weapons or strengthen curses placed upon their enemies.
This creates an unusual relationship between power and survival.
A Blood Hunter must consider whether the advantage gained through Hemocraft is worth the physical cost of using it. Spending too much vitality can leave them vulnerable, particularly during prolonged encounters where healing may be limited.
Their abilities are governed by a special resource known as the **Hemocraft Die**.
At first level, this is a d4. As the Blood Hunter becomes more experienced, the die increases in size, becoming a d6 at fifth level, a d8 at eleventh level, and a d10 at seventeenth level.
The Hemocraft Die determines the damage or effectiveness of several abilities, including Crimson Rite and the amplification of Blood Curses.
Blood Hunters also rely upon a Hemocraft ability score to determine how difficult their supernatural effects are to resist.
Intelligence is normally associated with these abilities, reflecting the study and knowledge required to understand forbidden blood magic. With the Dungeon Master's permission, Wisdom can instead be used for the class's Hemocraft features.
This allows Blood Hunters to approach their abilities through different concepts, whether as scholars who meticulously study supernatural forces or experienced hunters who rely upon perception and instinct.
Not every Hemocraft ability requires the Blood Hunter to sacrifice Hit Points. However, the techniques that do demand careful judgement, particularly when the character is already injured.
The defining challenge of Hemocraft is learning how much of one's own vitality can safely be sacrificed in pursuit of victory.
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## Crimson Rite
One of the Blood Hunter's signature abilities is **Crimson Rite**, a technique that allows them to channel supernatural energy into their weapons.
Beginning at second level, a Blood Hunter can activate a Crimson Rite using a Bonus Action, sacrificing Hit Points equal to one roll of their Hemocraft Die.
This sacrifice inflicts Necrotic damage that cannot be reduced.
Once activated, the rite empowers the chosen weapon with magical energy, causing its attacks to inflict additional damage determined by the rite being used.
The extra damage equals the Blood Hunter's Hemocraft Die, allowing the effect to become stronger as the character gains experience.
The weapon's attacks are also considered magical while the rite remains active.
A Crimson Rite continues until the Blood Hunter completes a Short or Long Rest, although only one rite can be active upon an individual weapon at a time.
The Blood Hunter initially chooses from three elemental rites.
**Rite of the Flame** channels fire into a weapon, allowing it to inflict additional Fire damage.
**Rite of the Frozen** empowers the weapon with supernatural cold, causing additional Cold damage.
**Rite of the Storm** surrounds the weapon with lightning energy, allowing it to inflict additional Lightning damage.
At higher levels, Blood Hunters can learn more specialised rites.
**Rite of the Dead** channels necrotic energy, allowing a weapon to inflict additional Necrotic damage.
**Rite of the Oracle** uses supernatural mental energy to inflict additional Psychic damage.
**Rite of the Roar** empowers a weapon with destructive sound, allowing it to inflict additional Thunder damage.
These three advanced rites become available at fourteenth level.
Members of the Order of the Ghostslayer also gain access to a distinctive rite known as **Rite of the Dawn**, which channels Radiant damage and provides additional benefits against undead.
Crimson Rite is one of the Blood Hunter's most important offensive abilities, allowing them to enhance their weapon attacks while adapting to enemies with different resistances and weaknesses.
For a Blood Hunter, a weapon is more than steel, wood, or iron. Through Hemocraft, it becomes a vessel for supernatural power purchased through personal sacrifice.
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## Blood Maledict and Blood Curses
Blood Hunters possess the ability to manipulate the life essence of other creatures through a supernatural technique known as **Blood Maledict**.
Beginning at first level, this ability allows them to invoke specialised effects called Blood Curses.
Unlike Crimson Rite, which primarily enhances weapon attacks, Blood Curses allow the Blood Hunter to interfere with an enemy's actions, restrict their movement, weaken their defences, or manipulate the course of battle.
Blood Hunters initially know one Blood Curse, learning additional curses as they gain experience.
