85257-Order of The Venomblooded-030821

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Cover Art by Leslie Ng Zhong Han

Design by Jeremy Forbing

Order of the
Venomblooded
A New Order for the
Blood Hunter Class
This product is based on and
requires the Blood Hunter
Class PDF by Matthew
Mercer, available on
DMsGuild.com.
History. The circle of
monks who would
give rise to the
Order of the
Venomblooded
were once
peaceful
students of
herbal medicine.
They were
devoted to the
study of purple
lotus, an

Blood Hunter --
- 1 Design by Jeremy Forbing
Order of the Venomblooded 1.3 (3-8-2021)
extremely poisonous plant which could also of Hunter's Bane to endow themselves with
be powdered and imbibed in miniscule a poisonous essence. This technique has
doses to grant insightful visions and been passed down ever since, allowing
preternatural focus during meditation. A devotees of this order to combine the
power-hungry hag who led the dark fey of cursing rites of a blood hunter with the ki-
the mountains near the monastery coveted channeling martial arts of a monk.
the monks' alchemical insights, so she The result marks them on the outside as
corrupted a group of younger monks into well as within. Blood hunters of this order
betraying their fellows. Granted warlock take on a purplish or night blue cast to some
spells by a dark pact, these traitors led a of their features. This effect becomes more
small army of hateful fey in attacking the noticeable as they gain levels. Different
monastery, killing almost all those who lived Venomblooded manifest this differently.
there. The survivors swore revenge against Hair, lips, nails, eyes, teeth, and even horns
the fey and their treacherous fellows. or scales (for races who have them) may all
Finding common cause with a cadre of darken with this taint of toxic ichor.
blood hunters, the monks studied the ways Though the founders of this order
of the Order of the Mutant, but found it wreaked a staggering vengeance on the
difficult to integrate mutagens into their former monks who betrayed them, they
martial arts and mastery of ki. Instead, they have not yet been able to destroy the
applied the ancient blood magic in new powerful hags who plotted their downfall.
ways, learning to disrupt their own life They retain a special enmity for evil fey to
energies to reverse or taint the ki of their this day, but hunt other monsters just as
enemies. They used regular infusions of ruthlessly.
purple lotus poison and the lingering effects

Blood Hunter --
- 2 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3 (3-8-2021)
Order of the Venomblooded Poison Taster
All blood hunters imbibe the alchemical Starting at 3rd level, whenever you take
poison known as Hunter's Bane, and it poison damage, you reduce the amount of
changes each one dramatically, but the poison damage you take by an amount equal
members of this Order become such poison to your blood hunter level. In addition, you
themselves. Unlike the Order of the Mutant, gain proficiency with poisoner’s kits, and
the Venomblooded do not consume you have advantage on ability checks to
mutagens with temporary effects. Rather, identify poisons.
they combine secret meditations and toxic Rite of the Fang
herbs to permanently taint their own bodies At 3rd level, you learn the Rite of the Fang
and souls. They began as an order of monks, primal rite (detailed below).
and their techniques corrupt monkish Rite of the Fang. Your rite damage is
teachings on the balancing of ki energy to poison damage.
achieve their unnatural state. These hunters While this rite is active, you gain the
use covert spying and sabotage as often as following benefits:
direct confrontation, and their unique  You can deal your crimson rite damage
relationship with poison allows them to with your unarmed strikes
perform anonymous assassinations.  Whenever you deal poison damage to a
Envenomed Ki creature, you treat immunity to poison
When you join this order at 3rd level, you damage as if it were only resistance to
have mastered martial arts like those of a poison damage
monk and studied ki, the mysterious  Poison damage that your attacks would
elemental energy that suffuses living things. deal is automatically converted to acid
You have a number of ki points equal to half damage if doing so would increase the
your blood hunter level (rounded up). These amount of damage the creature takes.
ki points are regained whenever you finish a Brand of Living Venom
short or long rest. If you gain ki points from Starting at 7th level, your very blood, sweat,
another source (such as the monk class), and tears are infused with poison, and your
you can spend all these ki points flesh exudes these toxins. You are immune
interchangeably for all your features. to poison damage and the poisoned
You can spend 1 ki point to take the Dash condition, and you can poison creatures that
action. When you do so, you gain a climbing touch you.
speed equal to your walking speed, and you In response to the end of any turn, you
have advantage on Strength (Athletics) and can spend 1 ki point as a reaction to choose
Dexterity (Stealth) checks until the end of one creature that grappled you, hit you with
the turn. a melee attack, or willingly touched you
In addition, while you are not wearing during that turn. You deal poison damage to
medium or heavy armor, you can use your the chosen creature equal to a roll of your
Dexterity instead of Strength for the attack hemocraft die. As part of the same reaction,
and damage rolls of your unarmed strikes, you can use your Brand of Castigation
and on a hit, you can roll a d4 in place of the feature to brand the target, just as if you had
normal damage. dealt your Crimson Rite damage to it.

