D&D 5e: Dragonborn Blood Hunter Guide

D&D 5e: Dragonborn Blood Hunter Guide
You’re a scaled, strong dragon humanoid from an enslaved race that uses edgy blood magic and is misjudged by society. You’re not out for blood, but you’re out with blood and lots of it for your foes with a powerful breath that’d send any dentist running for their lives and money.
The Dragonborn race can be found in the Player’s Handbook OR an updated version can be found in Fizzban’s Treasury of Dragons. Click here to pick up your own copy of the Player’s Handbook or click here to pick up your own copy of Fizzban’s Treasury of Dragons!
The Blood Hunter class is found in the Dungeon Master’s Guild. Click here to pick up your own copy of the Blood Hunter Class!
How to Make a Dragonborn Blood Hunter
Before we begin, let’s get one thing straight. Dragonborn are NOT Half-Dragons. Neither are they the offspring of bards that decided that banging a dragon was a good idea. Instead, humanoid dragons originated from the dimension Abeir. A physical discernment to the two is that Dragonborn do not have tails, are born from eggs, and their faces bear no humanoid resemblance.
If you were hoping to have a tail to swish to your advantage, then you’re out of luck- that’s a half dragon or lizardfolk- but don’t fret; you have your amazing elemental breath to make up for it, plus your charming scaly features. The following are what dragon(born) type you may be.
Dragon | Damage Type | Dragon | Damage Type |
Black | Acid | Green | Poison |
Blue | Lightning | Red | Fire |
Brass | Fire | Silver | Cold |
Copper | Acid | White | Cold |
Gold | Fire | Bronze | Lightning |
It’s good to note Blood Hunters are still ‘unofficial’ in the D&D-verse so best to discuss with your DM about what Blood Hunter factors you can and cannot do in the campaign.
Blood Hunters are basically the blood mages of the D&D-verse and are very misunderstood for their unorthodox practice. Pretty ironic for a world where the chaos of wild magic is deemed as okay, and a bard having screwed every breathing thing within a hundred meters hasn’t been thrown in jail yet. Blood Hunters like warlocks require a ritual for their magic which is their blood, but unlike warlocks, they don’t need to be in service to a deity. They can basically heal, harm, even briefly resurrect someone, and ,once reaching a certain level, can even keep fighting in death. That’s a level of spite no one should mess with.
Before we dig further into what being a blood hunter is, you should take note of proficiencies:
Armor: Light armor, medium armor, shields
- It isn’t required but going for medium or even heavy armor for a Dragonborn is an advantage due to the natural strength of these draconic humanoids.
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Dexterity, Intelligence
Racial advantage: 2+ Strength, +1 Charisma
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival
Compared to most classes in D&D, by 2nd level you get a lot more as a Blood Hunter. You have to choose your Fighting Style. This doesn’t mean you won’t be able to do other moves like kicking, whacking, or slashing, or even doing shenanigans such as throwing your buddy at the enemy. It’s more of what you’ll be most proficient in.
- 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 can add your ability modifier to the damage of the second attack.
Also, on your 2nd level, you get to choose your Crimson Rite; this will be further discussed in the “How to play” section. Basically, after choosing your weapon and learning the basics from reading “Being a Blood Hunter for Dummies 101”, you’re ready to infuse it with elemental capabilities. This is basically a bonus to your natural elemental damage as a Dragonborn.
Primal Rites (2nd level)– Choose only 1 from the following:
- Rite of the Flame – Your rite damage is fire damage.
- Rite of the Frozen – Your rite damage is cold damage.
- Rite of the Storm – Your rite damage is lightning damage.
Esoteric Rites – Additional elemental damage when you reach 7th level
- Rite of the Dead – Your rite damage is necrotic damage.
- Rite of the Oracle – Your rite damage is psychic damage.
- Rite of the Roar – Your rite damage is thunder damage.
Upon your 3rd level, you get to choose your Blood Hunter Order. Like other magical classes, you have to select your major that will decide your capabilities and in what situations you can use- like a college degree.
- Order of the Ghostslayer – The oldest of the orders and thorn to a Necromancer’s side. These types of Blood Hunters are interested and study death, the concept, the transition of it, and seek to destroy anyone who dares bring grandma and anyone else back from the grave.
- Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet. Basically, added a flashlight feature.
- You have resistance to necrotic damage.
- Your weapon deals one additional hemocraft die of rite damage when you hit an undead
- Curse Specialist. Mastery over blood curses, another feature of your Blood Maledict. You’re able to curse your enemies regardless if they have blood or not. Unfortunately, you can’t give medical blood related curses such as hepatitis B, C, & HIV unless your DM allows it.
- Rite of the Dawn. Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
- Order of the Lycan – A proud order of Blood Hunters infused with savage strength and hunger for violence from the beast or monster harbored inside them through the ritual of “The taming.” Members learn to transform into hybrids of these creatures and hone their abilities. Unfortunately, too little control, care, or focus can lead a member into a fit of bloodlust.
- An interesting thing about a Dragonborn or some other humanoid creature to be part of this order is that it doesn’t mean they should conform to these werewolf-like transformations. Talk to your DM, maybe mix it up with something else. A popular option for Dragonborns is that they become a hybrid of another draconic type (ex. You’re a gold dragon (fire), and when you transform, your abilities and appearance get merged with that of a bronze dragon (lightning).)
- Heightened Senses. You develop the predatory senses and gain an advantage on Wisdom (Perception) checks that rely on hearing or smell. Very handy when sniffing out enemies but awful if you end up smelling every fart despite being a couple of meters away from you.
- Hybrid Transformation. You learn to control your lycanthropic abilities and get one hour to transform and revert at any given time within that hour. When you get knocked out cold, drop to 0 hit points, or die, you’ll naturally revert back to your original form. Once you use this feature, you must finish a short or long rest before using it again.
- While you are transformed, you gain the following features:
- Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th level (+2) and 18th level (+3). You also have advantage on Strength checks and Strength saving throws.
- Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from non magical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
- Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes as a single weapon. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
- Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.
- Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.
- If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.
- Order of the Mutant – The more tactical and alchemic type of the orders. These Blood Hunters feel like renewed beings from Hunter’s bane trial, and like people obsessed with chiropractic massage and extreme yoga, they continue to mutate themselves. Altering their very biology to be better prepared for whatever comes their way.
- Formulas. You’ll be dealing with more than math by uncovering these forbidden alchemical formulas. You can choose up to four mutagen formulas.
- Don’t get too dramatic or obsessed with them – like drugs- they only temporarily alter your mental and physical abilities. So don’t get too crazy with brewing and putting weird things into your body for the power and high.
- Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.
- Formulas. You’ll be dealing with more than math by uncovering these forbidden alchemical formulas. You can choose up to four mutagen formulas.
Mutagen | Effect |
Alluring | Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks. Side Effect: You gain disadvantage on initiative rolls. |
Celerity | Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). Side Effect: You gain disadvantage on Wisdom saving throws. |
Conversant | You gain advantage on Intelligence ability checks. Side Effect: You gain disadvantage on Wisdom ability checks. |
Deftness | You gain advantage on Dexterity ability checks Side Effect: You gain disadvantage on Wisdom ability checks. |
Embers | You gain resistance to fire damage. Side Effect: You gain vulnerability to cold damage. |
Gelid | You gain resistance to cold damage. Side Effect: You gain vulnerability to fire damage |
Impermeable | You gain resistance to piercing damage. Side Effect: You gain vulnerability to slashing damage. |
Mobile | You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. Side Effect: You gain disadvantage on Strength ability checks. |
Nighteye | You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. Side Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook). |
Percipient | You gain advantage on Wisdom ability checks. Side Effect: You gain disadvantage on Charisma ability checks. |
Potency | Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). Side Effect: You have disadvantage on Dexterity saving throws. |
Rapidity | Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. Side Effect: You gain disadvantage on Intelligence ability checks. |
Sagacity | Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). Side Effect: You gain disadvantage on Charisma saving throws |
Shielded | You gain resistance to slashing damage. Side Effect: You gain vulnerability to bludgeoning damage. |
Unbreakable | You gain resistance to bludgeoning damage. Side Effect: You gain vulnerability to piercing damage. |
Vermillion | You gain an additional use of your Blood Maledict feature. Side Effect: You gain disadvantage on death saving throws. |
Mutagen (requires a level) | Effect |
AetherPrerequisite: 11th Level | You gain a flying speed of 20 feet for 1 hour. Side Effect: You gain disadvantage on Strength and Dexterity ability checks for 1 hour. |
CrueltyPrerequisite: 11th level | When you use the Attack action, you can make an additional weapon attack as a bonus action. Side Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws. |
PrecisionPrerequisite: 11th level | Your weapon attacks score a critical hit on a roll of 19-20. Side Effect: You gain disadvantage on Strength saving throws. |
ReconstructionPrerequisite: 7th level | For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left. Side Effect: Your speed decreases by 10 ft for 1 hour. |
- Mutagencraft. You’re able to concoct when you finish a short or long rest and consume a single mutagen, and the effects and side effects last until you finish a short or long rest-unless otherwise specified. You get to make an additional one as you jump from 3rd to 17th then 15th level.