Their ability to use Blood Maledict is limited. At first level, it can be used once before requiring a Short or Long Rest. This increases to twice at sixth level, three times at thirteenth level, and four times at seventeenth level.
Many Blood Curses can also be **Amplified**.
When invoking a curse, the Blood Hunter can choose to suffer Necrotic damage equal to one roll of their Hemocraft Die. This damage cannot be reduced, but the sacrifice grants an additional effect specified by the curse.
Amplification also has another important purpose.
Creatures without blood are normally immune to Blood Curses unless the curse has been amplified. This means that the Blood Hunter must sometimes sacrifice their own vitality to affect enemies that lack conventional living blood.
Different Blood Curses provide different tactical benefits.
**Blood Curse of Binding** can restrict a creature's movement and prevent it from using Reactions. When amplified, the curse can affect creatures of any size and potentially remain active for a longer period.
**Blood Curse of the Eyeless** interferes with an enemy's attack roll, potentially causing an otherwise successful attack to miss. Amplification extends this protection against additional attacks made by the same creature during its turn.
**Blood Curse of Exposure** can temporarily remove a creature's resistance to damage, allowing an attack or spell to overcome protections that would ordinarily weaken its effect.
**Blood Curse of the Marked** increases the additional damage inflicted by Crimson Rite against a particular enemy, making it especially useful when focusing upon a dangerous target.
**Blood Curse of the Muddled Mind** interferes with a creature's concentration, making it more difficult for spellcasters to maintain ongoing magical effects.
**Blood Curse of the Fallen Puppet** allows a Blood Hunter to manipulate a creature at the moment it falls, forcing it to make one final attack against another target.
Other curses can weaken an enemy's physical capabilities, interfere with supernatural influence, or inflict dangerous conditions.
The exact curses available to a Blood Hunter depend upon their level and chosen Order.
Blood Curses reward players who understand the capabilities of their enemies and recognise when a particular technique can change the outcome of an encounter.
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## Brand of Castigation
As Blood Hunters become more experienced, their control over Hemocraft allows them to place supernatural marks upon their enemies.
At sixth level, they gain **Brand of Castigation**, an ability that allows them to punish creatures through a magical brand.
When a Blood Hunter damages a creature with a weapon empowered by Crimson Rite, they can place an arcane brand upon that target without requiring an additional action.
Once branded, the creature becomes connected to the Blood Hunter through Hemocraft.
As long as the branded creature remains upon the same plane of existence, the Blood Hunter knows its direction. This makes the ability particularly valuable when pursuing dangerous enemies that attempt to escape after a confrontation.
The brand also punishes the creature for causing harm.
Whenever the branded creature damages the Blood Hunter or a creature visible to the Blood Hunter within five feet of them, the branded creature suffers Psychic damage based upon the Blood Hunter's Hemocraft modifier.
Only one creature can normally bear the Blood Hunter's brand at a time, and the ability is recovered after a Short or Long Rest.
At thirteenth level, this feature becomes more powerful through **Brand of Tethering**.
The Psychic damage inflicted by the brand increases, and the affected creature can no longer use the Dash action.
If the creature attempts to teleport or escape to another plane of existence, it suffers additional Psychic damage and must succeed on a Wisdom saving throw or have its attempted escape prevented.
These abilities make Blood Hunters particularly effective at pursuing dangerous supernatural creatures, especially those that rely upon teleportation or other extraordinary methods of escape.
For an experienced Blood Hunter, marking an enemy is not merely a threat.
It is a warning that the hunt is far from over.
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## Supernatural Knowledge and Resilience
Blood Hunters develop abilities that extend far beyond using their own blood to strengthen weapons and curse enemies.
Their training and supernatural transformation gradually alter their senses, physical capabilities, and ability to resist hostile effects.
At fifth level, Blood Hunters gain **Extra Attack**, allowing them to attack twice whenever they take the Attack action on their turn.
This improves their effectiveness as martial combatants, particularly when fighting with weapons empowered by Crimson Rite.
At ninth level, they gain **Grim Psychometry**, a supernatural sensitivity to places and objects associated with sinister or tragic events.
