Bloodhunter

Class Features

As a bloodhunter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per bloodhunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodhunter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Your choice from alchemy supplies, harvesting kit, herbalism kit
Saving Throws: Intelligence, Constitution or Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, and Survival

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for bloodhunters:

Table: The Bloodhunter
LevelFeaturesHemocraft DieBlood Curses KnownTeachings KnownManeuvers KnownFocus PoolManeuver Degree
1stHunter's Bane, Blood Maledict (1), Occult Teachings1d412
2ndCombat Maneuvers, Crimson Rite, Fighting Style1d413231st
3rdBloodhunter Order, Stigmata1d413341st
4thAbility Score Improvement1d414351st
5thExtra Attack1d614462nd
6thBrand of Castigation, Blood Maledict (2)1d625462nd
7thBloodhunter Order feature, Primal Rite1d625572nd
8thAbility Score Improvement1d626572nd
9thHunter's Moon1d626683rd
10thDark Augmentation1d637683rd
11thBloodhunter Order feature1d837793rd
12thAbility Score Improvement1d838793rd
13thBrand of Tethering, Blood Maledict (3)1d8388104th
14thDead to Rites, Hardened Soul1d8498104th
15thBloodhunter Order feature1d8499114th
16thAbility Score Improvement1d84109114th
17thBlood Maledict (4)1d1041010125th
18thBloodhunter Order feature1d1051110125th
19thAbility Score Improvement1d1051111125th
20thSanguine Mastery1d1051211125th
Table: The Epic Level Bloodhunter
LevelFeaturesHemocraft DieBlood Curses KnownTeachings KnownManeuvers KnownFocus PoolManeuver Degree
21stEpic Ability Score Improvement, Blood Maledict (5)1d1051212135th
22ndHemorrhaging Curse1d1061312135th
23rdBloodhunter Order feature1d1261313135th
24thStigmatizing Brand (1)1d1261413135th
25thEpic Ability Score Improvement, Mystic Blood1d1261414145th
26thMaster of Curses and Rites1d1271514145th
27thBloodhunter Order feature1d1271515145th
28thExtra Attack (2)1d1271615145th
29thEpic Ability Score Improvement, Stigmatizing Brand (2)2d871616155th
30thBloodhunter Order feature2d881716155th

Hunter's Bane

1st-level Bloodhunter feature
You have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. Choose three of the following creature types: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, or undead. You have Advantage on Wisdom (Survival) checks to track the creatures of the creature types you chose, as well as on Intelligence ability checks to recall information about them.

Choose Charisma, Intelligence, or Wisdom to be your Hunter’s Bane ability. Once you make this choice, you cannot change it. The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. 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 Hunter’s Bane ability modifier.

Blood Maledict

1st-level Bloodhunter feature
You gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, 18th, and 21st level.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it 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 can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.

Occult Teachings

1st-level Bloodhunter feature
The dark powers entreated by the Bloodhunter is a pathway to many abilities some consider to be unnatural. You start with two Bloodhunter Occult Teachings of your choice. Your Occult Teachings are detailed on the Occult Teachings page. The Teachings Known column of the Bloodhunter table shows when you learn more talents. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Occult Teachings you know and replace it with another Occult Teaching that you could learn at that level.

Combat Maneuvers

2nd-level Bloodhunter feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Berserker, Deadeye, Determination, Nemesis, Skirmisher, Templar. You learn two maneuvers of your choice from traditions you are proficient with.

The Bloodhunter table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Bloodhunter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

Fighting Style

2nd-level Bloodhunter feature
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

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.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

Great Weapon Fighting. When you roll a 1 or 2 on a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Crimson Rite

2nd-level Bloodhunter feature
You learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way.

While the rite is in effect, attacks you make with this weapon deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.

You choose one Primal Rite from the crimson rites below when you first gain this feature. You learn an additional Primal Rite at 7th level, and an Esoteric Rite at 14th level.

Primal Rites

Choose from the following:

Esoteric Rites

Bloodhunter Order

3rd-level Bloodhunter feature
You commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, 18th, 23rd, 27th, and 30th level.

