Base Class: Blood Hunter
this is broken, i cant get a blood hunter half caster to not use the warlock type spell slots
The order of dur'faera is a new order created by the Gevikzana Clan of dwarves. This clan already had a group of monks and sorcerers who used the crystals to their benefit, but when a nearby group of blood hunters discovered them, a new version of the hunter's bane was created. Powdered dur'faera were added to the mixture and the crystals dissolved, showing that something new was made. The first of the dwarves to drink the new hunter's bane sprouted huge dur'faera from their bodies and died in a bloody mess. After that, only a few braver souls dared to drink it, and they were the first of the order of dur'faera.
As a part of this order, your blood flows with liquid dur'faera, and may have a sheen of pale blue and purple resembling the crystals. In the place of scars, your naturally-healed wounds may have tiny crystal growths to mark where they once were. The crystals show on your body in many different ways that make it obvious that you are different.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.
Spell Slots
The Minor Sorcery Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level sorcerer spells of your choice.
The Spells Known column of the Minor Sorcery Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells. 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 sorcerer 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 |
Spells |
—Spell Slots per Spell Level— |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Rite of Crystal
When you join this order at 3rd level, you learn the Rite of the Crystal esoteric rite (detailed below).
Rite of Crystal. Your rite damage is piercing damage with a bludgeoning or piercing weapon, or slashing with a slashing weapon. While the rite is active, you gain the following benefits:
- Your weapon sheds bright light out to a radius of 20 feet.
- When you roll maximum rite damage or a critical hit with this rite, tiny dur'faera shards stay in the wound and give them a crystalline wound. A single creature can have a number of these wounds at one time equal to your Intelligence modifier (minimum of 1). At the beginning of the creature's next turn, the crystalline wounds that they have are expended and they take piercing damage equal to half of your maximum rite damage for each wound they suffered. If at any time the creature is healed by magic, the wounds are healed and no damage is taken from them.
Advanced Dur'faer Arcanum
At 7th level, you gain access to one metamagic option that you can use a number of times equal to your Intelligence modifier. You gain another metamagic option at level 13. Also, while you have an active Crimson Rite, you can cause dur'faer spikes to burst from your body as a reaction when you are hit by a melee attack from within 5 feet of you. The attacker must make a Dexterity saving throw against your spell save DC. They take 2 of your hemocraft dice as piercing damage on a failed save, and half as much damage on a successful save.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. Choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Blood Curse of Crystalline Defense
At 11th level, you gain the ability to summon hovering shields of blue and purple crystal to defend your allies. You gain the Blood Curse of Crystalline Defense for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of Crystalline Defense
Prerequisite: 11th level, Order of Dur'faera
As an action, you create a small shield made of dur'faera that floats around a creature of your choice within 30 feet of you until the end of your next turn. For the duration of this curse, the creature gains a bonus to their armor class equal to your Intelligence modifier (minimum of 1).
Amplify. This curse lasts for 1 minute and if the shield is within 30 feet of you, you may move it to another creature within 30 feet of you as a bonus action.
Brand of Shining Wounds
Upon reaching 15th level, your Brand of Castigation feature now forms glowing dur'faera in the wounds of your target, putting them under the effects of the faerie fire spell. A creature branded by you sheds dim light in a 10-foot radius, any attack roll against the creature has advantage if the attacker can see it, and the creature can't benefit from being invisible.
Arcane Channeling
Starting at 18th level, you’ve learned to direct your magic through crystals imbedded in the skin of your enemies. When you make a spell attack against a creature with Crystalline Wounds, your spell attack bonus is temporarily increased by the number of Crystalline Wounds on the creature for the purposes of the attack. Similarly, if a creature makes a saving throw against a spell cast by you while they have Crystalline Wounds, the DC for the save is increased by the number of Crystalline Wounds on the creature. If a creature affected by a spell cast by you is the target of your Brand of Shining Wounds, a similar bonus is applied that is equal to your Intelligence modifier (minimum of 1). These bonuses do not stack.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/16/2022 8:55:01 PM
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42
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17
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