Blood Hunter
Base Class: Blood Hunter

Bloodhunters are often reviled for their dark arts, but none so much as the Sanguine Dancers. Delving into the darkest secrets of hemomancy,  they spill their own blood to fuel their prodigious power. Hailing from the shores of the Bloodsea, clans of Dancers raid and pillage the land and sea, seeking glory, riches, and sacrifices in their quest for greater power. Wherever a Sanguine Dancer goes, rivers of blood follow after.

Blood Magic

At 3rd level, you augment your combat techniques with the ability to cast blood spells. 

Blood Spells. The Sanguine Dancer Spellcasting table shows how many hit die you have. The table also shows what the highest level of spell you can cast is. To cast one of your sorcerer spells of 1st level or higher, you must expend a hit die. When you cast a blood spell, you take necrotic damage equal to one roll of your hemocraft die plus the spells level. This damage can only be reduced by an active Rite of the Sanguine Dance. You regain all expended hit die when you finish a long rest.

For example, when you are 8th level, you have 8 hit die and can cast up to 4th-level blood spells. To cast the 1st-level spell witch bolt, you must spend one of your hit die, and you cast it as a 4th-level spell, taking 1D6+4 necrotic damage.

Spells Known of 1st Level and Higher. At 3rd level, you know four 1st and 2nd-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sanguine Dancer Spellcasting table shows when you learn more sorcerer 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 Spell Level column for your level. When you reach 8th level, for example, you learn a new sorcerer spell, which can be 1st, 2nd, 3rd, or 4th level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level equal to or below your spell level.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Sanguine Dancer Spellcasting

BLOOD HUNTER LEVEL Hit Die Hemocraft Die Spells Known Spell
LEVEL
3rd 3 1D4 4 2nd
4th 4 1D4 5 2nd
5th 5 1D6 6 3rd
6th 6 1D6 7 3rd
7th 7 1D6 8 4th
8th 8 1D6 9 4th
9th 9 1D6 10 5th
10th 10 1D6 11 5th
11th 11 1D8 12 5th
12th 12 1D8 12 5th
13th 13 1D8 13 5th
14th 14 1D8 13 5th
15th 15 1D8 14 5th
16th 16 1D8 14 5th
17th 17 1D10 15 5th
18th 18 1D10 15 5th
19th 19 1D10 15 5th
20th 20 1D10 15 5th

Rite of the Sanguine Dance

When you join this order at 3rd level, you learn the Rite of the Sanguine Dance as part of your Crimson Rite feature. When you activate the Rite of the Sanguine Dance, the extra damage dealt by your rite is slashing. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Hemorrhage. When you hit a creature with a weapon for which the Rite of the Sanguine Dance is active, the creature must make a Constitution saving throw against your Hemocraft save dc. The creature automatically succeeds if it does not have blood. On failure, the creature is forced to roll one of their hit die and take slashing damage equal to that roll. This damage can’t be reduced in any way. The affected creature loses that hit die until they complete a long rest or are affected by a lesser restoration spell or higher.
  • Coagulate. You reduce the damage taken when casting a Blood Spell by a number equal to your proficiency bonus. Damage cannot be reduced below 1.

Bloodied Resilience

Starting at 7th level, when you are at or below half your current hit points, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Bloodied Resurgence

At 7th level, while at or below half your current hit points, if you are the target of a spell that would normally roll one or more dice to restore hit points, you instead use the highest possible number for each die.

Revelations of Blood

Upon reaching 11th level, your sanguine studies reach new heights in the form of a blood revelation. Choose one 6th-level spell from the sorcerer spell list as this revelation.

You can cast your revelation spell once using a hit die. When you cast a revelation, you take damage equal to one roll of your hit die plus the spells level. This damage can only be reduced by an active Rite of the Sanguine Dance. You must finish a long rest before you can do so again.

At higher levels, you gain more sorcerer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. Damage taken increases by one hit die for every level above 6th. You regain all uses of your Revelations of Blood when you finish a long rest.

Sanguine Rapture

At 15th level, the strength of your blood causes your crimson rite to grows stronger. When you make an attack with a weapon for which you have an active crimson rite, you gain +2 to attack and damage rolls.

Blood Curse of the Crimson Lotus

Starting at 18th level, you learn to restore yourself with the lifeblood of your foes. You gain the Blood Curse of the Crimson Lotus for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

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