- Like with essential oils, when one of the mutagens is affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens. No magical rocks or crystals needed.
- Please note: Mutagens are designed for your biology and have no effect on other creatures. So don’t bother trying to use them to find out what some weird interspecies looks like or trying to turn someone into wolverine or deadpool. You are free to try it on yourself though.
- With expirations similar to avocados, they are unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
- Order of the Profane Soul – If you think the order of the mutant is the deep end of a Blood Hunter, what do you get if a Blood Hunter becomes enamored with the endless possibility of power by taming stronger creatures and beings? Members of this order seek to take on the world’s most ancient and cruel fiends and terrors by diving into corrupting arcane knowledge and making pacts with lesser evils to better combat the greater. Trading parts of themselves for a power that has earned them a reputation that shakes even devils that have caught their glance.
- You might as well have been a warlock making less bloody choices but here you are. Did you just choose Blood Hunter for the cool dark name?
- Otherworldly Patron. Like rumored celebrities and politicians, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One in exchange for power. Your choice augments some of your order features, but you get your very own sugar daddy/mommy.
- Pact Magic. You can improve your combat techniques with spellcasting. At this point, you’re practically a warlock that uses blood magic, might as well admit it.
- Cantrips. You learn two cantrips of your choice from the warlock spell list. You know an additional warlock cantrip of your choice at the 10th level.
- Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots 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 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
- Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
- The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st 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 1st, 2nd, or 3rd level.
- Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
- Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots 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.
- Rite Focus. Time to pick your sugar parent! Your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).
“Choose one and choose wisely” :
- The Archfey. When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.
- Once reaching 7th level with this patron you can cast Blur once using a pact magic spell slot
- The Fiend. When you hit a creature with your Rite of the Flame, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use.
- The Great Old One. When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.
- The Undying. Whenever you reduce a hostile creature to 0 hit points using a weapon, you regain a number of hit points equal to one roll of your hemocraft die.
- The Celestial. You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1).
- The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.
- The recommended build for a Blood Hunter is to prioritize Strength, Dexterity, and Intelligence by keeping their scores above 12. Because you are a Dragonborn, you receive an additional +2 for strength and +1 for Charisma.
- Your remaining stats to build are Constitution, Charisma, and Wisdom. Depending on the order you’ll choose:
- Wisdom would be a fourth best stat if you’re taking the Lycan or Mutant path.
- Charisma for Profane soul, with great power requires great charisma.
- Constitution for either order of the Ghostslayer or Profane soul.
- Your remaining stats to build are Constitution, Charisma, and Wisdom. Depending on the order you’ll choose:
How to Play a Dragonborn Blood Hunter
(http://dnd5e.wikidot.com/blood-hunter)
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
As a Dragonborn, you have the advantage of not only your elemental breath but also damage resistance to the same element as your breath. Any other advantages and disadvantages also depend upon your draconic history.
As a Blood Hunter, you get the following features (see first chart above):
- Skill Proficiencies: As mentioned previously, you may choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival
- Religion may not be advisable due to a Dragonborn’s history. (see “How to Roleplay Section”)
- Hunter’s Bane – It is a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. Additionally, it empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. You aren’t called a Blood Hunter for nothing.
