TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Festive Blood Hunters
  1
  Festive 
  Blood 
  Hunters
  Order of the Abominable
  Order of the Krampus
  Two festive archetypes for the Blood Hunter class
  by Amy Stevenson
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  Some of those whose blood is infused with the Hunter’s Bane 
  find power in chemical alteration; some find it in arcane pacts;
  and some find it in ancient knowledge. There are others, 
  however, who are considered to have a particularly chilling 
  countenance by their other monster-hunting peers. Through 
  decades of work and experimentation, these blood hunters 
  have discovered how to channel this into inflicting icy blows 
  against their enemies.
  This order assumes that you have selected the primal rite 
  Rite of the Frozen at 1st level – whilst other primal rites can 
  be selected, this ensures the best utility of this order from the
  earliest possible point.
  Hoar Frost
  When you join this order at 3rd level, your ability to chan-
  nel the power of winter through your blood is increased. 
  You add your Wisdom modifier to the damage inflicted on 
  your enemies by your primal rite Rite of the Frozen.
  Razor Ice
  You learn to pull away heat from the air around you and 
  freeze the moisture near your skin. As an action you are 
  able to propel shards of ice 30 feet away from you to im-
  pact up to three creatures in a 15 foot cube, using your Wis-
  dom modifier + your proficiency bonus as the attack modi-
  fier. Each creature takes 1d8 piercing damage and 1d6 + 
  your Wisdom modifier cold damage. The cold damage in-
  creases to 3d6 + your Wisdom modifier at 11th level, and to 
  5d6 + your Wisdom modifier at 18th level. You can use this 
  ability a number of times per day equal to you Wisdom 
  modifier (minimum of 1).
  Chill in the Blood
  Your chilling countenance reaches so deeply within your 
  physical form that your reaction to low temperatures 
  changes. Upon reaching 7th level, the damage you suffer 
  from activating your primal rite Rite of the Frozen is 
  halved. Additionally, you have resistance to cold damage.
  Of the Tundra
  Your ties to the cold in the world have grown stronger. 
  From 11th level, you have advantage on Dexterity (Stealth) 
  checks to hide in snowy or icy terrain. In addition, you 
  have begun to favor hunting in such environments, result-
  ing in an Affinity for Snow.
  Affinity for Snow
  This ability functions similarly to the Ranger’
  s Natural Ex-
  plorer ability. At 11th level, you gain the following benefits 
  in snowy or icy terrain:
  •
  You ignore difficult terrain
  •
  You have advantage on initiative rolls
  •
  On your first turn during combat, you have advan-
  tage on attack rolls against creatures that have not 
  yet acted
  You gain the following benefits when traveling for an hour 
  or more in snowy or icy terrain:
  •
   Difficult terrain doesn'
  t slow your group'
  s travel
  •
  Your group can'
  t become lost except by magical 
  means
  •
  Even when you are engaged in another activity 
  while traveling, you remain alert to danger
  •
  If you are traveling alone, you can move stealthily 
  at a normal pace
  •
  When you forage, you find twice as much food as 
  you normally would
  •
  While tracking other creatures, you also learn 
  their exact number, their sizes, and how long ago 
  they passed through the area
  Cold Hearted
  At 15th level, you become immune to cold damage. In addi-
  tion, any time you reduce a creature to 0 hit points using 
  cold damage, you regain hit points equal to half the cold 
  damage you inflicted.
  Frozen Wastes
  You have become so well-attuned to the lands of the arctic 
  that you can influence your environment to match them. 
  At 18th level, you are able to chill the land in a 20 foot ra-
  dius around you. This area persists for a number of min-
  utes equal to your Wisdom modifier, is considered difficult 
  terrain, and is not blocked by walls or other structures. 
  Any creature in the area when it is created takes 3d10 
  piercing damage as the icicles form across the ground; any 
  creature beginning its turn in the area takes 2d8 cold dam-
  age and has its speed reduced by 10 feet until it leaves the 
  area. This ability can be used once per day.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Festive Blood Hunters
  2
  Order of the Abominable
  
