Base Class: Blood Hunter
Often times, a blood hunter is faced with a basic truth: For all of the carefully-laid plans and stratagems that come with stalking a creature of darkness, sometimes the best approach is the most simple and straight-forward. Overly complex traps can usually be avoided with a well-placed, rudimentary spell. Whether it be hubris or sheer stupidity, many seemingly-unstoppable monsters have been felled by the right cantrip at the right time. Hunters of the Order of the Sign Weaver ascribe to this ideology and work to perfect the incorporation of simple spells into their combat arsenal. Once honed and implemented, these warriors become highly-versatile hunters with quick counters to nearly any threat that comes their way.
Mastery of Basic Arcana
Starting at 3rd level, you gain proficiency with the Intelligence (Arcana) skill. If you already have proficiency with this skill, then you double your proficiency bonus with ability checks made with this skill.
Additionally, you gain access to a number of cantrips from the Wizard spell list equal to your proficiency bonus. Whenever your proficiency bonus increases, you can select a new cantrip from this list.
Arcane Rite
Beginning at 3rd level, your rite becomes intrinsically tied to your arcane abilities. 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 cantrips. Any cantrips that you cast while using the weapon as a focus deal an additional die of damage equal a roll of your hemocraft die, as long as they share the same elemental damage type.
Additionally, you gain the Blood Curse of the Marked for your Blood Maledict feature. You can use this blood curse an additional number of times equal to your proficiency bonus. This does not count against your number of blood curses known.
Blood Curse of the Marked
As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional hemocraft die of rite damage.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.
Mystical Warfare
Starting at 7th level, whenever you take the Attack action on your turn, you cast one of your cantrips in place of one of those attacks.
Brand of Mettle Stripping
Upon reaching 11th level, your Brand of Castigation feature now leaves creatures vulnerable to your rite damage whenever they are exposed. Whenever a branded creature is critically hit by one of your attacks/cantrips or fails a saving throw for one of your cantrips empowered by your Crimson Rite, that creature takes maximum damage for that instance of Crimson Rite damage.
Esoteric Overexposure
At 15th level, whenever you deal damage to a creature with a cantrip empowered by your Crimson Rite, your next instance of Crimson Rite damage of the same elemental damage type deals an additional hemocraft die worth of damage.
Blood Curse of the Eruptive
Starting at 18th level, you’ve learned how to turn a creature into an explosive conduit for your magical damage. You gain the Blood Curse of the Eruptive for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Eruptive
18th level, Order of the Sign Weaver
As a bonus action, you can turn one creature you can see within 30 feet of your location into a conduit of explosive elemental energy. Whenever you deal Crimson Rite damage to this creature, creatures within 10 feet of its location must succeed on a Dexterity saving throw or take the same amount of Crimson Rite damage. On a successful save, the creature only take half damage instead. This effect lasts for 1 minute.
Amplify. The range of this ability is increased to 30 feet and you can choose a number of creatures equal to your Intelligence modifier (minimum of 1) that are unaffected by the damage.
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