Blood Hunter
Base Class: Blood Hunter

Those who have taken to the Order of the Marked Soul have had a very troubling encounter with a powerful entity aiming to control their mind and body. During the span of their life they have struggled to free themselves of this influence and in doing so, have reached a point of strange partnership. Blood hunters within this order can tap into the power of the controlling entity, but in doing so risk their sanity and soul to battle the darkness inside their mind. 

Marked Soul

Blood Hunters that are Marked are most likely troubled individuals, harnessing dark thoughts and endlessly struggling against the loss of their personality.

When you reach 3rd level, you soul is marked by a powerful entity of your choice: The Everburning or The Hunger.

The Everburning. Rumoured as a long forgotten elemental deity, the Everburning seeks to set worlds ablaze.

The Hunger. Old and vast, the Hunger is rumoured to be the source of the first bloodsuckers and fiends, ever hungry.

The Everburning

You have chosen the Everburning as your otherworldly patron.

The Hunger

You have chosen the Hunger as your otherworldly patron.

Pact Magic

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 two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. You learn an additional cantrip based on your patron, this cantrip doesn't count towards the number of cantrips you may learn. 
The Everburning. Soul Scorch.
The Hunger. Blood Pact.

Spell Slots. The Soul Touched 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 warlock 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 witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

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

The Spells Known column of the Soul Touched table shows when you learn more warlock 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. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability. Intelligence is your spellcasting ability for your warlock 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 warlock 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 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 4th
19th 3 10 2 4th
20th 3 11 2 4th

Dark Rite

When you join this order at 3rd level, you learn the Dark Rite esoteric rite:

Dark Rite. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:

  • Your weapon becomes coated in dark energy giving you resistance to radiant damage.
  • When you cast a spell using a spell slot or feature you can add your rite damage to the spell's damage done.

In addition, you gain a specific benefit based on your chosen pact:

The Everburning. Your Dark Rite can be applied to a spellcasting focus, if used in this way you can add your rite damage to any spell you cast.

The Hunger. You only take half your Hemocraft die as damage when you activate your Dark Rite, rounded down (minimum 1). In addition, when your Dark Rite is applied to a melee weapon it counts as a spellcasting focus.

The Everburning

Your Dark Rite can be applied to a spellcasting focus, if used in this way you can add your rite damage to any spell you cast.

The Hunger

You only take half your Hemocraft die as damage when you activate your Dark Rite, rounded down (minimum 1). In addition, when your Dark Rite is applied to a melee weapon it counts as a spellcasting focus.

Treacherous Bargain

When you choose this archetype at 3rd level, you learn how to cast additional spells each day by attuning your mind to your dark patron. 

Madness. You can cast a number of extra spells each day by expanding a charge. Whenever you expand a charge roll a Wisdom saving throw versus the appropriate DC from the Madness table below. If you fail a saving throw your DM may have you roll on the Insanity table once until you finish a long rest. 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.

Madness

DC
First charge 5
Next charge(s) 10
Last charge 15

 

 

Insanity Table

d12

Effect

1

You grow weary of everything around you, having the slightest scrutiny throwing you into a rage.

2

For the next minute, you cannot speak and remain in place, stunned and silent.

3

You start mad ravings about the end of the world, while curled up in a ball on the floor.

4

For the next round you start cutting yourself with anything sharp, dealing yourself twice your proficiency modifier of slashing damage.

5

You pick the nearest ally and attempt to wrestle them to the ground, screaming of the coming end of worlds, lambs to the slaughter.

6

You fall unconscious for the next 1d4 minutes.

7

Everything seems fine but at night, you are unable to sleep by any means. You are unable to finish your next long rest.

8

For the next 24 hours your are unable to cast any spell and have disadvantage on any check or saving throw regarding magic.

9

Your skin becomes very hot and all clothing but your undergarments seem to smother you for the next hour.

10

Tendrils of dark energy lash out from your mind as you are lifted 5 feet in the air for a few seconds. You suffer 5 points of psychic damage.

11

Your eyes become black baubles filled with an endless sea of stars for the next hour. You have disadvantage on perception checks involving sight.

12

For the next 24 hours you hear a voice you have been dreading all your life, goading you on to commit vile acts which seem fun to you.

Foul Devotion

Starting at 7th level, you gain an additional benefit based on your chosen pact.

The Everburning. Your Soul Scorch spell now hits two targets within 5 feet of each other.

The Hunger. You can create any one handed melee weapon you have a proficiency in by completing a 10 minute long ritual and offering some of your blood. Regardless of the weapon you choose, it has finesse as long as you wield it with one hand. The weapon counts as magical for the purpose of overcoming resistances. 

In addition, you can bond with a weapon in your possession by performing a special ritual. You perform the ritual over the course of 10 minutes and by offering some blood, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bonded weapon counts as magical for the purpose of overcoming resistances. 

 

The Everburning

Your Soul Scorch spell now hits two targets within 5 feet of each other.

