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# Strongholds & Followers 
# The Blood Hunter

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##### Homebrew content for Strongholds & Followers by Matt Colville.
  ##### The Blood Hunter class can be found [here](https://www.dndbeyond.com/characters/classes/blood-hunter).
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## THE BLOOD HUNTER'S SANCTUARY
The blood hunter’s sanctuary stands as a bastion against creatures of the night in the province, creating one or more of the following effects at the GM’s discretion.

## Demesne Effects

- The skies remain overcast and thin mists dominate the area year-round. 
- The blood hunter is instantly aware of the presence and location of fey, fiends, and undead in their demesne that have 7 or more hit dice. 
- Folk who live in the blood hunter’s demesne for one season have advantage on saving throws against becoming charmed, frightened, or possessed by fey, fiends, and undead (as long as they stay within the demense).
- Thorny growths appear on plant life around the demense, counting as difficult terrain for fey, fiends, and undead. Additionally, when your enemies try to drink in your demense, the liquid turns to undrinkable blood when it passes their lips.


## Stronghold Actions
On initiative count 20 (losing initiative ties), the blood hunter takes a stronghold action to cause one of the following effects. The blood hunter must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- All enemies within 30ft. of you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you and your allies until initiative count 1.
- Until initiative count 20 on the next turn, all of your successful attacks also cause the target to bleed, taking 3d8 damage at the start of its following turn per attack. 
- You summon a *fog cloud* (as per the spell) made of a fine mist of blood that lasts for 1 minute. You and your allies can see through it as though it were merely a hazy mist that does not obscure vision. 

## Class Feature Improvement: 
When you use your blood rite, you don't reduce your maximum hit points. Instead an enemy of your choice that you can see loses hit points equal to what you would have lost. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. 



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##### BLOOD HUNTER FOLLOWERS
| d100 | FOLLOWER |
|:----:|:-------------|
|01-04 |Regular Light Infantry (Size 1d6), Unit|
|05-07 |Regular Medium Infantry (Size 1d6), Unit| 
|08-12 |Regular Light Archers (Size 1d6), Unit| 
|13-14 |Seasoned Light Infantry (Size 1d6), Unit|
|15-16| Seasoned Medium Archers (Size 1d4), Unit|
|17-18| Acolyte of Darkness (3rd Level), Retainer|
|19-20| Feral Champion (3rd Level), Retainer|
|21-22| Guild Adept (3rd Level), Retainer|
|22-23 |Seer (3rd Level), Retainer|
|24-26 |Tracker (3rd Level), Retainer|
|27-28| Diabolist (5th Level), Retainer|
|29-31| Skinwalker (5th Level), Retainer|
|32-35| Profaned Hunter (5th Level), Retainer| 
|36-39| Shadow Priest (5th Level), Retainer|
|40-41| Alchemist Templar (7th Level), Retainer |
|42-44| Tracker (7th Level), Retainer |
|45-48| Shade Knight (7th Level), Retainer |
|49-51| Mason |
|52-54| Carpenter| 
|55-57| Miner |
|58-61| Blacksmith| 
|62-65| Alchemist |
|66-69| Sage| 
|70-74| Spy| 
|75-78| Elf Ambassador| 
|79-82| Dwarf Ambassador|
|83-86 |Dragonborn Ambassador |
|87-90|Gnome Ambassador| 
|91-100| Roll on the Special Allies table |










<div class='footnote'>THE BLOOD HUNTER'S SANCTUARY</div>

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# Blood Hunter Retainers

___
>## Shade Knight
> **Armour:** Light (AC 13)
>
> **Primary Ability:** Strength
>
> **Saves:** Strength, Wisdom
>
> **Skills:** Arcana, Religion, Survival
>
> **Signature Attack:** *Melee or Ranged Weapon Attack*: +6 to hit, reach 5 ft. or range 120/300 ft., one target. *Hit:* 6 (1d8+2) slashing damage + 3 (1d6) radiant damage
>
> ### Special Actions
>
> **3RD-LEVEL (3/DAY):** *Out of Phase.* The shade knight casts *blur* on themselves and their leader.
>
> **5TH-LEVEL (1/DAY, REACTION):** *Fallen Puppet.* When a creature falls unconscious or dies within 30 feet of the shade knight, the shade knight can cause the creature to make a single weapon attack against a target of its choice. The creature then returns to being unconscious or dead. The shade knight can choose to take one health level of damage to grant the creature advantage on the attack roll.
>
> **7TH-LEVEL (1/DAY):** *blink*