Order of the GhostslayerAs on D&D Beyond. Brand of Sundering reworded slightly for clarity.
Order of the LycanD&D Beyond. Altered.
Order of the MutantD&D Beyond. New Mutagens added.
Order of the Profane SoulD&D Beyond. Altered.
Order of the ReaperHomebrew.

Stigmata

3rd-level Bloodhunter feature
Few who undergo the rituals to join a Bloodhunter order survive–those who do come back changed in some way. Choose one of the following features.

Alien Evolution

Your body is… different. An extra finger. A vestigial eye. The flexibility of an invertebrate. Choose an ability score associated with your stigmata. You can add half your proficiency bonus (rounded up) to checks you make with the chosen attribute that doesn't already use your proficiency bonus. You reveal your stigmata when you use this feature, which may be unsettling to those unaware of it.

Inexorable Gait

Your body has been irrevocably twisted once, but never again. Your movement speed is reduced by 5 feet, but your speed isn’t reduced by being encumbered or wearing heavy armor, and cannot be reduced unless you are subject to an effect that reduces it to 0, such as being Grappled or Restrained.

Kiss of the Grave

You appear to most as a walking corpse, be it a pallid complexion, putrid stench, or bulging eyes and ragged hair. You retain your creature type, yet you register as undead to spells and other effects that detect the presence of the undead creature type. Additionally, you require half as much food, drink, and sleep.

Mark of the Beast

Be it tusks, fangs, pointed ears, or claw-like nails, your wild visage marks you as an outsider. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts. You may be mistaken as an animal at first glance, and could be barred from places where beasts are forbidden.

Profane Cicatrix

You bear an otherworldly scar from the outer planes–evidence of your tampering with dark powers. Choose a type of creature tied to your Bloodhunter Order: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, or undead. When you make an Intelligence check to recall information about the chosen creature type, you have expertise in the check. Additionally, you know when a creature of the chosen type is within 120 feet of you, as your stigmata burns, itches, or glows.

Rebirth Mark

The ritual left your body with terrible scars that cannot be easily hidden. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against most creatures, though some may ignore or reverse these penalties if scars are more or less valued in their cultures, or if a creature is immune to the Frightened condition.

Scarred Soul

Not all scars left by the ritual are visible. Choose Charmed or Frightened. You have Advantage on saving throws against the one you chose, and disadvantage on saving throws against the one you didn’t.

Shadowmeld

Linger too long in the shadows and you might just melt into them. While in areas of dim light or darkness, you can hide as a bonus action, even if you are being observed. Creatures who see you may assume you were trying not to be seen, and that you have ill intentions because of it.

Uncanny Valley

While it may not be obvious at first glance, something is off about you; your limbs are too long, your eyes or mouth are too large, or perhaps you are a little too beautiful. While a creature can see you, it has Advantage on Wisdom (Perception) checks and Intelligence (Investigation) checks against you, but Disadvantage on Wisdom (Insight) checks against you. A creature immune to the charmed condition is immune to this effect.

Witching Eyes

The eyes are the window to the soul. You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet.

Ability Score Improvement

4th-level Bloodhunter feature
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. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by this class at 1st level. The proficiency you replace does not need to be from this class.

Lastly, you may do one of the following, representing a change of focus in your occult studies:

Extra Attack

5th-level Bloodhunter feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 28th level in this class.

Brand of Castigation

6th-level Bloodhunter feature
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 creature takes psychic damage equal to your Hunter’s Bane ability modifier (minimum of 1 damage).

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.

Hunter's Moon

9th-level Bloodhunter feature
Whenever you learn a new Bloodhunter Occult Teaching or replace an existing one, you can choose from Warlock Invocations or Ranger Exploration Knacks. Your Bloodhunder levels count as Ranger or Warlock levels for the purpose of fulfilling prerequisites.

Additionally, your exposure to the dark side of both monster and man has caused your nights to be plagued with nightmares that wax with the moon’s cycles. Choose one of the following features.