Blood Hunter --
- 3 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3
Caustic Spells again makes skin-to-skin contact with you
Starting at 7th level, your ki can duplicate for 1 miniute or longer, you can choose to
the effects of certain spells. As an action, allow to that creature to automatically
you can spend 2 of your ki points to cast succeed on its next saving throw.
create poison*, detect poison and disease, Blood Curse of Corrosion
lesser restoration, protection from poison, Starting at 15th level, your blood curse can
or Quivaelyn’s wind-stepping stance*. You wrack a creature’s body with terrible toxins.
use your choice of Intelligence or Wisdom You gain the Blood Curse of Corrosion for
as your spellcasting ability for these spells. your Blood Maledict feature, ignoring its
You gain more of these spell-like abilities prerequisites. This does not count against
as you gain levels. At 11th level, you can your number of blood curses known.
spend 5 ki points to cast aegis of Ki Reversal
ensnarement*, greater invisibility, lesser
At 18th level, you can disrupt your own ki to
water to poison*, or vampiric touch. At 17th
reverse the flow of ki in another’s body
level, you can spend 6 ki points to cast acid
entirely. If you have at least 5 ki points, you
for blood*, greater water to poison* or
can touch one creature without 5 feet of you
contagion. You can spend additional ki
and spend all of your remaining ki points.
points to increase the level of a spell you
The creature makes a Wisdom saving throw
cast with this feature. The spell's level
against your hemocraft save DC. On a failed
increases by 1 for each additional ki point
save, a target takes 10d6 + 50 necrotic
you spend. The maximum number of ki
damage and is stunned. On a successful
points you can spend to cast a spell in this
save, a target takes half as much damage
way (including its base ki point cost and any
and isn’t stunned. A stunned target can
additional ki points you spend to increase its
make a Wisdom saving throw against your
level) equals your proficiency bonus.
hemocraft save DC at the end of each of its
Murderous Skin turns. On a successful save, the stunning
Starting at 11th level, any creature that effect ends.
willingly makes skin-to-skin contact with you When you damage a creature with this
lasting more than a minute must make a feature, you also roll your hemocraft die.
Constitution saving throw against your Your current hit points and hit point
hemocraft save DC the next time it finishes maximum are both reduced by the result.
a long rest. This effect takes place whether This reduction can’t be lessened in any way,
you want it to or not. On a failure, its and the reduction to your hit point
Constitution score is reduced by 1d4, and it maximum lasts until you finish a long rest.
must repeat the saving throw the next time Until this reduction to your hit point
it finishes a long rest. A successful saving maximum ends, you only regain half your ki
throw ends this effect immediately, though points when you finish a short rest, and
reduced Constitution must be regained whenever you spend Hit Dice at the end of a
normally. Greater restoration also ends this short rest, you only regain half the normal
effect, and restores all lost Constitution. number of hit points.
Once a creature has failed its Constitution Once you use this feature, you cannot do
saving throw against this feature, if it once so again until you finish a long rest.