Through this ability, a Blood Hunter gains Advantage on Intelligence (History) checks made to recall information about the dark history of an object they are touching or their current location.
Particularly successful investigations may also provide brief visions of past events, at the Dungeon Master's discretion.
This makes Blood Hunters valuable investigators when exploring haunted ruins, ancient battlefields, or locations associated with supernatural atrocities.
At tenth level, **Dark Augmentation** strengthens their physical capabilities through the accumulated effects of Hemocraft.
Their movement speed increases, and they gain additional bonuses to Strength, Dexterity, and Constitution saving throws based upon their Hemocraft modifier.
This represents their bodies becoming increasingly adapted to the supernatural energies they have spent years manipulating.
At fourteenth level, **Hardened Soul** further strengthens their resistance to supernatural influence.
Through this ability, Blood Hunters gain Advantage on saving throws against being Charmed or Frightened.
This makes them better equipped to confront enemies that attempt to manipulate emotions, overwhelm the mind, or inspire supernatural terror.
These abilities demonstrate that Hemocraft does more than provide temporary combat advantages. Over time, it fundamentally transforms the Blood Hunter into someone increasingly capable of resisting the powers of the creatures they hunt.
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## Sanguine Mastery
At twentieth level, a Blood Hunter reaches the height of their supernatural discipline through **Sanguine Mastery**.
By this point, they have spent years manipulating their own life essence, mastering blood curses, and enduring the physical consequences of their abilities.
Their control over Hemocraft becomes exceptionally refined.
Once per turn, whenever a Blood Hunter feature requires them to roll their Hemocraft Die, they can reroll that die and choose which result to use.
This allows them to improve the effectiveness of many abilities associated with their blood magic.
Sanguine Mastery also rewards their skill with weapons empowered by Crimson Rite.
Whenever they score a Critical Hit using a weapon with an active Crimson Rite, they regain one expended use of Blood Maledict.
This creates a connection between their martial combat and supernatural abilities, allowing successful attacks to restore valuable resources during dangerous encounters.
Although Blood Hunters never entirely abandon the risks associated with their powers, Sanguine Mastery represents extraordinary control over techniques that were once dangerous and difficult to wield.
At the height of their abilities, they become some of the most accomplished practitioners of Hemocraft, capable of confronting supernatural enemies with an extensive collection of specialised powers.
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## The Blood Hunter's Role in an Adventuring Party
In an adventuring party, the Blood Hunter is primarily a martial combatant who specialises in pursuing dangerous enemies and exploiting supernatural weaknesses.
Their abilities make them effective at dealing sustained weapon damage, particularly when combining Extra Attack with the additional damage granted by Crimson Rite.
Unlike some martial characters who rely mainly upon physical strength or repeated attacks, Blood Hunters possess supernatural abilities that allow them to interfere directly with their opponents.
Blood Curses can restrict movement, weaken attacks, disrupt spellcasting, and temporarily remove resistance to damage.
Brand of Castigation also makes them valuable when confronting enemies that attempt to flee, while Brand of Tethering can prevent certain forms of magical escape.
Their investigative abilities are equally important.
Hunter's Bane helps them track and identify fey, fiends, and undead, while Grim Psychometry provides advantages when investigating objects and locations associated with sinister events.
These abilities make them particularly valuable during adventures involving mysteries, supernatural threats, and the pursuit of dangerous creatures.
Blood Hunters are also capable of adopting different combat styles.
Their Fighting Style choices support archery, two-weapon fighting, great weapons, or fighting with a single melee weapon.
The Order of the Lycan can become an especially resilient close-range combatant, while the Order of the Profane Soul gains limited spellcasting that expands its tactical options.
The Order of the Ghostslayer specialises in defeating undead, while the Order of the Mutant can modify its abilities through specialised alchemical preparations.
The greatest challenge for a Blood Hunter is managing personal risk.
They possess the durability of a martial class with a d10 Hit Die and proficiency in light armour, medium armour, and shields. However, their willingness to sacrifice Hit Points can make them more vulnerable when their resources are poorly managed.