Dream of Debasement

After a thousand falls from grace in your dreams, you know better than to rely on any power beyond your own. You cannot gain Hero Points. You have 1 Antihero Point, which can be used the same way as Hero Points. When you reach 13th level and again at 17th level, you gain an additional Antihero Point. You regain your expended Antihero Points when you finish a long rest.

Hallucination of Bloody Murder

Scenes of gratuitous violence plague your nights, quickening your pace at the sight of blood. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to a roll of your hemocraft die + half your Bloodhunter level. You cannot willingly spare a creature when you reduce it to 0 hit points with a melee attack unless you spend a Flourish to do so.

Illusion of Agony

No pain inflicted by your enemies can compare to that which you experience when your eyes close. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and rolls from your Hemocraft die. While using the Lycan Transformation ability, you have resistance to all bludgeoning, piercing, and slashing damage. When you are healed by any source other than spending hit dice, the amount of hit points restored is halved.

Incubus of Wanton Satisfaction

At night, your mind swims with carnal pleasure and taboo that would give a fiend pause. You are immune to the Charmed condition. When you recover hit dice during a long rest, you must partake in hedonistic excess in the process (such as by consuming fancy food and drink, or through an Aristocratic lifestyle expense) or suffer 1 stress at the end of the long rest or you recover no hit dice.

Night Terror of Shattered Peace

The loss of tranquility you have witnessed time and again has dimmed the light in your eyes and the grip of terror on your mind. You are immune to the frightened condition. Other creatures cannot grant you temporary hit points, and any temporary hit points you grant yourself are halved.

Nightmare of Sorrow

Visions of loss and loneliness have left you with no tears left to shed. You are resistant to psychic damage, and you have Advantage on saving throws against spells and effects that inflict despair or hopelessness, like the symbol spell’s Hopelessness effect. You cannot benefit from inspirational effects, such as Bardic Inspiration or the heroism spell.

Phantasm of Paranoia

Endless dreams full of treachery and betrayal engender a suspicion that cannot easily be shaken. You have advantage on initiative rolls, and you cannot be surprised, except when incapatciated by something other than nonmagical sleep. You automatically wake up if you are sleeping naturally when combat begins. You cannot voluntarily fail a saving throw, and when targeted by a spell that requires a willing creature, you must use your action, bonus action, or reaction to lower your guard and become a willing target.

Vision of Emptiness

Your mind has grown still, untouched by dream or nightmare. You are immune to magic that allows creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures and objects cannot telepathically communicate with you unless they are deific in power.

Dark Augementation

10th-level Bloodhunter feature
Arcane blood magic suffuses your body, permanently reinforcing your resilience. 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 Hunter’s Bane ability modifier (minimum of +1).

Brand of Tethering

13th-level Bloodhunter feature
The psychic damage from your Brand of Castigation increases to twice your Hunter’s Bane ability modifier (minimum of 2 damage).

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.

Dead to Rites

14th-level Bloodhunter feature
While you have a Crimson Rite active, you get a special ability based on the type of rite. You may only benefit from one of these bonuses at a time; if you are holding multiple weapons with different rites active, you choose which one grants you the passive bonus.

Primal Rites

Esoteric Rites

Hardened Soul

14th-level Bloodhunter feature
Mystic blood magic protects your mind, permanently reinforcing your willpower. Whenever you make a Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to the saving throw equal to your Hunter’s Bane ability modifier (minimum of +1).

Sanguine Mastery

20th-level Bloodhunter feature
You hone your control over blood magic, mitigating your sacrifice and empowering your capability. 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. Immediately after dealing damage, you may choose to end the Crimson Rite on the weapon you scored a critical hit with and activate a special Flourish based on the type of Rite you ended.

Primal Rites

Esoteric Rites

Epic Level Bloodhunter: Epic Ability Score Improvement

21st-level Bloodhunter feature
When you reach 21st level, and again at 25th and 29th level, you gain the benefits of an Ability Score Improvement, but your ability score increase can bring an ability score above 20, to a maximum of 24.

Epic Level Bloodhunter: Hemorrhaging Curse

22nd-level Bloodhunter feature
When you amplify a blood curse, you can choose to hemorrhage it by losing the maximum number of hit points on your hemocraft die. A hemorrhaged blood curse gains its amplified effect, as well as the effect noted below.

