Steinhardt's Guide to the Eldritch Hunt
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Blood Hounds are cursed beings that should not exist. Birthed from nightmarish experiments by the Obitus Scholare, these hunters use a cursed method of fighting, weaving their own blood into attacks to produce supernatural effects. Their powers come from tarblood, an amalgamation of hundreds of species’ blood that was forcefully injected in the veins of hunters. Those who didn’t die or go insane during the procedure became the first Blood Hounds; only they and their descendants can wield this vicious power.

Level 3: Blood Strike

You learn to unleash the destructive properties of your blood. When you gain this feature, you learn three Blood Strike options of your choice.

Once per turn when you make a weapon attack as part of the Attack action, you can apply one of your Blood Strike options to that attack. You can decide to use the option before or after the attack hits, unless the option doesn’t involve an attack roll. When you use a Blood Strike, you take Necrotic damage equal to one roll of its Blood Cost. This damage can’t be reduced or prevented in any way. A Blood Strike is considered a magical effect.

You can use this feature a number of times equal to 1 + your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.

You learn an additional Blood Strike option of your choice when you reach Fighter levels 5, 9, 13, and 17. Each time you learn a new Blood Strike option, you can also replace one Blood Strike you know with a different one.

Blood Strike Save DC. If a feature of this subclass requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.

BLOOD STRIKE OPTIONS

The Blood Strike feature lets you choose options at certain levels, which are presented here in alphabetical order. These options use your Blood Strike save DC.

Bewitching Strike

Blood Cost: 1d8

You infuse fey blood into your attack. A creature hit by this attack takes an extra 2d6 Psychic damage and must make a Wisdom saving throw. If it fails the save, you can choose one of the target’s allies within 30 feet of it; the target now considers that ally as an enemy until the start of your next turn.

The Psychic damage increases to 4d6 when you reach Fighter level 18.

Bloodboil Strike

Blood Cost: 1d6

You infuse your attack with fiendish blood, which detonates when it mixes with another creature’s blood. When you hit a creature, the target and each creature other than you in a 10-foot Emanation originating from the target take 2d6 Fire damage and start burning. This damage ignores Resistance to Fire damage.

The Fire damage increases to 4d6 when you reach Fighter level 18.

Bloodshard Strike

Blood Cost: 1d8

You unleash a thread of sharp blood from your weapon, which, instead of an attack roll, fires forward in a 1-foot-wide, 60-foot-long Line, before disappearing. The blood passes harmlessly through objects, ignoring cover. Each creature in that Line makes a Dexterity saving throw, taking damage as if it were hit by the weapon plus an extra 1d6 Piercing damage on a failed save or half as much damage on a successful one.

The Piercing damage increases to 3d6 when you reach Fighter level 18.

Constraining Strike

Blood Cost: 1d8

When this attack strikes a creature, blood tainted by oozes creates grasping and sharp tendrils of blood, which wrap around the target. The target takes an extra 2d6 Acid damage, it has Disadvantage on its next attack roll, and it must make a Dexterity saving throw. On a failed save, the target takes 2d6 Acid damage the first time on each of its turns that it moves 5 feet or more without teleporting. A creature can use an action to make a Strength (Athletics) check against your Blood Strike save DC, removing the tendrils and ending the effect on itself or another creature within its reach on a success. Otherwise, the tendrils last for 1 minute or until you use this option again.

Both Acid damages increase to 4d6 when you reach Fighter level 18.

Exiling Strike

Blood Cost: 1d10

You use celestial blood to try to temporarily banish your target to a harmless location in the Celestial Plane. A creature hit by the attack must succeed on a Charisma saving throw or be banished. While banished in this way, its Speed is 0 and it has the Incapacitated condition. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

When you reach Fighter level 18, the target also takes 2d6 Radiant damage when the attack hits it.

Hunting Strike

Blood Cost: 1d4

Using ancient bestial blood, you grant your strikes unparalleled precision. Your next attack roll ignores benefits to Armor Class granted by Shields, armor, or magical effects, such as the Shield or Mage Armor spells. When you hit a creature with this attack, it takes an extra 1d6 Slashing damage, and for the next minute, you know the target’s exact location, and it doesn’t gain Advantage on attacks against you as a result of having the Invisible condition.

The Slashing damage increases to 3d6 when you reach Fighter level 18.

Shadowblood Strike

Blood Cost: 1d6

You weave threads of shadows from the blood of your foe, causing it to obscure the battlefield. A creature hit by the attack takes an extra 2d6 Necrotic damage, and its blood forms a dark red mist of magical Darkness spreads in a 10-foot Emanation originating from the target until the start of your next turn. Darkvision can’t see through this Darkness, and nonmagical light can’t illuminate it.

The Necrotic damage increases to 4d6 when you reach Fighter level 18.

Thunderblood Strike

Blood Cost: 1d4

You imbue your attack with forceful energy drawn from the blood of giants. The attack detonates, and a creature hit by this attack takes an extra 2d6 Thunder damage and is pushed 15 feet straight away. In addition, the target must succeed on a Strength saving throw or have the Prone condition.

The Thunder damage increases to 4d6 when you reach Fighter level 18.

Withering Strike

Blood Cost: 1d6

You weave cursed undead blood into your attack. A creature hit by the attack takes an extra 2d6 Necrotic damage and must make a Constitution saving throw. On a failed save, damage dealt by the target’s attacks is halved until the start of your next turn.

The Necrotic damage increases to 4d6 when you reach Fighter level 18.

Level 3: Blood Hound Anatomy

Your body adapts to the tarblood within. You are immune to magical contagions, have Resistance to Poison damage, and have Advantage on saving throws to avoid or end the Poisoned condition.

In addition, once you’ve fought a creature, you can relentlessly track it, sensing the blood of your prey. You have Advantage on any Intelligence (Investigation) or Wisdom (Perception or Survival) check you make to find a creature to which you have dealt damage and that has blood.

Level 7: Blood Armament

While you are wielding a weapon and do not have the Unconscious condition, that weapon is considered blood-coated. Such a weapon can deal your choice of Acid, Necrotic, or Poison damage instead of its normal damage type.

Level 7: Blood Explosion

When you make an attack roll with a blood-coated weapon and miss, you can immediately take a Bonus Action to detonate the blood. The target and each creature other than you in a 5-foot Emanation originating from the target must make a Constitution saving throw. On a failed save, a target takes damage as if it were hit by the weapon. On a successful save, a target takes half damage.

Level 10: Blood of Creation

You further your insight into the tarblood within yourself. You gain the following benefits:

  • When you roll the Blood Cost of a Blood Strike you can reroll the result and choose the lower number.
  • Whenever you finish a Long Rest, you can replace one Blood Strike option you know with a different one.

Level 15: Blood Symphony

All are unmade by the blood. Whenever you use a Blood Strike, you regain Hit Points equal to your Constitution modifier (minimum 1). In addition, if the target dies within 1 minute of being damaged by a Blood Strike, you regain one expended use of your Blood Strike feature.

Level 18: Improved Blood Strike

Your Blood Strike options improve, noted in each option’s description.