A successful Blood Hunter must know when to use Hemocraft aggressively and when preserving their vitality is the wiser choice.
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## Blood Hunter Orders
As a Blood Hunter develops their abilities, they commit themselves to a specialised tradition known as a **Blood Hunter Order**.
Each Order preserves its own knowledge, rituals, and techniques, reflecting a different approach to using Hemocraft against supernatural threats.
At third level, a Blood Hunter chooses one of four Orders, gaining abilities that develop as they become more experienced.
### Order of the Ghostslayer
The Order of the Ghostslayer is the oldest of the Blood Hunter Orders, dedicated primarily to combating undead and the dark magic responsible for creating them.
Its members study the boundary between life and death, seeking to understand the forces that allow the dead to rise and the supernatural energies that sustain their existence.
Ghostslayers are particularly concerned with necromancy, restless spirits, and creatures that exist through unnatural means.
At third level, members of this Order gain **Rite of the Dawn**, a specialised Crimson Rite that allows their weapons to inflict additional Radiant damage.
This rite provides several benefits beyond ordinary weapon enhancement.
While active, the weapon produces light, grants the Blood Hunter resistance to Necrotic damage, and inflicts additional damage against undead creatures.
Ghostslayers also gain **Curse Specialist**, allowing them to use Blood Maledict more frequently and target creatures with Blood Curses even when those creatures lack blood.
This is particularly valuable against undead and other supernatural entities that may be immune to conventional applications of Hemocraft.
As Ghostslayers become more experienced, they develop abilities that allow them to interact with the boundary between the Material Plane and the Ethereal Plane.
Through **Aether Walk**, they can temporarily move through creatures and solid objects, allowing them to pursue enemies or pass through barriers that would ordinarily prevent movement.
At higher levels, **Brand of Sundering** strengthens their Crimson Rite and prevents certain incorporeal creatures from moving through objects while branded.
They also gain **Blood Curse of the Exorcist**, allowing them to remove certain forms of possession, fear, and supernatural influence from other creatures.
At the height of their abilities, **Rite Revival** allows a Ghostslayer to sacrifice their active Crimson Rites to remain standing when they would otherwise fall unconscious.
For players who want to specialise in hunting undead, confronting necromancers, and protecting others from supernatural corruption, the Order of the Ghostslayer provides a focused and effective approach to monster hunting.
### Order of the Lycan
The Order of the Lycan consists of Blood Hunters who deliberately harness the curse of lycanthropy.
While most creatures afflicted by lycanthropy struggle against the violent instincts and supernatural transformations it produces, members of this Order undergo specialised training to control the beast within.
Their initiation involves a ritual known as **the Taming**, through which lycanthropy is deliberately introduced or brought under the Order's discipline.
Members learn to channel their transformation through Hemocraft, allowing them to draw upon the physical strength and predatory abilities associated with their curse.
At third level, they gain **Hybrid Transformation**, allowing them to assume a powerful hybrid form for a limited period.
While transformed, their physical capabilities improve considerably.
They gain enhanced Strength, increased melee damage, resistance to certain nonmagical physical attacks, and improved natural weapons.
Their **Predatory Strikes** allow them to fight effectively with claws or other natural attacks, and these strikes can also benefit from Crimson Rite.
However, their transformation carries a significant danger.
When badly injured, a Lycan Blood Hunter may succumb to **Bloodlust**, temporarily losing control and attacking the nearest creature, even if that creature is an ally.
This creates an ongoing conflict between their determination to protect others and the savage instincts awakened by their curse.
As they gain experience, members of the Order develop greater mobility, stronger natural attacks, and increasingly effective control over their hybrid forms.
Through **Advanced Transformation**, they gain additional uses of their transformation and develop a limited regenerative ability that restores Hit Points while injured.
At higher levels, **Brand of the Voracious** strengthens their attacks against branded enemies and improves their ability to resist Bloodlust.
Eventually, **Hybrid Transformation Mastery** allows them to transform without the ordinary limitation on uses, while the **Blood Curse of the Howl** grants a terrifying supernatural attack capable of frightening or even stunning nearby enemies.