- You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
- Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
- Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Blood Maledict– As if the trial of grass- er- Hunter’s bane wasn’t enough, this is where things get even bloodier. By channeling or sacrificing some of your blood you gain the ability to curse and manipulate creatures through hemocraft magic.
- Before the curse affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. 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, unless you have amplified the curse.
- You may choose one from the following and replace it with another blood curse, at 6th, 10th, 14th, and 18th level. Some require you to reach a certain level, so read carefully:
Blood Curse | Effect |
Blood Curse of the Anxious | As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature. Amplify. The next Wisdom saving throw the target has to make before this curse ends has disadvantage. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again. |
Blood Curse of Binding | As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends. |
Blood Curse of Bloated Agony | As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn. Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends. |
Blood Curse of Corrosion | Prerequisite: 15th level, Order of the MutantAs a bonus action, a creature within 30 feet of you must make a Constitution saving throw or become poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends. Amplify. The cursed creature suffers 4d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this curse at the end of its turn. |
Blood Curse of the Exorcist | Prerequisite: 15th level, Order of the GhostslayerAs a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed. Amplify. The creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn. |
Blood Curse of Exposure | When a creature you can see within 30 feet is hit with an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses their resistance to the damage types of the triggering attack or spell. Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, having resistance to them until the end of the turn. |
Blood Curse of the Eyeless | When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness. Amplify. You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack. |
Blood Curse of the Fallen Puppet | When a creature you can see within 30 feet drops to 0 hit points, you can use your reaction to make that creature immediately make a single weapon attack against a target of your choice within its attack range. Amplify. You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of 1). |
Blood Curse of the Howl | Prerequisite: 18th level, Order of the LycanAs an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. You can choose any number of creatures you can see to be unaffected by this howl. Amplify. The range of this curse increases to 60 feet. |
Blood Curse of the Marked | As a bonus action, you can mark a creature within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you deal an additional hemocraft die of rite damage. Amplify. The next attack roll you make against the target before the end of your turn has advantage. |
Blood Curse of the Muddled Mind | As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on the next Constitution saving throw it must make to maintain concentration before the end of your next turn. Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells until the end of your next turn. |
Blood Curse of the Souleater | Prerequisite: 18th level, Order of the Profane SoulWhen a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have advantage. Amplify. In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again. |
- Fighting Style
- Crimson Rite – You activate a crimson rite on a single weapon with the elemental energy of the rite you chose and lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose several hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
- While active, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
- Blood Hunter Order
Blood Hunter Order | Level – Abilities |
Order of the Ghostslayer | 3rd lvl – Rite of the Dawn, Curse Specialist7th lvl – Ethereal Step11th lvl – Brand of Sundering15th lvl – Blood Curse of the Exorcist18th lvl – Rite Revival |
Order of the Lycan | 3rd lvl – Heightened Senses, Hybrid Transformation7th lvl – Stalker’s Prowess + Improved Predatory Strikes11th lvl – Advanced Transformation + Advanced Transformation15th lvl – Brand of the Voracious18th lvl – Hybrid Transformation Mastery |
Order of the Mutant | 3rd lvl – Formulas, Mutagencraft7th lvl – Strange Metabolism11th lvl – Brand of Axiom15th lvl – Blood Curse of Corrosion18th lvl – Exalted Mutation |
Order of the Profane Soul | 3rd lvl – Otherworldly Patron, Pact Magic, Rite Focus7th lvl – Mystic Frenzy, Revealed Arcana |
“Order of the Profane Soul” spell chart :
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
- Spell attack modifier = your proficiency bonus + your Intelligence modifier.
- 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 can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
- Extra Attack – Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
- Brand of Castigation – At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence modifier (minimum of 1 damage). You’re basically the voodoo doll of the thing that’s attacking you.
- Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
- Once you use this feature, you can’t use it again until you finish a short or long rest.
- Yes, this can be used outside of battle and on your friends unless your DM decides to be a spoilsport about it.
- Grim Psychometry – 9th level, Just after gaining the overpower ability to become a voodoo doll for your enemies, the next ability you get is the power of becoming a wikipedia. This ability comes in handy when you have to check your surroundings or even solve a mystery.
- You have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll.
