Blood Hunter
Base Class: Blood Hunter

The Order of the Dream is a group of Blood Hunters dedicated to the collection of knowledge and information in order to assist in the hunts of both other hunters and themselves. An Order of the Dream Blood Hunter often finds themselves spending long hours in "The Hunter's Dream" a plane wide connection between hunters, which acts as the collection of all knowledge the order has ever collected, and seeking additional knowledge in day to day life.

Weak Dreamer

Beginning at 3rd level when you take on this order, you become connected to the network of your dream. Whenever you sleep you find yourself in the dream, and no longer dream normally. The dream takes the form of a beautiful cathedral dedicated to no god in particular and the surrounding few miles of woods. Here you can find a wealth of information on various creatures, people, religions, and regions.

If one spends a long rest sleeping, they may study within the libraries of the church looking for information on a target of their choice. At the end of the long rest, they may make an Arcana, History, Medicine, Nature, Religion, or survival check with a +10 to the roll. The additional information gained on a successful roll could also include weakness, forgotten story or legend, rumor of how to defeat or destroy something, or any other single minor help at the DM's discretion. Furthermore, you can pull non-magical objects from your dream.

 

Spellcasting

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook 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 Dreamer 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 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.

The Spells Known column of the Dreamer Spellcasting 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 13th level, for example, you learn a new spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Profane Soul Spellcasting

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

Rite Focus

Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your spells.

Eye's of the Dreamer

Starting at 7th level, learn the spells banishment and polymorph as your dreams start to take hold on the real world. You may only use these spells once per long rest.

Brand of the Mad Dreamer

Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your spells.

Furthermore, you learn the Dream spell.

Wishes of a Dreamer

As an action, you can speak your desire to your dream, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

Blood Curse of the Endless Dream

Starting at 18th level, you learn to transport both enemy and foe to your dream. You gain the Endless Dream for your Blood Maledict feature. This doesn’t count against your number of blood curses known.