For players who enjoy werewolves, shapeshifters, powerful melee combat, and characters struggling to control dangerous instincts, the Order of the Lycan offers a distinctive approach to the Blood Hunter.
### Order of the Mutant
The Order of the Mutant represents Blood Hunters who have pushed the limits of Hemocraft through dangerous alchemical experimentation.
Rather than relying exclusively upon the supernatural abilities granted by Hunter's Bane, these hunters deliberately alter their bodies through specialised substances known as **Mutagens**.
Mutagens are powerful alchemical preparations that temporarily modify a Blood Hunter's physical or mental capabilities.
Each mutagen provides a particular advantage, but it also carries a corresponding drawback.
A Mutant might increase their Strength at the cost of becoming more vulnerable to certain saving throws, improve their speed while suffering reduced mental effectiveness, or develop resistance to one form of damage while becoming vulnerable to another.
This makes the Order particularly suited to players who enjoy preparation and adapting their capabilities to different encounters.
At third level, members gain **Mutagencraft**, allowing them to prepare specialised mutagens using formulas they have learned.
These preparations are designed specifically for the Blood Hunter's altered biology and do not provide the same benefits to other creatures.
As Mutants become more experienced, they learn additional formulas and develop the ability to prepare more mutagens at once.
At seventh level, **Strange Metabolism** grants immunity to Poison damage and the Poisoned condition. It also allows the Blood Hunter to temporarily suppress the negative effects of one active mutagen.
This provides greater flexibility when the disadvantages of a preparation become particularly dangerous.
At eleventh level, **Brand of Axiom** allows a Mutant to interfere with supernatural disguises and transformations.
The ability can expose creatures concealed by illusions or invisibility and may force shapeshifters to return to their true forms.
At higher levels, Mutants gain **Blood Curse of Corrosion**, a specialised curse that inflicts the Poisoned condition and can cause additional Necrotic damage when amplified.
Their final subclass ability, **Exalted Mutation**, allows them to replace an active mutagen with another formula they know, giving them greater flexibility during an encounter.
The Order of the Mutant rewards careful planning and an understanding of the advantages and disadvantages associated with each preparation.
For players who enjoy alchemy, experimentation, and adapting their bodies to overcome different challenges, it offers a highly customisable approach to the Blood Hunter.
### Order of the Profane Soul
The Order of the Profane Soul consists of Blood Hunters who supplement Hemocraft with power gained through an otherworldly pact.
Its members believe that dangerous supernatural forces can be turned against the very creatures that threaten the world.
By forging agreements with powerful entities, they gain access to limited spellcasting while retaining the martial abilities and blood magic of a conventional Blood Hunter.
These arrangements resemble the pacts formed by Warlocks, although Profane Soul Blood Hunters remain primarily martial combatants.
At third level, members choose an **Otherworldly Patron**, such as an Archfey, Fiend, Great Old One, Celestial, Genie, or another available patron associated with the subclass.
The nature of the patron influences certain abilities gained throughout their progression.
They also gain **Pact Magic**, allowing them to learn Warlock cantrips and spells.
Unlike full spellcasters, Profane Souls possess a limited number of spell slots. However, these slots are recovered after Short or Long Rests, making them useful throughout an adventuring day.
Their **Rite Focus** feature allows a weapon empowered by Crimson Rite to serve as a spellcasting focus while providing additional benefits determined by their patron.
A Blood Hunter connected to a Celestial patron can gain a limited healing ability, while one serving a Fiend can improve damage associated with Rite of the Flame.
Other patrons provide benefits involving movement, supernatural senses, fear, or recovery.
At seventh level, **Mystic Frenzy** allows a Profane Soul to make a weapon attack using a Bonus Action after casting a cantrip with their action.
This creates a fighting style that combines spellcasting with conventional weapon attacks.
They also gain **Revealed Arcana**, granting access to a specialised spell associated with their patron.