Blood Hunter --
- 4 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3 (3-8-2021)
For the Original Blood Hunter (2016 Version)
The original version of the Blood Hunter,  As a reaction whenever you would take
published by Matt Mercer in early 2016, damage, you can spend 1 ki point to give
used different mechanics. The version of the yourself resistance to poison and
subclass and its features below was necrotic damage until the end of your
designed for that early version. next turn.
Eldritch Toxin  You can spend 2 ki points to cast one of
the following spells, using the normal
Beginning at 3rd level when you choose this
casting time required for that spell,
martial archetype, you learn your choice of
without the need for any material
two of the following cantrips: challenger’s
components:, create poison*, detect
mark* , poison spray, punishing strike*,
poison and disease, lesser restoration,
reaver’s touch*, resistance, spiteful
protection from poison, or Quivaelyn’s
glamour*, or stolen step* You also gain
wind-stepping stance*. You gain more of
proficiency with poisoner’s kits, and you
these spell-like abilities as you gain
learn an additional Primal Rite for your
levels. At 11th level, you can spend 5 ki
Crimson Rite feature, the Rite of the Fang,
points to cast aegis of ensnarement*,
described below:
greater invisibility, lesser water to
Rite of the Fang: Your rite damage is
poison* or vampiric touch. At 17th level,
poison type.
you can spend 6 ki points to cast acid for
Envenomed Ki blood*, greater water to poison* or
Starting at 3rd level, you have gained martial contagion.
training comparable to that of a monk, and
In addition, if you have 2 or fewer ki points
have studied ki, the mysterious elemental
when you roll initiative, you immediately
energy that suffuses living things. Though
gain 1 ki point.
you cannot truly master ki the way a monk
can, you can use it for a limited number of
Miasma of Contamination
effects, which is represented by gaining a At 3rd level, your spells and attacks treat
limited number of ki points. immunity to poison damage as if it were
You have a number of ki points equal to only resistance to poison damage. Poison
half your Blood Hunter level (rounded up). damage that your attacks and spells would
These ki points are regained whenever you inflict is automatically converted to acid
finish a short or long rest. You can spend ki damage if that would increase the amount of
points to use the following abilities: damage the creature takes. When you reach
 You can spend 1 ki point to take the 7th level, once on your turn, when you inflict
dash action as a bonus action. When you poison damage with an unarmed attack or
spend 1 ki point for this, you gain a with a weapon that is imbued with your
climb speed equal to your walking Crimson Rite, you can (as part of the same
speed, and gain advantage on Strength action) force the creature taking the poison
(Athletics) checks and Dexterity damage to roll a Constitution save. If the
(Stealth) checks until the end of the creature fails, it is poisoned until the
turn. beginning of your next turn.

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Order of the Venomblooded 1.3 (3-8-2021)
Poisonous Body
At 7th level, your body
produces powerful poisons that
are as much a part of you as your
blood or tears. You have resistance
to poison damage and advantage on
all saves against the poisoned
condition. In addition, when you make
an unarmed attack on your turn, you
can spend 1 ki point to cause your
unarmed attacks to inflict 1d4
poison damage instead of the
normal amount of bludgeoning
damage until the beginning of your
next turn. While this effect is active,
you can use your Dexterity instead of
Strength for the attack and damage rolls
of your unarmed strikes, as long as you are
not wearing heavy armor.
This increasingly poisonous nature of your
body alienates you from others. Whenever
you have less than half your maximum hit
points, your skin takes on a sinister,
unhealthy looking pallor with hints of purple
or blue, giving you disadvantage on
Charisma (Persuasion) checks. This effect
ends immediately when you regain enough
hit points to have more than half or your
maximum hit points.
Advanced Ki Control
Starting at 11th level, you can spend
additional ki points to increase the level of
spells you cast with your Corrupted Ki
feature, provided the spell has an enhanced
effect at higher level (as create poison*
does). The spell’s level increases by 1 for
each additional ki point you spend. The
maximum number of ki points you can
spend in this way (including the base cost of
the spell and any additional ki points you
spend to increase its level) is equal to 1+
your proficiency bonus.