Epic Level Bloodhunter: Stigmatizing Brand

24th-level Bloodhunter feature
You can use your Brand of Castigation twice between rests and the psychic damage from your Brand of Castigation increases to three times your Hunter's Bane ability modifier (minimum of 3 damage).

At 29th level, you can use your Brand of Castigation three times between rests and the psychic damage from your Brand of Castigation increases to four times your Hunter's Bane ability modifier (minimum of 4 damage).

Epic Level Bloodhunter: Mystic Blood

25th-level Bloodhunter feature
Your Bloodhunter hit die increases to 1d12. In addition, your hit point maximum can’t be reduced.

Epic Level Bloodhunter: Master of Curses and Rites

26th-level Bloodhunter feature
At 26th level, the range of your blood curses is doubled. In addition, you learn an additional Esoteric Rite.

Blood Curses

The blood curses you can choose from are listed below in alphabetical order. Special blood curses granted by specific orders are listed in the features that grant them. If a blood curse has a prerequisite, you must meet them to learn it. You can learn the blood curse at the same time that you meet its prerequisite.

Blood Curse of the Anxious

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma checks made against the cursed creature gain a bonus equal to your Hemocraft Die.
Amplify. The next Intelligence, Wisdom, or Charisma saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, whenever the creature makes a Strength or Dexterity check or saving throw, it rolls one Hemocraft Die and subtracts the number rolled from the result, and it takes necrotic damage equal to one roll of your Hemocraft Die each time it makes a weapon attack.
Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).
Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, 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 hits or misses. The creature is immune to this curse if it is immune to the blinded condition.
Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.
Amplify. You can first move the cursed creature up to their speed, and you grant a bonus to the cursed creature's attack roll equal to your Hunter's Bane modifier (minimum of +1).

Blood Curse of the Marked

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.
Amplify. The benefits of this curse last for 1 minute, or until you end your turn without damaging the creature with your Crimson Rite feature.

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 or using a feature that requires concentration. That creature must roll your Hemocraft Die and subtract the result rolled from its next Constitution saving throw it makes to maintain concentration before the end of your next turn.
Amplify. The cursed creature suffers this penalty on all Constitution saving throws made to maintain concentration of spells until the end of your next turn.

Blood Curse of the Poisoned Mind

Prerequisite: 9th level
Whenever you succeed on a saving throw against an effect that would have charmed or frightened you, you may use your reaction to force the creature who targeted you with the triggering effect to make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed or frightened (the same as the triggering spell) by you for a number of rounds equal to your Intelligence modifier (minimum 1). At the end of each of their turns, the creature may make this saving throw again, ending the effect on a success.
Amplify. If the charm or frightened effect you resisted had any additional effects, like a succubus's charm or the fear spell, your charm or frightened effect gains those additional effects.

Blood Curse of the Silent Scream

Prerequisite: 9th level
As a bonus action, you can force one creature you can see within 30 feet to make a Constitution saving throw. On a failed save, it is Deafened and Silenced for 1 minute. At the end of each of its turns, the target can repeat this saving throw, ending the effect and regaining its senses on a success. Amplify. In addition to the normal effects, the creature is also Dazed and Slowed.

Blood Curse of Spell Sundering

Prerequisite: 11th level
When an enemy casts a spell within 30 feet of you and targets you, you can use your Reaction to rend the spell from the air. Make an Intelligence check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Amplify. You may use this blood curse even if you aren't the target of the spell, and you have advantage on the Intelligence check to counter the spell.

Blood Curse of Transfusion

Prerequisite: 5th level
As a Bonus Action, you can curse your own vitality, tearing some of it forth and transferring it to an ally in need. You take 2d6 necrotic damage, and a living creature you choose within 30 feet of you regains a number of hit points equal to that amount plus your Hunter's Bane modifier (minimum 1). This damage increases to 3d6 at 11th level, and 4d6 at 17th level.
Amplify. Your target regains hit points equal to twice the necrotic damage you took, including the damage taken from amplifying this curse, plus your Hunter's Bane modifier (minimum 1).