At eleventh level, **Brand of the Sapping Scar** causes branded enemies to suffer Disadvantage on saving throws against the Blood Hunter's Warlock spells.
This creates a direct connection between their Hemocraft and spellcasting, allowing them to weaken an opponent's ability to resist magical effects.
At fifteenth level, **Unsealed Arcana** grants access to another patron-specific spell, while their final subclass ability provides **Blood Curse of the Soul Eater**.
This curse allows the Blood Hunter to draw upon the life essence of a dying enemy, gaining temporary combat benefits and potentially recovering magical resources.
The Order of the Profane Soul is particularly suited to players who enjoy combining martial combat with limited spellcasting and exploring complicated relationships with supernatural patrons.
For these Blood Hunters, forbidden power is not something to be rejected outright. It is another weapon that can be turned against dangerous enemies.
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## What It Feels Like to Play a Blood Hunter
Playing a Blood Hunter is about preparation, determination, and knowing when personal sacrifice is worth the advantage it provides.
You are primarily a martial combatant, capable of using a wide range of weapons and fighting effectively alongside other warriors.
However, your supernatural abilities introduce decisions that distinguish the class from more conventional martial characters.
Crimson Rite allows you to enhance your weapons, but activating it costs Hit Points.
Blood Curses provide valuable tactical effects, but amplifying them requires further sacrifice.
These abilities create situations where the most powerful option is not always the safest.
You might choose to amplify a curse to prevent an enemy from escaping, knowing that doing so will leave you more vulnerable to its next attack.
Alternatively, you might preserve your remaining Hit Points and rely upon ordinary weapon attacks until a more favourable opportunity presents itself.
The class also rewards players who enjoy investigating supernatural threats.
Hunter's Bane and Grim Psychometry allow you to contribute during exploration and investigation, particularly when the party encounters evidence of undead activity, fiendish influence, or ancient supernatural events.
Your chosen Order further influences how the character feels to play.
A Ghostslayer specialises in confronting undead and overcoming supernatural defences.
A Lycan becomes a dangerous shapeshifting combatant who must carefully manage the risk of losing control.
A Mutant prepares specialised alchemical enhancements, adapting their capabilities to different situations.
A Profane Soul combines Hemocraft with limited Warlock-style spellcasting, creating a character whose magical abilities are influenced by an otherworldly patron.
These options also provide considerable opportunities for character development.
A Blood Hunter might be a compassionate protector who accepts personal suffering to defend others, a determined investigator obsessed with uncovering supernatural mysteries, or a former victim who has dedicated their life to preventing others from experiencing the same horrors.
The class does not require a character to be cruel, cynical, or morally corrupt.
Instead, it explores the consequences of wielding dangerous power and the personal sacrifices someone may be willing to make for a cause they believe is worth protecting.
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## Should You Play a Blood Hunter?
The Blood Hunter is an excellent choice for players who enjoy martial combat combined with supernatural abilities and tactical resource management.
You may enjoy the class if you like:
- Hunting monsters and investigating supernatural threats
- Dark fantasy themes involving blood magic and forbidden knowledge
- Martial characters with distinctive supernatural powers
- Enhancing weapon attacks through Crimson Rite
- Using Blood Curses to weaken and control enemies
- Tactical decisions involving personal risk and sacrifice
- Tracking undead, fiends, and fey creatures
- Shapeshifting, alchemy, and limited spellcasting through specialised Orders
- Characters who protect others through dangerous or morally complicated methods
You may prefer another class if you are looking for extensive conventional spellcasting, straightforward martial mechanics, heavy armour, or abilities that do not involve sacrificing your own Hit Points.
Blood Hunters require an understanding of how their Hemocraft abilities interact with combat resources and personal survival.
The class also places considerable importance upon choosing the correct abilities for the situation. A well-timed Blood Curse or carefully prepared Crimson Rite can make a significant difference during an encounter.
For players who want to confront supernatural horrors using forbidden powers, sacrificing a measure of their own vitality to protect others, the Blood Hunter offers one of the most distinctive martial experiences available in Dungeons & Dragons.