Blood Hunter --
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Order of the Venomblooded ver. 1.3 (3-8-2021)
Living Poison Living Poison feature two rounds in a row,
Beginning at 11th level, you can exude you can spend 3 ki points as a reaction to
poison from your very flesh. You are infect it with an unnoticeable lingering
immune to poison damage, and if a creature poison, which lasts for a number of days
touches you continuously for more than 2 equal to your blood hunter level. This
rounds, or if it succeeds in a grappling you, lingering poison is harmless unless you
you can spend 1 ki point without using an choose to activate it. To do so. you and the
action to force the creature to make a target must be on the same plane of
Constitution saving throw. If it succeeds, it existence. When you use this action, the
only takes poison damage equal to half your creature must make a Constitution saving
blood hunter level. On a failed save, it takes throw. If it fails. it is reduced to 0 hit points.
poison damage equal to your blood hunter If it succeeds, it takes 5d8 poison damage
level and is poisoned until the end of your and 5d8 necrotic damage. You can have
next turn. If a creature fails the saving throw only one creature under the effect of this
by 5 or more, its Constitution score is feature at a time. You can choose to expend
reduced by 1d4. At 15th level, when you the lingering poison harmlessly without
successfully grapple a creature, you can use using an action.
this ability against them as a reaction. If you touch the corpse of a humanoid you
This ability comes with a price. Any friendly have killed with this ability, you can choose
creature with which you make skin-to-skin for it to rise at the start of your next turn as
contact lasting more than a minute must a zombie that is permanently under your
make a Constitution saving throw command, following your verbal orders to
immediately once they have not been in the best of its ability.
contact with you for over an hour. If they Ki Reversal
fail, their Constitution score is reduced by At 18th level, you can disrupt your own ki to
1d4, and they must make another reverse the flow of ki in another’s body
Constitution save whenever they finish a entirely. You can spend 7 ki points to cast
long rest, reducing their Constitution by an finger of death, but the range of the spell is
additional 1d4 whenever they fail. Success reduced to 5 ft., and when you do so, you
on any Constitution save against the effect must instantly spend three of your own
ends it immediately, though reduced Hit Dice, but you do not regain
Constitution must be regained normally. If a any hit points from
creature under this effect makes skin-to-skin spending them.
contact lasting more than a minute with you
again, you can spend 1 ki point to cause
their next saving throw against this effect to
be made at advantage.
Lingering Venom
At 15th level, you have an absolute mastery
of the poison within you. You are immune to
the poisoned condition, and when an
opponent fails its saving throw against your

Blood Hunter --
- 7 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3
New Spells 5TH LEVEL
Fourteen new spells are introduced in this greater water to poison (transmutation)
document. These spells are useful to blood Cleric Spells
hunters of the Order of the Venomblooded,
CANTRIPS (0 LEVEL)
but also to those of the Order of the Profane
challenger’s mark (enchantment)
Soul, since they are able to cast warlock
spells, and most of the new spells here are reaver’s touch (necromancy)
added to the warlock spell list. Druid Spells
In addition, members of other spellcasting
CANTRIPS (0 LEVEL)
classes can cast some of these spells.
punishing strike (necromancy)
Spell Lists reaver’s touch (necromancy)
The new spells in this section can be cast by 1ST LEVEL
many of the existing classes, as shown in create poison (transmutation, ritual)
the following spell lists. After each spell, its 2ND LEVEL
school of magic is listed in parentheses, as Quivaelyn’s wind stepping stance (transmutation)
is whether or not it can be cast as a ritual.
4TH LEVEL
Artificer Spells lesser water to poison (transmutation)
CANTRIPS (0 LEVEL) 5TH LEVEL
challenger’s mark (enchantment) greater water to poison (transmutation)
spiteful glamour (necromancy) Paladin Spells
stolen step (necromancy)
3RD LEVEL
1ST LEVEL
aegis of ensnarement (enchantment)
create poison (transmutation, ritual)
2ND LEVEL Ranger Spells
Quivaelyn’s wind stepping stance (transmutation) 1ST LEVEL
4TH LEVEL create poison (transmutation, ritual)
lesser water to poison (transmutation) 2ND LEVEL
5TH LEVEL Quivaelyn’s wind stepping stance (transmutation)
acid for blood (transmutation) 3RD LEVEL
greater water to poison (transmutation) aegis of ensnarement (enchantment)
4TH LEVEL
Bard Spells
lesser water to poison (transmutation)
CANTRIPS (0 LEVEL)
5TH LEVEL
spiteful glamour (necromancy)
greater water to poison (transmutation)
1ST LEVEL
create poison (transmutation, ritual) Sorcerer Spells
4TH LEVEL CANTRIPS (0 LEVEL)
lesser water to poison (transmutation) challenger’s mark (enchantment)
punishing strike (necromancy)
stolen step (necromancy)

