Most Blood Hunters are happy simply imbibing the Hunter's Bane, but some choose to engrave arcane powers into their very skin. These initiates undergo long and painful tattooing processes to weave enchanted inks into their body. Some Hunters die before the end of it, but those who survive gain the benefit of increased magical powers and fortitude. These full-torso (and sometimes full-body) tattoos aren't merely decorative– they are alive, connected to the Blood Hunter's soul and mind, acting according to their will, and even warning them about their surroundings. By selecting this subclass, you are choosing to be marked for life in the pursuit of greatness and power.

Sacred Skin

By choosing this order at 3rd level, you unlock the magical potential embedded into your skin, allowing you to cast spells. The table below shows how many spells you know, and how many spell slots you have at each level. You may choose these spells from the Sorcerer spell list. Wisdom is your spellcasting ability for these spells. You regain all expended spell slots when you finish a long rest.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Blood Hunter Level Spells Known 1st 2nd 3rd 4th
3rd 2 2
5th 3 3
7th 5 3 1
9th 6 3 2
11th 8 3 2
13th 9 3 2 1
15th 10 3 2 2
17th 11 3 3 2 1
19th 12 3 3 2 2

 

Magic Reserves

At 3rd level, your tattoos are a source of energy that you can tap to replenish your spell slots or blood curses. As an action, you can absorb your tattoos into your body. You take damage equal to your crimson rite die, and then choose one of the following effects:

  • You regain spell slots with a total combined level equal to your proficiency modifier. So, if your proficiency modifier is 2, you can regain two 1st level spell slots, or one 2nd level spell slot.
  • You regain all uses of your blood maledict feature.

Once you do this, your tattoos fade from your body, leaving you unable to use this feature, or your Fortified Hide, Rite Conduits, Living Mural, or Destructive Release features until you complete a long rest, at which point the tattoos reappear on your body.

Fortified Hide

Beginning at 7th level, your tattoos start to fortify your skin against damage. If you take weapon damage, you can roll your crimson rite die and only receive that much damage instead. You can do this after hearing the original amount of damage. You can use this feature a number of times equal to your wisdom modifier. You must complete a long rest before doing so again.

Rite Conduits

Beginning at 11th level, your tattoos become conduits for your crimson rite. While your crimson rite is active, you can have your tattoos start pulsing and flashing with energy for 1 minute. During this time, you can add your Wisdom modifier to your rite damage and to a single damage roll of any spell that wouldn't normally add your spellcasting modifier to damage. Additionally, any creature that hits you with a melee attack takes damage equal to your Wisdom modifier + your proficiency bonus. This damage is the same energy type as your crimson rite.

Once you use this feature, you can't do so again until you've completed a long rest.

Living Mural

At 15th level, your tattoos become fluid, shifting images, depicting murals of your past battles, friends, and foes. After completing a long rest, you can choose one type of creature that you've faced in combat before: Aberrations, Celestials, Constructs, Dragons, Elemental, Feys, Fiends, Giants, Monstrosities, or Undead. Attack rolls from creatures of that type have disadvantage against you. Also, whenever you come within 120 feet of that creature type, your tattoos start to glow with a color of your choosing. Alternatively, you can choose for your tattoos to itch, feel hot, or feel frozen instead of glowing. You can specify certain creatures by name that you don't want to trigger your tattoos' response.

Additionally, whenever you take damage during combat, you can use your reaction to make an Intelligence (Investigation) check (DC = 15). On a success, your tattoos shift and make a record of that damage, giving you resistance to that damage type from then on. This resistance lasts until you complete a long rest, or until you use this feature to gain resistance to another damage type.

Destructive Release

At 18th level, if you are reduced to 0 HP, the energy restrained by your tattoos explodes outward from your body with extreme force. Choose any number of creatures within 60 feet of you. Those creatures must make Constitution saving throws, and take 10d8 force damage on a failed save, or half as much damage on a successful one. Your tattoos then fade from your body, and won't reappear until 24 hours later, leaving you unable to use this feature, or your Magic Reserves, Fortified Hide, Rite Conduits, or Living Mural features until then. You must be alive for a full 24 hours, or your tattoos won't reappear. If you are killed and then later resurrected, the 24 hours begin after your resurrection.

Comments

Posts Quoted:
Reply
Clear All Quotes