Blood Hunter
Base Class: Blood Hunter

Members of this secret order have given more to the Matron than most, taking a sacred vow to bring Her designs upon the world through direct action. In exchange, She obscures them from sight and grants abilities to strengthen their killing blows.

Otherworldly Patron

When you reach 3rd level, you strike a bargain with the Matron of Ravens or one of Her creations, granting one of the following pacts: the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.

The Celestial

You have chosen the Celestial as your otherworldly patron.

The Great Old One

You have chosen the Great Old One as your otherworldly patron.

The Hexblade

You have chosen the Hexblade as your otherworldly patron.

The Undying

You have chosen the Undying as your otherworldly patron.

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 Hidden Ones 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 Hidden Ones 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

Vision of the Raven

Beginning at 3rd level when you select this order, you can use your bonus action to use your Vision of the Raven ability.

When using this isght, you can identify creatures who are hostile to you at a distance. You can also invoke the name of a creature or item that you are familiar with when you activate this ability, and you can identify this creature or object if they are within your range. After identifying a creature or object this way, you know where they are as long as you remain within 100 feet of them.

At 7th level, your vision improves. You can now identify invisible creatures, and the distance of your vision increases by 100 feet.

At 11th level, your vision improves. You can now identify creatures through solid objects such as walls, and the distance of your vision increases by a further 100 feet.

Adrenaline

Starting at 7th level, you gain access to a well of stamina within, called Adrenaline. You have a number of Adrenaline points equal to your Intelligence modifier (minimum 1). You regain all of your Adrenaline Points on a short or long rest. You can expend these points to activate a number of features Some of these features require the target to roll a saving throw. The saving throw DC for these features is as follows: 8 + your Dexterity modifier + your proficiency bonus.

Just A Little Farther. You gain an extra 5 feet of movement per Adrenaline Point you expend.

Not So Fast. You can expend 2 Adrenaline Points to gain another reaction, if you have already used yours this round, which you can only use to make an attack of opportunity.

Keen Senses. You can expend 1 Adrenaline Point to gain advantage on your next Insight, Investigation, or Perception check.

Shake It Off. You can expend 2 Adrenaline Points to suppress any condition that is currently affection you for the next minute.

Give It All You've Got. You can expend 2 Adrenaline Points to treat any 1 damage die as if it rolled maximum damage. This can be used on a Rogue's sneak attack die, or a Barbarian's extra weapon damage die in addition to a normal damage die.

Poisoned Weapons. You can expend 1 Adrenaline Point when you make an attack roll against a creature. If it hits, the creature must make a Constitution save against your Spell Save DC or take 1d6 poison damage and be poisoned. On a successful save, they take the 1d6 poison damage but are not poisoned.

Sharper Steel. You can expend 2 Adrenaline Points to gain advantage on the next attack roll you make.

Disarm. When you make a weapon attack against a creature, you can expend one Adrenaline Point to attempt to knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Daze. When you make a weapon attack against a creature, you can expend 1 Adrenaline Point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Forceful Shot. When you make a weapon attack against a creature, you can expend 1 Adrenaline Point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Throw. When you make a ranged weapon attack against a creature, you can expend 1 Adrenaline Point to attempt to pierce through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack adds your ability modifier to the damage roll.

Violent Shot. When you make a weapon attack against a creature, you can expend 1 or more Adrenaline Points to enhance the volatility of the attack. For each Adrenaline Point expended, the attack takes a -1 penalty to the attack roll. If the attack hits, you can roll one additional weapon damage die per Adrenaline Point spent when determining the damage.

Winging Shot. When you make a weapon attack against a creature, you can expend 1 Adrenaline Point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Revealed Divinity

At 7th level, your dark patron grants you the rare use of a dangerous divine spell based on your pact.

The Celestial

You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast detect thoughts once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast branding smite once using a pact magic spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Brand of the Sapping Scar

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.

Unsealed Divinity

At 15th level, your patron grants you the rare use of an additional divine spell based on your pact.

The Celestial

You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.

The Great Old One

You can cast haste once without expending a spell slot. You can’t do so again until you finish a long rest.

The Hexblade

You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.

The Undying

You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.

The Matron's Merciful Touch

By 18th level, the Matron has invested much time and effort in you. She would not see you die now, not after everything. You regain 1d10 Health Points at the end of each of your turns, as long as you are not silenced, unconscious, or otherwise incapacitated, and you haven't taken necrotic damage since your last turn or had your Maximum Health reduced.

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