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Blood Hunter
Base Class: Blood Hunter

Those who were born into the Order of Wild Magic come from the wild forces of chaos that underlie the order of creation. The only known way to be apart of such order is by birth, bred from the tides of chaos themselves where fate binds them to this order. Members of this order believe the destructive power gained far outweighs the price of  isolation, for even devils now quake when they know they’ve drawn the attention of the Order of Wild Magic. 

Rite of Wild Magic

Starting at 3rd level, when you use one of your Crimson Rite features, roll a d100 to determine the wild magic effect. Consult the Order of Wild Magic's Wild Magic Surge table. 

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see the ethereal plane, but not the material plane. 53-54 For the next minute, you get two bonus actions each turn.
05-06 For the next minute, you take 1d6 psychic damage for each attack you miss. 55-56 Until the end of your next turn, all weapons within 100ft transform into throwing darts.
07-08 You cast Fireball as a 3rd-level spell centered on the next enemy you hit. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 Trade control of your character with control of another person's character until you have each completed a turn.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 Magic infuses one weapon of your choice that you are holding. For the next minute, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. 63-64 Whenever a creature hits you with an attack roll before your next turn, that creature takes 1d6 force damage, as magic lashes out in retribution.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 For 8 hours you grow a bushy skunk tail, and have disadvantage on all Persuasion rolls. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You get the hiccups, and your initiative is reduced to one starting next turn. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Choose a creature you can see. Their movement speed decreases by 15 feet, and you or a creature of your choice's movement speed increases by 15 feet. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next eight hours, you have disadvantage on all unarmed strikes while sober. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging attack you make within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 For a minute, you gain resistance to all types of damage you take during your turn. 85-86 For the next minute, your clothing grows too long for your height and grants you disadvantage on all Dexterity throws.
37-38 For the next minute, roll twice your number of dice for ranged weapon damage. 87-88 For the next minute, per turn, you can choose to have another creature to roll on this table when you hit them with an attack.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 A bottle of common flax seed oil appears in your hand, labeled 'Greatest Healing Potion'. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 You enter rage for one minute. You cannot exit rage until a minute has passed, whether you're in combat or not. 97-98 For the next hour, you must succeed on DC Perception check against your own Spell Save DC to recognize humanoids you've seen before. 
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 For the next minute, each time you use your Crimson Rite, you take double hemocraft die damage and double the effect produced.
 
 

Wild Magic Specialist

Beginning at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, your blood curses can target any creature, whether it has blood or not.

Bend of Fate

When you reach 7th level, the chaotic tides of your order allow you to bend the curse of fate. When you fail a saving throw, you can choose to trade spots with a creature within ten feet of you. That creature takes the effect of the failed saving throw instead. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Magic's Guidance

Starting at 11th level, Wild Magic takes the helm of your fate. Whenever you successfully attack a creature, you can use this feature to apply a secondary effect. Roll for an effect on the Wild Surge table, and whatever is rolled acts as if the target rolled the die itself (i.e, if they roll a 9-10, they cast Magic Missile as a 5th-level spell on their next turn).

Suppressed Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Body of Chaos

Beginning at 18th level, the tides of chaos fuel your hatred for your enemies. When you roll damage for an attack and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

You also gain the Blood Curse of Exposure for your Blood Maledict feature. This does not count against your number of blood curses known.

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