Blood Hunter --
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Order of the Venomblooded ver. 1.3 (3-8-2021)
2ND LEVEL 4TH LEVEL
Quivaelyn’s wind stepping stance (transmutation) lesser water to poison (transmutation)
3RD LEVEL 5TH LEVEL
aegis of ensnarement (enchantment) acid for blood (transmutation)
4TH LEVEL greater water to poison (transmutation)
lesser water to poison (transmutation) Spell Descriptions
5TH LEVEL All new spells referenced in this document
acid for blood (transmutation) are listed alphabetically in this section.
greater water to poison (transmutation) Acid for Blood
Warlock Spells 5th-level transmutation
CANTRIPS (0 LEVEL) Casting Time: 1 action
challenger’s mark (enchantment) Range: 5 feet
punishing strike (necromancy) Components: V, M (a slashing weapon)
reaver’s touch (necromancy) Duration: Concentration, up to 1 minute
spiteful glamour (necromancy) As part of the action used to cast this spell,
stolen step (necromancy) you must make a melee attack with a
1ST LEVEL weapon against one creature within the
spell's range, otherwise the spell fails. On a
create poison (transmutation, ritual)
hit, the target suffers the attack's normal
Larloch’s minor drain (necromancy)
effects and takes an extra 3d6 force damage
your glorious sacrifice (necromancy)
from the hit. On a miss, the spell ends. If the
4TH LEVEL
initial attack hits, at the end of each of the
lesser water to poison (transmutation) target's turns before the spell ends, the target
5TH LEVEL must succeed on a Wisdom saving throw or
acid for blood (transmutation) take 5d8 acid damage. On a successful save,
greater water to poison (transmutation) the spell ends.
At Higher Levels. When you cast this
Wizard Spells
spell using a spell slot of 6th level or higher,
CANTRIPS (0 LEVEL)
the acid damage increases by 1d8 for every
challenger’s mark (enchantment) two slot levels above 5th.
punishing strike (necromancy)
reaver’s touch (necromancy)
Aegis of Ensnarement
3rd-level enchantment
stolen step (necromancy)
1ST LEVEL Casting Time: 1 reaction, which you take
create poison (transmutation, ritual) when a creature within range succeeds on a
melee attack roll that would hit one of your
Larloch’s minor drain (necromancy)
allies
2ND LEVEL
Range: 30 feet
Quivaelyn’s wind stepping stance (transmutation) Components: V, M (a weapon)
3RD LEVEL Duration: 1 round
aegis of ensnarement (enchantment)

