Blood Hunter
Base Class: Blood Hunter

Even though it is still uncommon to run into Blood Hunters, there are some that have a rarer connection to the arcane than other orders. While some make deals with eldritch beings, try and tame the curse of lycanthropy, learn and use the art of mutagens, or gain insight into the ethereal realm, however some gain powers by making a sacred pact with a draconic being. These hunters are mostly rare as it is hard to gain word with a dragon but there are those that not only make contact with one, but the coveted power.

Spellcasting

Due to your contract, you have the ability to cast spells.

Cantrips. You learn two cantrips from the sorcerer's spell list. You can learn an additional cantrip of your choice at 10th level.

Spell Slots. The Dragonbound 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 sorcerer 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, if you know the 1st-level spell shield and have a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer's spells of your choice, two of which you must choose from the transmutation and evocation spells on the sorcerer spell list.

The Spells Known column of the Dragonbound Spellcasting table shows when you learn more sorcerer spells of 1st level or 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 warlock spell, which can be 1st, 2nd, or 3rd 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 warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your sorcerer spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft 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 Hemocraft modifier

Spell attack modifier = your proficiency bonus + your Hemocraft modifier

Dragonbound 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

Draconic Senses

When you chose this archetype, you gain the natural sight prowess of a dragon. You gain advantage on Wisdom (Perception) involving any sort of sight. 

Draconic Bond

At 3rd level, you choose the type of dragon you have created a bond to. The damage type associated with each dragon is used by features you gain later.

Dragon Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Black Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Blue Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Brass Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Bronze Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Copper Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Gold Draon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Green Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Red Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Silver Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

White Dragon

At 3rd level, you choose one type of dragon as your bond. The damage type associated with each dragon is used by features you gain later.

Draconic Frenzy

As a bonus action, you can imbue yourself with the draconic strength that you are linked to. You rule double your hemocraft die to activate the transformation. You can use equipment, weapons and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Draconic Hybrid Form

Selecting this option has updated the character sheet with the features of your Hybrid Form.

Normal Form

Your character is in their normal form. Change this option to "Hybrid Form" when the character has transformed.

Draconic Frenzy Freature

While you are transformed, you gain the following benefits and drawbacks:

Draconic Reflexes. You have advantage on Dexerity checks and Dexerity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Scaled Defense. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing medium or heavy armor, your AC becomes 13 + Dexterity modifier.

Breath Weapon. As an action, you can exhale a 30-foot cone of damaging breath. You use whatever damage type that the draconic essence you are bonded to. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 4d8 damage on a failed save, or half as much damage on a successful one. The damage increases to 6d8 at 14th level.

Living Draconic Weapon. As an action, you could take 2d6 necrotic damage as you imbue your body with your draconic essence for one minute. Every time you make a melee attack, you add 2d8 of the type of damage you are bonded to. While in this state, you cannot use the Breath Weapon feature. The damage increases to 4d8 and the damage you take upon yourself increases to 3d6 at 14th level.

In the Character Builder, set the option for Hybrid Transformation to Hybrid Form to activate the bonuses for that form on the character sheet.

Draconic Reflexes (Level 11)

You have advantage on Dexerity checks and Dexerity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Draconic Reflexes (Level 18)

You have advantage on Dexerity checks and Dexerity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Draconic Relfexes

You have advantage on Dexerity checks and Dexerity saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.

Living Draconic Weapon

As a bonus action, you could take 2d6 necrotic damage as you imbue your body with your draconic essence for one minute. Every time you make a melee attack, you add 2d8 of the type of damage you are bonded to. While in this state, you cannot use the Breath Weapon feature. You can use this feature equal to your Constitution modifier. The damage increases to 4d8 and the damage you take upon yourself increases to 3d6 at 14th level.

Scaled Defense

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing medium or heavy armor, your AC becomes 13 + Dexterity modifier.

Brand of the Seared

Reaching 11th level, your Brand of Castigation feature digs into the psyche of the target. The target must make a DC 15 Wisdom saving throw or be frightened and have disadvantage against saving throws from sorcerer's spells

Sanguine Stretch

At 14th level, when you see a creature make an attack against an ally, you can use an extra use of one of your Blood Maledict. Once used, it can only be used again after a long rest.

Draconic Transformation Mastery

At 18th level, you have mastery over your draconic essence. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.

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