Blood Hunter
Base Class: Blood Hunter

Blood magic is a forbidden practice, however sometimes a necessary one for fighting evil. You gain the ability to cast spells and imbue them with your arcane blood magic to create additional effects. Your Crimson rite and other abilities can be focused in this way as well.

Hemomancy

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Sorcerer spell list.

Cantrips. You learn four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 11th level.

Spell Slots. The Hemomancy Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots of 5 or lower when you finish a short or long rest. Spell slots of 6th level and higher are not regained except by the use of your blood transmutation ability.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Hemomancy table shows when you learn more sorcerer spells of your choice of 1st level and 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.

Additionally, when you gain a level in this class and order, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

BLOOD HUNTER LEVEL CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 4 2 2 1st
4th 4 4 3 1st
5th 4 5 1 2nd
6th 4 7 2 2nd
7th 4 8 1 3rd
8th 4 10 2 3rd
9th 4 11 1 4th
10th 4 13 2 4th
11th 5 14 1 5th
12th 5 16 2 5th
13th 5 17 1 6th
14th 5 19 2 6th
15th 5 20 1 7th
16th 5 22 2 7th
17th 5 23 1 8th
18th 5 25 1 8th
19th 5 26 1 9th
20th 5 28 1 9th

Hemocraft rite

Arcane magic has seeped into your blood allowing you to call on the magical power within. Your crimson rite can now be used to empower your spells and each use lasts for constitution modifier minutes. You can cast known sorcerer spells using INT as your spellcasting modifier.

Blood Transmutation

Blood is the medium for which your arcane essence is channeled. You do not regain spell slots over 5th level when talking a short or long rest. Instead, you must convert your life force into power. You may regain spell slots of 6th level or higher by reducing your hp by 10 times the spell slot level. Additionally you can sacrifice the blood energy of things around you. The DM determines how much blood is equivalent to what level spells. This takes one roll of your hemocraft die hours to occur. The life force is drained at the completion of this ritual.

Blood born focus

Your blood can now be used as your spell casting focus, while you Crimson Rite is active. 

Hemo Magic Enhancement

Starting at 7th level, when you cast a spell with a casting time of one action, change the casting time to a bonus action. This may only be done while your crimson rite is active and only once per short or long rest.

Hemo Drain

Starting at 7th level, when you kill an enemy that has blood while your crimson rite is active, you may spend an bonus action to gain hp equal to one roll of your hemocraft die.

Brand of the Blood Boiling

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your sorcerer spells.

Hemomorphic plague

At 15th level this spell is added to your sorcerer spell list. When you cast this spell, some of your empowered blood infects the target. At the start of their next turn the target will make a constitution saving throw against 5d12 necrotic damage (1/2 on save). If the creature dies the plague spills out and all creature within a 10 ft sphere must make a constitution saving throw or be infected with the spell.

Blood Curse of the Vampiric

Starting at 18th level, you’ve learned to consume the blood of your prey for renewed power. You gain the Blood Curse of the Vampiric for your Blood Maledict feature. This does not count against your number of blood curses known.

Comments

Posts Quoted:
Reply
Clear All Quotes