Blood Hunter --
- 9 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3
Your magic ensnares an attacking enemy, Challenger’s Mark
moving it so its attack targets you instead of Enchantment cantrip
your ally. The creature that made the Casting Time: 1 action
triggering attack roll must roll a Charisma
Range: Self (5-foot radius)
saving throw, which happens before the
Components: V, S
attack’s damage is resolved. On a failed
save, you teleport it to an unoccupied space Duration: 1 round
within 5 feet of you. It then makes the You brandish the weapon used in the spell’s
triggering attack against you instead, casting and make a melee attack with it
comparing the same attack roll to your against one creature within 5 feet of you. On
Armor Class to determine whether it hits or a hit, the target suffers the attack's normal
misses you. effects, and you mark the creature until the
Whether the saving throw succeeds or end of your next turn, bellowing a magical
fails, after the triggering attack is resolved, challenge it cannot ignore. This spell ends
the attacking creature takes 1d4 psychic early if you are incapacitated or you die, or if
damage and you mark it until the end of someone else marks the creature.
your next turn. While it is within 5 feet of The next time a creature marked by you
you, a creature marked by you has with this spell makes an attack roll that
disadvantage on any attack roll that doesn't doesn’t target you while it is within 5 feet of
target you. This spell ends early if you are you, it has disadvantage on the attack.
incapacitated or you die, or if someone else If a creature marked by you with this spell
marks the creature. willingly moves more than 30 feet away
At Higher Levels. When you cast this spell from you, or if makes an attack that suffers
using a spell slot of 4th level or higher, the disadvantage from this spell, it immediately
range increases to 60 feet, and the psychic takes 1d8 psychic damage, and the spell
damage increases by 1d4 for each slot level ends.
above 3rd. This spell's damage increases when you
reach higher levels. At 5th level, the melee
attack deals an extra 1d8 psychic damage to
the target, and you add an additional 1d8 to
the damage a creature you marked with this
spell suffers for moving more than 30 feet
away from you or attacking you with the
disadvantage imposed by this spell. Both
damage rolls increase by 1d8 at 11th level
and 17th level.

Create Poison
1st-level transmutation (ritual)
Casting Time: 1 action
Range: Self (one vessel on your person)

Blood Hunter --
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Order of the Venomblooded ver. 1.3 (3-8-2021)
Components: V, S, M (a small bottle or Greater Water to Poison
other container that can holds a draught of 5th-level transmutation
water)
Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
You use some combination of scavenged Components: V, S, M (a serpent’s tooth)
substances, focused meditation, and magic Duration: Concentration, up to 1 minute
to transform the water in a container you You transform any large quantity of water
have on your person into a one dose of within a 10-foot cube centered on a point
improvised poison. The dose of improvised you choose into a deadly poison. This spell
poison you create can be applied to one only affects bodies of water of at least 10
weapon, up to three pieces of ammunition, gallons or more within the affected area, not
or up to three separate portions of food or separate smaller quantities of water. It can
drink. also be liquid that is mostly water (such as
Once applied, the poison retains potency blood, sewage, or wine), but a living
until someone must roll a saving throw creature’s vital fluids cannot be affected.
against it, or for 1 minute, after which point Any creature with its head one of its
it dries or dissolves. If a creature is struck breathing passages (such as a humanoid’s
with the poisoned weapon or ammunition, nose or mouth) currently submerged into
or if it ingests the poisoned food or drink, it water you have transformed with this spell
must make a Constitution save or be must make a make a Constitution saving
poisoned for 1 minute and take 1d8 poison throw at the beginning of any turn in which
damage, or 2d8 if the poison is ingested). they are so submerged. On a failure, the
Creatures that succeed on their save take creature is poisoned for the duration, and
half damage, but suffer no other effects. they take 4d8 poison damage. If the
This poison you create can only be used by creature fails the saving throw by 5 or more,
you, and has no value if you try to sell it. If its Constitution score is reduced by 1d4. On
you cast this spell again, any doses of poison a success, the creature can choose to spit
you have previously created with this spell the water out and take no damage, or
instantly become water again. Otherwise, continue to swallow it and take half damage.
poison doses created with this spell retain If the creature failed its save, at the start of
their potency until the next time you finish a each of the creature's turns before the spell
long rest, at which point they return to being ends, it must succeed on a Constitution
water. saving throw or take 3d10 poison damage.
At Higher Levels. When you cast this spell On a successful save, the spell ends.
using a spell slot of 3rd level or higher, you Creatures who do not need to save
create one additional dose of poison for against the spell but who are within 5 feet of
every two levels above 1st. When you cast the transformed water can use an action to
this spell using a spell slot of 4th level or apply poison to one weapon, piece of
higher, the poison gains an extra effect: if a ammunition, or portions of food or drink.
creature fails the saving throw by 5 or more, Once applied, the poison retains potency for
its Constitution score is reduced by 1d4. the duration of the spell or until someone
must save against it. If a creature is struck