___
>## Tamed Lycan
> **Armour:** Light (AC 13)
>
> **Primary Ability:** Strength
>
> **Saves:** Strength, Wisdom
>
> **Skills:** Arcana, Perception, Survival
>
> **Signature Attack:** *Melee or Ranged Weapon Attack*: +6 to hit, reach 5 ft. or range 120/300 ft., one target. *Hit:* 5 (1d6+2) slashing damage + 3 (1d6) cold damage
>
>
> ### Special Actions
>
> **3RD-LEVEL (1/DAY):** *Hybrid Transformation.* The feral champion assumes the form of a large bipedal beast for 1 minute. While in this form the feral champion’s armor class increases to 14, their signature attack deals 9 (2d6 + 2) slashing damage + 3 (1d6) cold damage, and has a reach of 5 ft. While in this form, the feral champion gains vulnerability to damage from silvered weapons. 
>
> **5TH-LEVEL (1/DAY, BONUS ACTION):**  *Marked.* The feral champion marks an enemy within 60 feet. Until the end of their turn, all cold damage it deals to the target is doubled. The Feral champion can choose to take one health level of damage to cause the marked target to also lose resistance to cold damage until the beginning of their next turn.
>
> **7TH-LEVEL (3/DAY):** *Bestial Sentry.* When a creature within 5 ft. of the feral champion makes an attack against feral champion’s leader, the feral champion may use their reaction to make a signature melee attack against that creature. On a hit, the attack also knocks the target prone. 


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<div class='footnote'>BLOOD HUNTER RETAINERS</div>
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___
>## Alchemist Templar
> **Armour:** Light (AC13)
>
> **Primary Ability:** Strength, Wisdom
>
> **Saves:** Strength, Wisdom
>
> **Skills:** Arcana, Medicine, Survival
>
> **Signature Attack:** *Melee or Ranged Weapon Attack*: +6 to hit, reach 5 ft. or range 120/300 ft., one target. *Hit:* 5 (1d6+2) slashing damage + 3 (1d6) necrotic damage.
>
> ### Special Actions
>
> **3RD-LEVEL (3/DAY, BONUS ACTION):** *Resistance Mutagen.* The alchemist templar imbibes their choice of a formula that grants it resistance to one type of damage, and vulnerability to another. The alchemist templar can imbibe multiples of these mutagens at a time, giving overlapping effects. 
> - Impermeable: Resistance to Piercing, Vulnerability to Slashing 
> - Shielded: Resistance to Slashing, Vulnerability to Bludgeoning 
> - Unbreakable: Resistance to Bludgeoning, Vulnerability to Piercing
>
> **5TH-LEVEL (3/DAY):** *Purgation.* The alchemist templar targets a creature within 60 feet suffering a poisoned condition afflicting it. They can immediately make a saving throw against the condition. The alchemist templar can choose to take one health level of damage to allow the target to instead make a saving throw against a blinded, deafened, or paralyzed condition afflicting it. 
>
> **7TH-LEVEL (1/DAY):** *Reconstructive Mutagen.* The alchemist templar imbibes a formula that causes the mutant to regenerate one health level at the start of its turn so long as it is conscious. The alchemist templar’s speed decreases by 10 feet. These affects disperse at the end of a short rest. 

___
>## Profane Hunter
> **Armour:** Light (AC13)
>
> **Primary Ability:** Strength, Wisdom
>
> **Saves:** Strength, Wisdom
>
> **Skills:** Arcana, Medicine, Survival
>
> **Signature Attack:** *Melee or Ranged Weapon Attack*: +6 to hit, reach 5 ft. or range 120/300 ft., one target. *Hit:* 5 (1d6+2) slashing damage + 3 (1d6) fire damage.
>
> ### Special Actions
>
> **3RD-LEVEL (3/DAY, BONUS ACTION):** *hex*
>
> **5TH-LEVEL (3/DAY):** *Fending Rite.* When an enemy casts a spell that requires a Dexterity saving throw, the profaned hunter gains a +3 bonus to the initial saving throw against that spell (invoking this ability before the saving throw is rolled). The profane soul can take one health level of damage to grant all allies within 5 feet of them this bonus to their saving throw against the triggering spell as well.
>
> **7TH-LEVEL (1/DAY):** *vampiric touch*



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