If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table for total Spell Slots, and Spell Slot Level. To decide your spell casting ability for your warlock spells, choose that of the class with the higher level (choose between the two if levels are equal).

Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.

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 to focus on the potency of blood curses and mystical power. Choose a higher Constitution next if you wish to use Crimson Rite on multiple weapons or want to have extra hit points to burn on amplifying blood curses. Then, select the Haunted One or Acolyte background.

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 to prevent them from losing touch with their humanity. A blood hunter without conviction is lost, and often an honest friend is enough to keep them from straying.

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?

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.

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.

Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.

In a landscape 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.

Upon reaching 11th level, you can stir the alchemical ingredients within your blood to gain an edge over others. As a bonus action you can gain advantage on a single Wisdom (Insight) check or Charisma (Intimidation) check by expending a hit dice.

Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction that alters your very being. You have advantage on Wisdom (survival) checks to track Aberrations, Fey, Fiends, Monstrosities and Undead, as well as on Intelligence checks to recall information about them. If you are tracking one of these creature types, you cannot be surprised by creatures of that type. You can only be tracking one type of creature at a time

You start with the following equipment, in addition to the equipment granted by your background:

Hit Dice: 1d10 per blood hunter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after 1st

Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).

Blood Curse of Binding As a bonus action, you can attempt 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 10 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.

You can use this feature once. You regain expended uses when you finish a short or long rest. At 6th level you can use your Blood Maledict feature twice between rests, at 11th you can use it three times, and at 17th you can use it four times between rests. If a blood curse has prerequisites, you must meet them to learn it. You can learn a blood curse at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

When you use a Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by expending a hit 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).

At 2nd level, you gain the knowledge to further channel, and sacrifice, part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the "blood curses" section. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting When you roll a 1 or 2 on a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

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.

Esoteric Rites Choose from the following: Rite of the Roar, Rite of the Oracle, Rite of the Dead

Primal Rites Choose from the following: Rite of the Flame, Rite of the Frozen, Rite of the Storm

You gain access to an additional Primal Rite at 6th and 11th level. You may learn an Esoteric Rite at 14th level.

Crimson rite can be used on multiple weapons, costing additional maximum hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a seperate weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required).

When a crimson rite is activated, your maximum hit points are reduced by an amount equal to your character level. These lost maximum hit points return once once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of restoring your maximum hit points.

As a bonus action, you imbue a single weapon you're touching with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal additional damage of the chosen elemental type as shown in the Crimson Rite Die column of the blood hunter class table. Rite damage is considered magical for the purpose of overcoming resistance and immmunity.

At 1st level, you learn to invoke a rite of blood magic 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.



Blood Curse of Mutual Suffering

As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half the damage you suffered. The curse then ends.



Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.



Blood Curse of Purgation.

As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a save against a poisoned condition afflicting it



Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.



Blood Curse of Spell Sunder

When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend that spell from the air, imposing disadvantage on the spell attack roll.



Amplify. You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.



Blood Curse of the Eyeless

When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.



Amplify. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.



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 immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being 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 Marked

Prerequisite: 5th level

As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, any damage you deal to the marked target with your Crimson Rite is doubled.



Amplify. You cause the marked target to lose resistance to you rite damage type until the beginning of your next turn.



Blood Curse of the Harvest

Prerequisite: 5th level

As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, when you deal damage to the target using your Crimson Rite you regain hit points equal to your Crimson Rite Die.



Amplify. When you hit the target with a weapon bearing your crimson rite, all attacks it makes using the strength stat only deal half damage. This effect wears off at the end of your next turn.



Blood Curse of the Bloodied

Prerequisite: 5th level

As a bonus action, you prepare a foes veins to bleed. Until the end of your turn, when you hit that target with a melee weapon attack they take additional necrotic damage equal to your Crimson Rite Die. They also can't benefit from invisibility and have disadvantage on Dexterity (Stealth) checks for the next minute.



Amplify. You deal roll an additional Crimson Rite Die for the necrotic damage dealt, and this damage ignores resistance.



Blood Curse of Spell Sunder

Prerequisite: 9th level

As a reaction to a creature casting a spell, you can attempt to disrupt their body's magic. The target must make a Wisdom saving throw against a DC of 8 + your Proficiency bonus + your Wisdom modifier. On a failure, the spell fails.



Amplify. When you successfully rend a spell with this curse, you regain a use of your Blood Maledict feature as the lost magic empowers you.



Blood Curse of Vital Transference

Prerequisite: 9th level

As a bonus action, you sacrifice part of your vital essence to heal a creature. You take 2d6 necrotic damage, and a creature within 5 feet of you gains hit points equal to that amount.



Amplify. The damage you take increases by 1d6.



Blood Curse of Blood Tide

Prerequisite: 9th level

As a bonus action, you transform into a living pool of blood as if by the Gaseous Form spell. When you do so, you do not have a flying speed and instead retain your normal speed. This transformation lasts for one minute, or until you end it as a bonus action.



Amplify. You can transform into blood as a reaction to a creature making a melee attack against you. When you do so, you can move away from the attacker a number of feet equal to half your movement speed as part of the same reaction.