Blood Hunter --
- 11 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3
with the poisoned weapon or ammunition, Components: S, M (a vessel of water or a
or if it ingests the poisoned food or drink, it beverage which is partially water, with
must make a Constitution save or be which you make a toasting gesture to the
poisoned for the duration and take 1d8 target as you both drink)
poison damage, or 2d8 if the poison is Duration: Concentration, up to 1 minute
ingested. If the creature fails the saving Waiting for just the right moment, you
throw by 5 or more, its Constitution score is transform the water someone is drinking
reduced by 1d4. Creatures that succeed on into deadly poison. The quantity of water
their save take half damage, but suffer no does not matter, just that the target drinks
other effects. more than a sip. It can also be a beverage
At Higher Levels. When you cast this spell that is partially water (such as wine, beer, or
using a spell slot of 6th level or higher, you juice). The creature who drinks makes a
can affect one additional creature who is Constitution saving throw. On a failure, the
drinking at the same time, and the damage creature is poisoned for the duration, and
increases by 1d8 for each slot level above they take 4d8 poison damage. If the
5th. creature fails the saving throw by 5 or more,
Larloch’s Minor Drain its Constitution score is reduced by 1d4. On
a success, the creature can choose to spit
1st-level necromancy
the water out and take no damage, or
Casting Time: 1 action
continue to swallow it and take half damage.
Range: 30 feet
If the creature failed its save, at the start of
Components: V, S each of the creature's turns before the spell
Duration: Instantaneous ends, it must succeed on a Constitution
You drain some of the life force from a saving throw or take 4d8 poison damage.
target and add it to your own. Choose a On a successful save, the spell ends.
living creature (not a construct or undead) At Higher Levels. When you cast this spell
within range. The target must roll a using a spell slot of 5th level or higher, you
Constitution saving throw, taking 2d6 can affect one additional creature who is
necrotic damage on a failed save, or half as drinking at the same time, and the damage
much damage on a successful one. You gain increases by 1d8 for each slot level above
temporary hit points equal to half the 4th.
necrotic damage dealt (minimum 1).
At Higher Levels. When you cast this spell Quivaelyn’s Wind Stepping Stance
using a spell slot of 2nd level or higher, the 2nd-level transmutation
damage increases by 1d6 for each slot level Casting Time: 1 bonus action
above 1st. Range: Self

Lesser Water to Poison Components: S


Duration: Concentration, up to 1 minute
4th-level transmutation
Casting Time: 1 reaction, which you take A series of precise, meditative gestures
when a creature within 30 feet of you drinks make the essence of the world itself into
your stepping-stone. You can run on any
Range: 30 feet
object that has substance, no matter how

Blood Hunter --
- 12 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3 (3-8-2021)
Punishing Strike
Necromancy cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, S
Duration: 1 round
You brandish the weapon used in the spell’s
casting and make a melee attack with it
against one creature within 5 feet of you. On
a hit, the target suffers the attack's normal
effects. In addition, a black web of necrotic
energy radiates across its skin from where it
was struck until the start of your next turn.
If the target willingly takes a reaction before
then, it immediately takes 1d8 necrotic
damage, and the spell ends.
This spell's damage increases when you
reach higher levels. At 5th level, the melee
attack deals an extra 1d8 necrotic damage
to the target, and the damage the target
suffers for taking a reaction increases to
2d8. Both damage rolls increase by 1d8 at
11th level and 17th level.