- The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
- Dark Augmentation – 10th level, You’re fully mutated with arcane blood magic and your resilience permanently reinforced. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of one). Hopefully the anti vaxxers don’t discover you and use you as evidence for their cause.
- Brand of Tethering – Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier (minimum of 2).
- In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
- Hardened Soul – When you reach 14th level, you have advantage on saving throws against being charmed and frightened. Basically, you’ve become so numb and dead inside that nothing surprises, attracts, or scares you. Apparently that’s a magical ability.
- Sanguine Mastery – 20th level, You have mastered control over blood magic, meaning less need for drastic blood sacrifices but better abilities. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
- In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.
How to Roleplay as a Dragonborn Blood Hunter
(Outside of combat – Mindset for RPing, example backstory, accents, etc.)
To roleplay as a dragonborn, you must know at least the basics of the dragonborn history.
Dragonborns first existed in the Abeir dimension as slaves to Dragons. Although there are cases where certain Dragonborns became more than just mere slaves to the Dragons, they were never treated as equals or liberated. That’s why many of those that escaped to Torel -via rare portals- grew tight-knit, becoming a self-sufficient community that valued clan and honor over life itself. Hence, despite their race having existed for a long time, they are still scarce and few compared to other races.
Like a strict Hispanic/Asian family, but as opposed to those real-life examples, being religious is considered scandalous and would likely get one disowned. Although it isn’t illegal, displaying or being caught practicing religion is seen as obscene. This is because of the original Dragonborn’s history and experience of slavery where no deity would heed their cries; hence they do not believe there is a good dragon god or even any. Of course, a small group of religious Dragonborn like the Platinum Cadre believes in a good dragon god called Bahamut. Still, they are outcasts and live in the city’s abandoned catacombs. So as rare as Dragonborns are, it’s even rarer for one to be in a religious occupation or class.
Similarly, taking up the path of a Blood Hunter is -strangely- looked down upon in a world filled with so much diversity and strangeness. They are poetic in a sense despite their use of forbidden knowledge and magic, unsightly rituals, and particular prowess. Many Blood Hunters use their abilities to protect the realms from the shadows, trained to always be vigilant to avoid becoming the same monsters they choose to hunt.
Regardless, most Blood Hunters choose to keep their craft to themselves unless a job or need calls for it. They are still treated with scorn and suspicion even when using their gifts for a good cause and even yielding good results. Hence, they are hidden in plain sight, yet their abilities and craft are in the shadows.
It is unknown whether a Dragonborn clan would be against this practice since proficiency in a skill is commended and are very neutral. Perhaps if it were Blood Hunter in the Order of the Profane Soul, there’d be a ruckus within the family and community due to its religious aspect. You can also use the element of how Dragonborns are very close families, and there’d be a concern for the Dragonborn Bloodhunter due to the use of their lifeblood.
Overall, a primary concern for you would be racial matters outside of your Draconic species. Since Dragonborns are rare, wrong impressions and assumptions might be made because of your occupation as a Blood Hunter.
Your race allows you to speak, read, and write in Common and Draconic. Which is actually the oldest language and is often used in the study of magic. For others, it sounds rather harsh or intimidating due to numerous hard consonants and sibilants, just like German and Russian in our own reality.
Racial and Class relationships:
In terms of getting along with other races, Dragonborns face discrimination or weird looks since they are almost unheard of. They are a pretty rare sight, having only existed in Toril for a few hundred years. You are more likely to run into a half-elf or Cthulhu vibing to the Dancing queen than to run into this race. Pair that with Blood Hunters tainted reputations with discriminatory treatment, and it’s a recipe for being hated and isolated.
Contrary to their appearance, Dragonborns are pretty emotional. They are empathetic and are the charming kind of emotional- hence their bonus to charisma. Despite this, Dragonborns are very independent, self-sufficient, and would rarely ask for any sort of assistance, a mindset of being the one looked up to rather than having to rely on another. Yes, stubbornness is part of the package, so never bet against one unless you’re prepared to lose. They commend those with skill and excellence, neutral towards other races, but they’d instead ask a fellow Dragonborn before turning towards others or even gods when it comes to any kind of need or aid. They’ll likely snort at or avoid being involved in topics related to beliefs, religion, and codependency.