Base Class: Blood Hunter
Sorcery is often described as something you have in your blood, the order of the blood sorcerer’s know this better than anyone, through ancient arcane rituals they have mastered the art of true blood magic, using ancient rituals to empower their blood and turn it into both a source of arcane magic and a component in their spells. They are forced to shed blood to utilize the full extent of their powers but can still cast spells without it with enough experience, more experienced members are also able to draw blood from their bodies as an empowering spellcasting focus and use the magic of their blood to replenish their blood maledicts.
Special thanks to IamSposta, without whom I could never have added actual casting to this class. Words are insufficient to express how grateful I am.
Spellcasting
you cast spells. (I need an ability called this for it to be able to cast spells)
Blood sorcerery.
Drawing from your empowered blood and blood magic, you can cast spells.
Cantrips. You know two blood sorcerer cantrips of your choice. Whenever you gain a blood hunter level, you can replace one of your cantrips from this feature with another blood hunter cantrip of your choice.
When you reach blood hunter level 10, you learn another blood hunter cantrip of your choice, as shown in the Cantrips column of the blood hunter Features table.
Spell Slots. The blood sorcerer table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Casting spells of higher levels. In order to cast a spell of a level greater than ⅙ your blood hunter level rounded down you must expend the spell slot and take necrotic damage equal to one roll of your hemocraft die.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 blood sorcerer spells.
The number of spells on your list increases as you gain blood hunter levels, as shown in the Prepared Spells column of the blood sorcerer Features table. Whenever that number increases, choose additional blood sorcerer spells until the number of spells on your list matches the number in the blood sorcerer features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 blood sorcerer, your list of prepared spells can include 5 blood hunter spells of level 1 or 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a blood hunter level, you can replace one spell on your list with another blood sorcerer spell for which you have spell slots.
Spellcasting Ability. Wisdom or is your spellcasting ability for your blood sorcerer spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your blood sorcerer spells.
Blood hunter Level |
prepared spells |
— Spell Slots per Spell Level — |
|||
---|---|---|---|---|---|
1st |
2nd |
3rd |
4th |
||
3rd |
3 |
2 |
— |
— |
— |
4th |
4 |
3 |
— |
— |
— |
5th |
4 |
3 |
— |
— |
— |
6th |
4 |
3 |
— |
— |
— |
7th |
5 |
4 |
2 |
— |
— |
8th |
6 |
4 |
2 |
— |
— |
9th |
6 |
4 |
2 |
— |
— |
10th |
7 |
4 |
3 |
— |
— |
11th |
8 |
4 |
3 |
— |
— |
12th |
8 |
4 |
3 |
— |
— |
13th |
9 |
4 |
3 |
2 |
— |
14th |
10 |
4 |
3 |
2 |
— |
15th |
10 |
4 |
3 |
2 |
— |
16th |
11 |
4 |
3 |
3 |
— |
17th |
11 |
4 |
3 |
3 |
— |
18th |
11 |
4 |
3 |
3 |
— |
19th |
12 |
4 |
3 |
3 |
1 |
20th |
13 |
4 |
3 |
3 |
1 |
Crimson spells.
At 3rd level the essence you sacrifice when you activate your crimson rite can be used to channel your magic, you can use a weapon on which you have an active crimson rite as a spellcasting focus.
Hemal casting.
At 7th level you have learned to channel magic through your blood and make direct use of the magic that flows through your veins. You can use a bonus action to roll your hemocraft die and take necrotic damage equal to the amount rolled. You draw blood from your body, flavour this how you want, it could be a sphere of blood floating in the centre of your palm, you wrap your hand in slowly moving strings of blood, whatever. This blood can be used as a spellcasting focus, it lasts for a number of minutes equal to your hemocraft modifier and while you have it you can add half your hemocraft modifier rounded down to the damage and attack or healing of all spells you cast. It costs concentration to maintain it. You can also cast a spell at no spell slot cost while you have it, though you still need to take the damage unless it is of a low enough level, doing so reduces the duration by a number of minutes equal to twice the level of spell cast through it.
You can also use the blood as a spell component, it has a value of the damage taken times 2 times your blood hunter level, you can choose to take more damage, also equal to your hemocraft die as a bonus action to add to the value if needed, this does not affect the other boosts. You can replace any material component with a value with this blood, if it is consumed reduce the remaining value by the value of the thing, if not, don’t.
You can do this a number of times per long rest equal to your hemocraft modifier.
Mystical combatant.
At 11th level you have mastered the art of blending your spells with your martial prowess. When you take the attack action you can replace an attack with an attacking cantrip.
Hemal transformation
At 15th level you can use your blood sorcery to power blood magic and vice versa, you gain 2 abilities.
A number of times per long rest equal to your proficiency bonus you can expend any number of spell slots as an action and regain a number of blood curses equal to ½ the combined level of spell slots expended.
Twice per long rest, as an action you can expend blood curses to regain a total level of spell slots equal to twice the number of curses expended.
Blood Curse of transference
At 18th level you learn to siphon the life force of fallen foes to empower yourself and your magic. You learn the blood curse of transference.
Blood Curse of Transference
Prerequisite: 18th level, Order of the blood sorcerers
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to absorb their life force to replenish your blood magic. You regain health equal to your blood hunter level, any extra health you would gain is turned into temp hp and for the next 2 turns you make melee attacks with advantage.
Amplify. Additionally, you make spell attacks with advantage and creatures have disadvantage on saves to avoid damage from your spells for the next 2 rounds.
Previous Versions
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3/4/2025 4:15:41 AM
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