Reaver’s Touch
small, as if you were weightless: a cloud of Necromancy cantrip
dust, falling snowflakes, tiny branches, Casting Time: 1 action
cherry blossom petals floating on the Range: Touch
breeze, and so on. For the duration, you Components: V, S
gain a climbing speed equal to your walking Duration: Instantaneous
speed, and you can climb vertically or hori- The touch of your hand drains a target’s life
zontally, at any angle, through any energy, allowing you to empower yourself
unoccupied space, as long as there is via the ritual sacrifice of animals and other
anything more substantial than air within creatures, or by striking your opponents in
that space and it’s not more than 40 feet combat. Make a melee spell attack against
above a surface on which you can stand. the target. You have advantage on the attack
The spell ends early if you are incapacitated, if your target is a beast. On a hit, the target
restrained, or otherwise unable to move. takes 1d6 necrotic damage, and you gain
The moon elf swordmage Quivaelyn is temporary hit points equal to half the
said to have created this spell to emulate the damage inflicted (rounded up). The spell’s
ki-based movement powers of his close ally, damage increases by 1d6 when you reach
the monk Ang Si Zhao of T’u Lung. 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Blood Hunter --
- 13 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3
Spiteful Glamour Range: 60 feet
Enchantment cantrip Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: 60 feet Make a ranged spell attack against a target
Components: V, S within range. If the attack hits, the target
Duration: Instantaneous takes 5d4 necrotic damage and its speed is
reduced by half until the end of your next
For a moment, you cause the mere sight of
turn.
you to be painful to an enemy. Choose one
As part of the same action used to cast
creature you can see within range that can
this spell, before you make the ranged spell
also see you. The target must succeed on a
attack, you can choose to inflict necrotic
Charisma saving throw or take 1d8 psychic
damage equal to 1d4 plus your spellcasting
damage. If the target is not missing any of
ability modifier on a willing ally within 5 feet
its hit points, it instead takes 1d12 psychic
of you. This damage cannot be reduced or
damage.
prevented in any way. If you inflict this
The spell’s damage increases by one die
damage on an ally, you gain advantage on
when you reach 5th level (2d8 or 2d12),
the ranged spell attack roll against your
11th level (3d8 or 3d12), and 17th level
main target. In addition, if the ranged spell
(4d8 or 4d12).
attack hits, your target takes additional
Stolen Step poison damage equal to the necrotic
Necromancy cantrip damage you dealt to your ally.
Casting Time: 1 action At Higher Levels. When you cast this spell
Range: Touch using a spell slot of 2nd level or higher, the
Components: V, S necrotic damage you inflict on your target
Duration: Instantaneous and your ally both increase by 1d4 for each
slot level above 1st.
You slow an opponent while making
yourself faster. Make a melee spell attack
against the target. On a hit, the target takes
1d4 psychic damage, and its speed is
reduced by 10 feet until the start of your
next turn. Until the start of your
next turn, you add a number of feet to your
own speed equal to the number of feet by
which you reduced the target’s speed.
At Higher Levels. This spell’s damage
increases by 1d4 when you reach 5th level
(2d4), 11th level (3d4), and 17th level (4d4).

Your Glorious Sacrifice


1st-level necromancy
Casting Time: 1 action

Blood Hunter --
- 14 Design by Jeremy Forbing
Order of the Venomblooded ver. 1.3 (3-8-2021)
Did you enjoy this DM’s Guild product? Even if you didn’t, please share your opinion by leaving a rating and review on its
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Also by writer Jeremy Forbing:


Do you lie awake dreaming of exhaustive deets on
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Crack open all 126 crinkled digital pages of this non-
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Enlighten or devolve your game with Tasha's
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https://www.dmsguild.com/product/336282/Tashas-
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Jeremy Forbing and published under the
Community Content Agreement for Dungeon Masters Guild
The blood hunter class and all features and descriptions of it are copyright 2016 by Matthew Mercer and are
used and referenced here with permission under the Community Content Agreement for Dungeon Masters
Guild.
Cover Art by Leslie Ng Zhong Han - patreon.com/LongRobotDesigns
Blue Page background art, copyright © Jessica Hyde.
Page 10 assassin art by Fil Kearney.
Other art from the public domain or provided by Wizards of the Coast for DMs
Guild use.
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All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Reprekley
Park, Uxbridge, Middlesex, UB11 1ET, UK.

Blood Hunter --
- 15 Design by Jeremy Forbing
Order of the Venomblooded 1.3 (3-8-2021)

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