Base Class: Blood Hunter
Blood hunters among the Order of the Witch Doctor have warped their hemocraft for use in manipulation of life and death, distorting natural order. Through their unique connections to the land, witch doctor blood hunters have honed the way in which hemocraft harnesses magic, creating an occult magic called voodoo. With voodoo to empower them, witch doctors are often seen as the wardens between life and death - a guide to the afterlife, and protector against the undead.
Occult Doctrine
You gain proficiency in Medicine and the herblism kit if you are not already proficient with them. When using your herbalism kit, the gold and time you must spend to craft an antitoxin or potion of healing is halved.
Totemcraft
When you choose this archetype at 3rd level, you learn how to perform voodoo rituals using specially crafted totems.
During the casting of a ritual, you craft a totem that acts as the spellcasting focus for the chosen spell. Crafting a totem requires any material components for the spell, as well as 10gp per spell level above 1st level. Ritual spells must be cast at the lowest level that the spell can be cast at.
Performing a ritual takes 10 minutes longer than the normal casting time of a spell. If the ritual is interrupted before completion, the totem is not consumed.
Totemcraft
| Blood Hunter Level |
Rituals Known |
|
|---|---|---|
| 3rd | 1 | |
| 7th | 2 | |
| 11th | 2 | |
| 15th | 3 | |
Ritual Totems
The number of rituals totems you know how to craft increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new rituals totem, you can replace one rituals totem you already know with a new rituals totem. You choose two rituals totems to learn from the options detailed at the end of this subclass description. After you perform a ritual casting, you must complete a short or long rest before you can use this feature again.
Alarm
You can ritual cast the Alarm spell.
Animal Messenger
You can ritual cast the Animal Messenger spell.
Augury
You can ritual cast the Augury spell.
Commune with Nature
You can ritual cast the Commune with Nature spell.
Detect Magic
You can ritual cast the Detect Magic spell.
Detect Poison and Disease
You can ritual cast the Detect Poison and Disease spell.
Find Familiar
You can ritual cast the Find Familiar spell.
Forbiddance
You can ritual cast the Forbiddance spell.
Gentle Repose
You can ritual cast the Gentle Repose spell.
Identify
You can ritual cast the Identify spell.
Locate Animals or Plants
You can ritual cast the Locate Animals or Plants spell.
Purify Food and Drink
You can ritual cast the Purify Food and Drink spell.
Silence
You can ritual cast the Silence spell.
Speak with Animals
You can ritual cast the Speak with Animals spell.
Water Breathing
You can ritual cast the Water Breathing spell.
Blood Transfusion
When you reach 7th level, your harvested vitality can be shared with allies. When you activate your crimson rite, you may give an ally within 30 ft of you temporary hit points equal to the damage taken + your Proficiency Bonus.
Brand of Hexing
Starting at 11th level, your Brand of Castigation inflicts a profane hex on enemies, leaving them cursed. Whenever you hit a creature with a weapon for which you have an active crimson rite, choose one ability. The target has disadvantage on ability checks made with the chosen ability. The target also has disadvantage on Concentration checks.
Your cursed brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can't be dispelled with dispel magic as it normally would, but can be ended with remove curse.
Brand of Hexing
Starting at 11th level, your Brand of Castigation inflicts a profane hex on enemies, leaving them cursed. Whenever you hit a creature with a weapon for which you have an active crimson rite, choose one ability. The target has disadvantage on ability checks made with the chosen ability. The target also has disadvantage on Concentration checks.
Your cursed brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can't be dispelled with dispel magic as it normally would, but can be ended with remove curse.
Brand of Hexing
Starting at 11th level, your Brand of Castigation inflicts a profane hex on enemies, leaving them cursed. Whenever you hit a creature with a weapon for which you have an active crimson rite, choose one ability. The target has disadvantage on ability checks made with the chosen ability. The target also has disadvantage on Concentration checks.
Your cursed brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can't be dispelled with dispel magic as it normally would, but can be ended with remove curse.
Blood Curse of Necrosis
At 15th level, you hone your hemocraft to mute the life force of your enemies, preventing them from rejuvenating. You gain the Blood Curse of Necrosis for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Necrosis
When a creature you can see within 30 feet of you regains hit points, you can use your reaction to smother their rejuvenating life force. Reduce the number of hit points restored to half rounded down.
Amplify. Reduce the number of hit points restored 0.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Blood Curse of Necrosis
When a creature you can see within 30 feet of you regains hit points, you can use your reaction to smother their rejuvenating life force. Reduce the number of hit points restored to half rounded down.
Amplify. Reduce the number of hit points restored 0.
Activating a Blood Curse requires a use of your Blood Maledict feature.
Jinxer of Fate
At 18th level, your voodoo becomes powerful enough to twist a creature's perception of reality. As a reaction, you may impose disadvantage on an enemy creature making an attack or saving throw.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Jinxer of Fate
At 18th level, your voodoo becomes powerful enough to twist a creature's perception of reality. As a reaction, you may impose disadvantage on an enemy creature making an attack or saving throw.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Jinxer of Fate
At 18th level, your voodoo becomes powerful enough to twist a creature's perception of reality. As a reaction, you may impose disadvantage on an enemy creature making an attack or saving throw.
You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.
Rituals
The rituals that are part of your hemocraft are presented in alphabetical order. You can learn a ritual at the same time you meet its prerequisites.
Alarm
You can ritual cast the Alarm spell.
Animal Messenger
Prerequisite: 7th level
You can ritual cast the Animal Messenger spell.
Augury
Prerequisite: 7th level
You can ritual cast the Augury spell.
Commune with Nature
Prerequisite: 11th level
You can ritual cast the Commune with Nature spell.
Detect Magic
You can ritual cast the Detect Magic spell.
Detect Poison and Disease
You can ritual cast the Detect Poison and Disease spell.
Find Familiar
You can ritual cast the Find Familiar spell.
Forbiddance
Prerequisite: 11th level
You can ritual cast the Forbiddance spell.
Gentle Repose
Prerequisite: 7th level
You can ritual cast the Gentle Repose spell.
Identify
You can ritual cast the Identify spell.
Locate Animals or Plants
Prerequisite: 7th level
You can ritual cast the Locate Animals or Plants spell.
Purify Food and Drink
You can ritual cast the Purify Food and Drink spell.
Silence
Prerequisite: 7th level
You can ritual cast the Silence spell.
Speak with Animals
You can ritual cast the Speak with Animals spell.
Water Breathing
Prerequisite: 11th level
You can ritual cast the Water Breathing spell.
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