Alternate Blood Hunter - Public Release!
Added 2023-02-07 14:57:12 +0000 UTC
Hi all, today I’m excited to share my latest project with you - the Alternate Blood Hunter! Based on the beloved class created by Matthew Mercer, this project is my homage to the masters of monstrous blood magic!
My goal was to bring one of my favorite pieces of pseudo-official content in line with the design philosophy of 5e while making it a little less punishing for players who aren’t as familiar with the risk/reward mechanics in the original version.
Change Log:
- Hit Die // Now 1d12 (to survive Vital Sacrifices)
- Saving Throws // Now CON and CHA.
- Skills // You only get two skills to start. Added Nature.
- Hunter’s Bane // Reworked so it's more useful. Hemocraft is in 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 it 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.