  Some of those whose blood is infused with the Hunter’s Bane 
  find power in chemical alteration; some find it in arcane pacts;
  and some find it in ancient knowledge. There are others, 
  however, whose abilities stem from bargains struck with 
  terrifying creatures of ancient power.
  Ruten
  When you join this order at 3rd level, you tap into the 
  depths of the darkness to terrify your enemies. You deal 
  psychic damage equal to your Wisdom modifier when you 
  deal damage with a primal rite. In addition, the target must
  make a Wisdom saving throw (Save DC = 8 + your profi-
  ciency modifier + your Wisdom modifier) or be frightened 
  of you until the end of your next turn; if the creature suc-
  ceeds, it is immune to this effect for 24 hours.
  When you use this ability with an esoteric rite, the creature
  has disadvantage on the saving throw.
  Bind the Devil
  At 7th level you learn to coalesce the dark powers into 
  thick chains that bind those you wish to punish. As an ac-
  tion, in a twenty foot cube where one corner originates 
  from you, you can choose up to two creatures to ensnare 
  for punishment. These creatures must each make a Dexter-
  ity saving throw (Save DC = 8 + your proficiency modifier +
  your Wisdom modifier) or they will be grappled by your 
  chains.
  You can maintain the chains as an action for each round; 
  the ensnared creatures must make a Strength saving throw
  at the start of their turn to break out of the chains. If this 
  fails, they are restrained. If, after the initial Dexterity save 
  and two Strength saves, the creature remains chained, they
  take 1d8 psychic damage for every turn they spend 
  chained.
  You are able to chain up to four creatures once you reach 
  15th level.
  Sight in the Darkness
  You tap into your Hunter’
  s Bane to zero in more acutely on 
  those targets you wish to destroy. Starting at 11th level you 
  can see in magical darkness up to 30 feet, as well as being 
  able to see invisible objects and creatures within 30 feet.
  Realm of Terrors
  You gain access to Krampus’
   demiplane of horrors to 
  which you can send your enemies for punishment. Instead 
  of maintaining your Bind the Devil ability, you can use your
  action to send the creatures you have chained to this demi-
  plane. The creatures must make a Wisdom saving throw 
  (Save DC = 8 + your proficiency modifier + your Wisdom 
  modifier); on a fail they are sent to the demiplane for 2 
  rounds, on a success they remain chained but have advan-
  tage on their next Strength saving throw to escape the 
  chains.
  Upon returning from the demiplane, the creatures that had
  been sent there are unchained but take 4d6 psychic dam-
  age and have disadvantage on their next attack. You can 
  use this ability a number of times per day equal to your 
  Wisdom modifier (minimum of 1).
  Horned God’
  s Visage
  At 18th level you are granted the ability to take on the form 
  of the Krampus in order to strike fear into the hearts of 
  your enemies. You can transform in this way as an action 
  three times per day; your transformation lasts for 1 minute 
  or until your new form drops to 0 hit points.
  Whilst transformed into, the following rules apply:
  •
  Your game statistics are replaced by Krampus’
  , but 
  you retain your alignment, personality, and Intelli-
  gence, Wisdom, and Charisma scores. You also re-
  tain all of your skill, language, weapon (provided 
  the weapon is a melee weapon, and has the heavy, 
  versatile, or two-handed property), and saving 
  throw proficiencies, in addition to gaining those of 
  the Krampus. If it has the same proficiency as you 
  and the bonus is higher than yours, use its bonus. 
  However you cannot use any multiattack abilities.
  •
  When you transform, you assume Krampus’
   hit 
  points and Hit Dice. When you revert to your nor-
  mal form, you return to the number of hit points 
  you had before you transformed. However, if you 
  revert as a result of dropping to 0 hit points, any 
  extra damage carries over to your normal form. As 
  long as the excess damage doesn'
  t reduce your nor-
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Festive Blood Hunters
  3
  Order of the Krampus
  
  mal form to 0 hit points, you aren'
  t knocked un-
  conscious.
  •
  You can cast spells, and your ability to speak or 
  take any action that requires hands is unhindered. 
  Transforming doesn'
  t break your concentration on
  a spell you'
  ve already cast or prevent you from tak-
  ing actions that are part of a spell that you'
  ve al-
  ready cast.
  •
  You retain the benefit of any features from your 
  class, race, or other source and can use them if 
  Krampus’
   form is physically capable of doing so. 
  However, you can'
  t use any of your special senses, 
  such as darkvision, unless Krampus also has that 
  sense.
  •
  Your equipment is worn by Krampus, provided it is
  practical as your equipment doesn'
  t change to 
  match the new form, otherwise it simply merges 
  into Krampus’
   form. Worn equipment functions as
  normal; equipment that merges with the form has 
  no effect until you leave the form. The only excep-
  tion to this is your armor class, which is replaced 
  by that of Krampus.
  Krampus
  Large monstrosity, lawful neutral
  Armor 
  Class 18 (natural armor)
  Hit 
  Points 250 (19d10 + 95)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  20 (+5)
  18 (+4) 20 (+5)
  16 (+3)
  Skills Str +9, Con +9, Wis +9
  Senses truesight 60 ft., passive Perception 19
  Languages Abyssal
  Challenge 12 (8,400 XP)
  Horrifying Visage. Each non-undead creature of the Kram-
  pus’
   choice within range must make a Wisdom saving 
  throw (DC 19) or be frightened for 1 minute.
  Magic Resistance. The Krampus has advantage on saving 
  throws against spells and other magical effects.
  Shadow Stealth. While in dim light or darkness, the Kram-
  pus can take the Hide action as a bonus action.
  Actions
  Multiattack. The Krampus makes three attacks: two with 
  its claws and one with its horns.
  Claw. Melee Weapon Attack:
   +9 to hit, reach 10 ft., one target.
  Hit: 15 (3d6 + 5) slashing damage.
  Horns. Melee Weapon Attack: +9 to hit, reach 5 ft.*, one tar-
  get. Hit:
   16 (2d10 + 5) piercing damage.
  *The Krampus must begin its attack between 10 and 40 ft. 
  from its enemy and then close the distance in order to use 
  this weapon.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Festive Blood Hunters
  4
  
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