Blood Hunter
Base Class: Blood Hunter

Disclaimer: This subclass is heavily based on the Order of the Profane Soul subclass sharing some of its abilities however, this does have a lot of changes including allowing you to cast more powerful magic more times. If you were hoping for something completely new sorry to disappoint you but if you wanted to play a sort of wizard/blood hunter this is the subclass for you. I don't know for sure who made the subclass but I think it was mat mercer because he made the class so here is me crediting him or whoever made it.

This subclass is a mix between two classes, blood hunters and wizards. Blood hunters must learn from one of the 8 schools of magic and not any of the nonspecific schools like the war mage or the art of blade singing.

School of magic

When you reach 3rd level, You start to study magic and how to cast spells, you can choose one of the 8 main schools of magic: Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, Transmutation all which can be found in the Player’s Handbook

Abjuration

You have chosen Abjuration as your school of magic.

Conjuration

You have chosen Conjuration as your school of magic.

Divination

You have chosen the Divination as your school of magic.

Enchantment

You have chosen Enchantment as your school of magic.

Evocation

You have chosen Evocation as your school of magic

Illusion

You have chosen Illusion as your school of magic.

Necromancy

You have chosen Necromancy as your school of magic.

Transmutation

You have chosen Transmutation as your school of magic

Spellcasting

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 Warlock spell list.

Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 7th level and another at 13th level.

Spell Slots. The Arcane studies Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your wizard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell magic missile, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells In Book of 1st Level and Higher. At 3rd level, you know six 1st-level spells of your choice from the wizard spell list and learn a new spell each time you level up when you. lose your spellbook or it is destroyed you can't prepare or cast any spells that you didn't already have prepared. You can make a copy of your spellbook by copying your spells into another one, it costs 25GP per level and takes 30 minutes per spell level.

The Spells Known column of the Arcane studies table shows when you how many wizard spells of your choice of 1st level and higher you should have in your spellbook. 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. When you reach 11th level, for example, you can add a new wizard spell to your spellbook, which can be 1st, 2nd, or 3rd level.

When you choose a spell in this class you can't change what spells you had known unless your spellbook is destroyed, in which case you have to choose to completely restart your spellbook from the spells you had prepared to the maximum number of spells you can have in this class.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. Also, you use your Intelligence modifier when setting the saving throw DC for a wizard 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 3 6 1 1st
4th 3 7 1 1st
5th 3 8 1 1st
6th 3 9 2 1st
7th 4 10 2 2nd
8th 4 11 2 2nd
9th 4 12 2 2nd
10th 4 13 2 2nd
11th 4 14 2 3rd
12th 4 15 2 3rd
13th 5 16 2 3rd
14th 5 17 2 3rd
15th 5 18 3 4th
16th 5 19 3 4th
17th 5 20 4 4th
18th 5 21 4 4th
19th 5 22 5 5th
20th 5 23 6 5th

Rite Focus

Beginning at 3rd level, your weapon becomes a core to link to the weave. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your wizard spells, and you gain a specific benefit based on your chosen pact (outlined below).

Abjuration

When you deal damage with the right you gain temporary hit points equal to the right damage dealt, this lasts until the end of your next turn or until the right ends

Conjuration

If you are using a weapon that needs ammunition or has the thrown property you can magically produce ammunition for the weapon or summon it back to your hand as a free action.

Divination

When you hit an attack with the weapon you can choose to give disadvantage to the next person that attacks you or you can get an advantage on your next attack 

Enchantment

Whenever you hit a creature with a weapon you can make them role a charisma saving throw against your spell save DC, if they fail they are charmed by you until your next turn

Evocation

When you deal rite damage to a creature, it burns more painfully. If your rite damage is of an element (Fire, acid, cold, lightning,  and poison are example elements however necrotic and radiant are not) your deals double damage.

Illusion

Whenever you hit a creature with the weapon you can change the type of damage to psychic damage

Necromancy

When you kill a target with the weapon you can regain hit points equal to your hemocraft die (for example you can roll 1d4 at level 3 and regain that amount of health)

Transmutation

When you deal damage with your rite you become under the effect of the[Tooltip Not Found]spell for a number of minutes equal to the rite damage done.

Arcane Frenzy

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Unearthed Arcana ;)

At 7th level, you discover how to use the rare use of a dangerous arcane spell based on your school.

Abjuration

You can cast arcane lock once using a spell slot. You can’t do so again until you finish a long rest.

Configuration

You can cast flaming sphere once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Divination

You can cast locate creature once using a spell slot. You can’t do so again until you finish a long rest.

Enchantment

You can cast suggestion once using a spell slot. You can’t do so again until you finish a long rest.

Evocation

You can cast darkness once using a spell slot. You can’t do so again until you finish a long rest.

Illusion

You can cast invisibility once using a spell slot. You can’t do so again until you finish a long rest.

Necromancy

You can cast Ray of Enfeeblement once using a spell slot. You can’t do so again until you finish a long rest.

Transmutation

You can cast enlarge/reduce once using a spell slot. You can’t do so again until you finish a long rest.

Brand of the Sapping Scar

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 wizard spells.

Unknowned Arcana

At 15th level, you learn how to use the rare use of an additional arcane spell based on your pact.

Abjuration

You can cast [Tooltip Not Found] once without expending a spell slot. You can’t do so again until you finish a long rest.

Conjuration

You can cast [Tooltip Not Found] once without expending a spell slot. You can’t do so again until you finish a long rest.

Divination

You can cast clairvoyance once without expending a spell slot. You can’t do so again until you finish a long rest.

Enchantment

You can cast hypnotic pattern once without expending a spell slot. You can’t do so again until you finish a long rest.

Evocation

You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.

Illusion

You can cast Major image once without expending a spell slot. You can’t do so again until you finish a long rest.

Necromancy

You can cast Animate dead once without expending a spell slot. You can’t do so again until you finish a long rest.

Transmutation

You can cast gaseous form once without expending a spell slot. You can’t do so again until you finish a long rest.

Blood Curse of the Archmage

Starting at 18th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.

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