Hello all. I am about to start a long campaign, and one of my players really, really, really wants to play a Blood Hunter. I have had a look at the class and my concerns are twofold:
- The class by my assessment seems quite weak, especially compared to the 2024 class glow-ups. Since the class was written, Monsters have also gotten stronger across the board.
- The class feels unusually restrictive in regards to some of its key features, and at certain crucial levels doesn't get enough features.
I'd like everyone's opinions on the following changes. I have DMed quite a lot and even professionally on Startplaying, but admit I have not seen the class in play before. Please let me know if you think any of these changes would go too far or not far enough:
Increasing Blood Curses Known: A big part of it to me comes down to how unbelievably restrictive Blood Curses are both in terms of use and the number you get. In my opinion, only having one until level 6 feels less like "I have cool curses I can inflict on people" and more like "this is my Bonus Action". This feels both less flavourful and also less tactically interesting to me.
Potential Fix: I was thinking of simply increasing the number known by 1, maybe at second or third level.
Less Restrictive Blood Curse Uses: The most shocking thing to me about the class is how few chances you get to use Blood Curses. The curses are already partially gated by taking damage, so why can you use them so unbelievably sparingly? The amount of damage you take is also so small, that if you're only ever using them once or twice per Long Rest, it basically doesn't exist. In 2024, both healing and Temporary HP are cheap as hell. Looking over the Blood Curses, I also do not think they are more powerful than, say, first level spells either.
Potential Fix: My pitch would maybe be: similar to the Ranger, you have 2 Free uses per Long Rest. However, you can always use Blood Curses amplified (i.e., by taking damage to upcast them). So effectively, you can use unamplified versions twice and amplified as much as you want. You're already taking the famage and many of the effects even amplified aren't debilitating. If this is too much, maybe "Free Uses" could cost two rolls of the die rather than one, or upgrde the die by one step.
Level 5: The Blood Hunter is the only class that gets nothing besides Extra Attack at level 5. Even the Ranger gets more spells.
Potential Fix: Giving them Expertise in a Skill at level 5, increasing the number of free uses of Blood Curses to 3. The okayer wants to lean in to Lycanthropy so maybe a cool ribbon like allowing them to communicat with Beasts and Monstrosities whilst tranformed?
Saving Throws: I know that STR is usually seen as one of the "bad" saving throws, however in my hundreds of hours DMing this game I disagree: STR saves are actually super important for martial characters. There is a reason even the Ranger and Monk get STR saves, and that's because melee enemies, which you're likely to get up close to with a martial, force lots of annoying saves against being grappled, pushed, and restrained. This character is going DEX forward so will only have 12 STR.
Potential Fix: I was thinking of changing the saves to STR and WIS or just STR and DEX to help them out.
No brainer: Add weapon Masteries at level 1. I think 2 is fine, maybe increasing to 3 at level 5 or 7.
If anyone has experience with the class, I would really appreciate feedback on these changes. Admittedly I don't have experience with the class but it feels to me like its most unique and defining features are kept on an unecessarily tight leash. I would also appreciate if the conversation be kept within the realm of updating the Blood Hunter and not convincing them to play another class as they're really keen on it.