Blood Hunter
Base Class: Blood Hunter

When looking at Blood Hunters, many see masters of blade capable of damaging their enemies with the wrath of the elements, forgetting that these mysterious adventurers are also capable casters, albeit their magic is so old none but them know of it and are able to use it. Members of order of the Wiccan have taken it to the next level, combining the occult blood curses with more common forms of wizardry to crush their enemies.

Spellcasting

Starting at level 3, when you choose this subclass, you gain access to spellcasting, if you chose Intelligence as your hemocraft modifier you gain access to a Wizard spell list and your spellcasting ability is Intelligence, if your hemocraft modifier is Wisdom you gain access to Cleric spell list and Wisdom is your spellcasting ability. You are considered to know all spells of this spell list and can prepare an amount of spells according to the Wiccan's Spellcasting table.

Wiccan's Spellcasting Table:

Blood Hunter Level
Spells Prepared
Spell Slot per Spell Level
1st 2nd 3rd 4th
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 6 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11th 7 4 3 - -
12th 7 4 3 - -
13th 9 4 3 2 -
14th 9 4 3 2 -
15th 9 4 3 2 -
16th 10 4 3 3 -
17th 10 4 3 3 -
18th 10 4 3 3 -
19th 11 4 3 3 1
20th 11 4 3 3 1


Additionally, you are able to use a weapon for which you have your crimson rite active as a spellcasting focus.

Spell Save DC = 8 + your proficiency bonus + your Hemocraft modifier

Spell Attack Modifier = your proficiency bonus + your Hemocraft modifier

Exalted Curses

Additionally at level 3 your knowledge of the Blood Curses deepens, allowing you to sacrifice even more of your vitality to empower the curse further. You gain ability to use exalted versions of the blood curses you know, which have the effects of both normal and amplified versions of the blood curses. When using exalted version, you take twice the amount of a max roll of your hemocraft die damage, which cannot be reduced or avoided in any way, and your curses gain additional effects according to the Exalted Blood Curses Table:

Name of the Curse Exalted Curse Effects
Blood Curse of Exposure This curse combines the effects of both the normal and amplified version, which happen simultaneously at the moment of you casting an exalted curse, and works for the triggering attack and the next attack after it was cast.
Blood Curse of the Marked You gain advantage on all attack rolls made against the marked creature until the end of your next turn.
Blood Curse of the Anxious The cursed creature has disadvantage on all intelligence wisdom and charisma saving throws made until the end of its next turn that you force them to make.
Blood Curse of the Fallen Puppet If the cursed creature can cast spells, you can make it cast one of the spells available to it, either with a spell slot or with its innate spellcasting, instead of making an attack.
Blood Curse of the Eyeless This curse bypasses immunity to the Blinded condition. If the cursed creature already suffers from the curse of the Eyless, these curses can stack.
Blood Curse of the Muddled Mind This curse lasts for a minute instead and whenever a cursed creature attempts to cast a spell or do a magic action they must suceed on a spellcasting ability check against your curse save DC. On failure, the spell or magic action fails, the caster still expanding the spell slot as if the spell was cast. Creatures affected by this curse can make a wisdom saving throw at the end of their turn, removing the effect on a success.
Blood Curse of the Bloated Agony Each consecutive attack roll a creature makes in a round of combat leads to it taking 1d8 more damage than the previous one (2d8 on second attack, 3d8 on third attack and so on), the creature suffering the effects of this curse also gains disadvantage on all its attack rolls after it made the first attack roll until the end of its turn.

 

Life and Witchcraft

At level 7 your understanding and control over the unstable magic furthens. When you cast a spell of 1st level or higher that deals damage or restores hit points using one of your spell slots, you can expand and roll a Hit Die to make the spell deal an extra amount of damage or heal an extra amount of health equal to the number rolled.

Additionally, you are now able to transfer some of your magical power to restore the faculty to cast Blood Curses. As a bonus action, you can expand any amount of spell slots you have, to regain a number of uses of your Blood Maledict feature with a conversion rate of 2 levels of spell slots for 1 use of Blood Maledict. You can regain up to 2 uses of your Blood Maledict feature like that and cannot regain more until you finish a long rest.

 

Might and Magic

Starting at level 11, you can use your magical power to grant your rites additional effects. At the start of your turn you can expand a spell slot of any level and choose one of the following effects to occur:


  • Until the end of your current turn, you can heal yourself or another creature within 30 ft of you for half the amount of damage dealt with your crimson rite if you have used a spell slot of level 1, or for a full amount if you used spell slot of level 2+.
  • Until the end of your current turn, whenever you make an attack with a weapon on which your crimson rite is active, you can switch the active rite on the weapon to any other rite available to you. If you used a spell slot of level 2+ to activate this feature, you do not take damage when switching rites in this manner.
  • Until the end of your current turn, you cannot roll a number less than 5 for your crimson rite damage. This number increases by one per level of the spell slot you used (e.g. 6 if you used the second level spell slot 7 if you used a third and so on).

Additionally, while you have any of the listed effects active, you can use the mastery properties of weapons on which your crimson rites are active when you use them to make attacks.

Blade of Perdition

At 11th level, you learn to peerlessly weave hemocraft magic with your attacks. Whenever you apply one of your known Blood Curses, you can make one attack with a weapon on which you have your crimson rite active. Additionally, you deal extra damage with weapons on which you have your crimson rite active, as well as levelled spells cast using spell slots against targets suffering from the ongoing effects of your Blood Curses. This extra damage equals your Proficiency Bonus.

 

Blood Curse of the Magicdrinker

At level 15 you master the Blood Curse that is able to sap the very magic from creatures. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Magicdrinker
 As a bonus action, choose a conscious creature within 30 ft of you which you can see. This creature must succeed on a Charisma saving throw (can willingly fail) or have magical energy drained from its body. On failure:
- If this creature has spell slots it loses the amount of spell slots up to a total combined level equal to your Blood Hunter level, halved, rounded up, with possibility to lose more than required, if it lacks spell slots of levels to meet the exact amount, your Game Master determines which spell slots the creature affected by this curse loses.
- If this creature instead has ability to cast spells innately, it loses ability to cast an amount of spells with a total combined level equal to your Blood Hunter level, halved, rounded up with possibility to lose more than required if is unable to lose ability to innately cast spells to meet the exact amount, your Game Master determines which spells and in which amount of uses the creature affected by this curse looses the ability to cast.

Amplified: After the target of your curse fails a saving throw against this curse you are able to choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half total level of spell slots or spells lost by the target of your curse.


Exalted: After the target of this curse succeeds on a saving throw against it, you can exalt this curse to make it reroll the saving throw.

Archunter

At 18th level, your Mastery of ways of the Wiccan has reached its peak. Whenever you make an attack action, you can forgo one of the attacks granted to you by your multiattack feature to cast a spell with a casting time of an action or a bonus action instead or use one of your Blood Curses.

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