Base Class: Blood Hunter
The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many have lost their lives in pursuit of such wickedness.
A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Occult Scarred.
This version of this subclass is a core version being published to allow me to duplicate the subclass for creating the multiple different ones based on the occult scar manifestations, as each choice gives access to a slightly different manifestation spell list and I cannot represent that without making a subclass for each scar choice, like circle of the land druid. Should work just fine as is if you want to use this one without the spell lists though, oh and Abberant scars revealed arcana is not properly displaying the 2 cantrip selections in this version, probably because it's an option within a feature automatically granted and dependent on another option within a feature.
Occult Scars
When you reach 3rd level, you choose a scar manifestation of your choice: the Aberrant, the Angelic, the Hellish, the Shadowed, the Unhallowed, or the Wicked. Your choice augments some of your order features and grants you access to a small list of additional spells you can learn.
The Aberrant
You have chosen the Aberrant as the manifestation your occult scars.
The Angellic
You have chosen the Angelic as the manifestation of your occult scars.
The Hellish
You have chosen the Hellish as the manifestation of your occult scars.
The Shadowed
You have chosen the Shadowed as the manifestation of your occult scars.
The Unhallowed
You have chosen the Unhallowed as the manifestation of your occult scars.
The Wicked
You have chosen the Wicked as the manifestation of your occult scars.
Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| BLOOD HUNTER LEVEL | CANTRIPS KNOWN |
SPELLS KNOWN |
SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Crimson Focus
Beginning at 3rd level, your weapon becomes a core to your expression of the magic of your scars. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your occult scars (outlined below).
The Aberrant
When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.
The Angelic
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).
The Hellish
While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
The Shadowed
When you have advantage on a weapon attack that has an active crimson rite, you may deal an additional hemocraft die of the rite’s damage type.
The Unhallowed
Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.
The Wicked
When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.
Mystic Conflux
Starting at 7th level, when you take the attack action, you can replace one of the attacks with a cantrip you cast.
Revealed Arcana
Beginning at 7th level, your scars unlock a special boon based on their source. This feature changes according to the manifestation chosen through your Occult Scars feature.
The Aberrant
When you gain this feature, choose two cantrips from any class's spell list. These cantrips count as warlock spells for you and they do not count against the total number of cantrips you can learn.
The Angellic
As an action you can restore a number of hit points to a creature you touch equal to your Intelligence modifier (minimum 1).
You can use this feature a number of times equal to your Intelligence modifier (minimum 1) before you must finish a long rest.
The Hellish
When you make an attack roll, ability check, or a saving throw, you can use this feature to lose hit points equal to a roll of your hemocraft die. You add the hit points lost to the result of your roll. You can do this after seeing the initial roll but before any of the roll's effects occur.
The Shadowed
As a bonus action you can curse a creature within 30 feet of you, your attacks ignore that creature's damage resistances for 1 minute.
You can use this feature a number of times equal to your Intelligence modifier before you must complete a long rest.
The Unhallowed
When you or a creature within 30 feet of you is reduced to 0 hit points, you can use your reaction to cause the target to drop to 1 hit point instead. A creature cannot benefit from this feature again until it takes a long rest.
The Wicked
As a bonus action you can teleport yourself or one willing creature you touch to an unoccupied space you can see up to 30 feet away.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once) before you must finish a long rest.
Brand of the Maddening Mark
Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.
Occult Defenses
At 15th level, your scars grant you the use of a defensive ability based on their manifestation.
The Aberrant
Your thoughts can't be read by telepathy, or other means unless you allow it. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
You also have resistance to psychic damage.
The Angellic
The first time you are reduced to 0 hit points, you instead are reduced to 1 hit point and gain a number of temporary hit points equal to twice your blood hunter level. You must finish a long rest before you can do this again.
The Hellish
You gain resistance to cold, fire, and poison damage.
The Shadowed
When a creature hits you with an attack you may use your reaction to impose a curse upon that creature, granting you +4 to your AC against its subsequent attacks until the end of the turn.
The Unhallowed
You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
You also have resistance to necrotic damage.
The Wicked
As a reaction when a creature you can see attacks you, you can attempt to charm that creature into calmness. The creature must make a Wisdom saving throw against your spell save DC or become charmed by you until the start of your next turn, and either change targets or lose the attack against you.
Blood Curse of the Spiritguzzler
Starting at 18th level, you’ve learned to siphon the essence from your fallen prey. You gain the Blood Curse of the Spiritguzzler for your Blood Maledict feature. This does not count against your number of blood curses known.
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