The Hunger

You can create any one handed melee weapon you have a proficiency in by completing a 10 minute long ritual and offering some of your blood. Regardless of the weapon you choose, it has finesse as long as you wield it with one hand. The weapon counts as magical for the purpose of overcoming resistances. 

In addition, you can bond with a weapon in your possession by performing a special ritual. You perform the ritual over the course of 10 minutes and by offering some blood, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bonded weapon counts as magical for the purpose of overcoming resistances. 

Forbidden Gift

At 7th level, your dark patron grants you the rare use of a dangerous and forgotten arcane spell or feature based on your pact.

The Everburning. You can cast the Agony spell using this feature. You can use this feature once per day, after using it make a Wisdom saving throw DC 10. On a failed saving throw the DM may let you roll on the Insanity table as described in the Treacherous Bargain feature until you finish a long rest.

The Hunger. You use the weapon from the Foul Devotion feature to reduce incoming damage from an attack or spell. When you are hit by an attack you can use a reaction to create an indestructible shield of magical force. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.  You can use this feature twice per day and you cannot use it again until you finish a long rest. 

The Everburning

You can cast the Agony spell using this feature. You can use this feature once per day, after using it make a Wisdom saving throw DC 10. On a failed saving throw the DM may let you roll on the Insanity table as described in the Treacherous Bargain feature until you finish a long rest.

The Hunger

You use the weapon from the Foul Devotion feature to reduce incoming damage from an attack or spell. When you are hit by an attack you can use a reaction to create an indestructible shield of magical force. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.  You can use this feature twice per day and you cannot use it again until you finish a long rest. 

Final Hour

Starting at 11th level, you gain an additional benefit based on your chosen pact.

The Everburning. Whenever you fail a Wisdom saving throw for your Madness roll, you can instead choose to take half your current hit points, rounded up, as psychic damage.You can use this ability once and must finish a long rest before you can do so again.

The Hunger. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and gain 10 temporary hit points. You can use this ability once and must finish a long rest before you can do so again.

 

The Everburning

Whenever you fail a Wisdom saving throw for your Madness roll, you can instead choose to take half your current hit points, rounded up, as psychic damage.You can use this ability once and must finish a long rest before you can do so again.

The Hunger

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and gain 10 temporary hit points. You can use this ability once and must finish a long rest before you can do so again.

Immortal Aptitude

At 15th level, your patron grants you more control over their dark energy. You gain an additional benefit based on your chosen pact.

The Everburning. You can cast the Soulfire spell using this feature. You can use this feature once per day, after using it make a Wisdom saving throw DC 10. On a failed saving throw the DM may let you roll on the Insanity table as described in the Treacherous Bargain feature until you finish a long rest.

The Hunger. While you are wearing armor, you gain a +2 bonus to AC and 10 feet movement speed increase. In addition, if you cast Blood Pact as a bonus action you can immediately make a melee weapon attack if the weapon you are holding has your Dark Rite on it.

The Everburning

You can cast the Soulfire spell using this feature. You can use this feature once per day, after using it make a Wisdom saving throw DC 10. On a failed saving throw the DM may let you roll on the Insanity table as described in the Treacherous Bargain feature until you finish a long rest.

The Hunger

While you are wearing armor, you gain a +2 bonus to AC and 10 feet movement speed increase. In addition, if you cast Blood Pact as a bonus action you can immediately make a melee weapon attack if the weapon you are holding has your Dark Rite on it.

Ancient Mastery

Starting at 18th level, you learn the most deadly abilities your patron has to offer.

The Everburning. Your descent into madness affects those around you. Whenever a feature requires you to make a Wisdom saving throw versus the Madness table, you can choose to fail the saving throw. If you do, you and up to five creatures within a 30 feet radius must make a DC 15 Constitution saving throw or become stunned for the next minute. You can use this ability once and must finish a long rest before you can do so again.

The Hunger. You gain the ability to heal yourself by drawing blood from the enemies around you. As a bonus action, any number of creatures within a 10ft radius must make a Constitution saving throw versus your Spell Save DC. On a failed save they take 3d10 necrotic damage and you are healed for the same amount. On a succesful save they take half that amount. Creatures without natural blood are immune to this effect. You can use this feature a number of times per day equal to your proficiency modifier and regain all uses after finishing a long rest. 

The Everburning

Your descent into madness affects those around you. Whenever a feature requires you to make a Wisdom saving throw versus the Madness table, you can choose to fail the saving throw. If you do, you and up to five creatures within a 30 feet radius must make a DC 15 Constitution saving throw or become stunned for the next minute. You can use this ability once and must finish a long rest before you can do so again.

The Hunger

You gain the ability to heal yourself by drawing blood from the enemies around you. As a bonus action, any number of creatures within a 10ft radius must make a Constitution saving throw versus your Spell Save DC. On a failed save they take 3d10 necrotic damage and you are healed for the same amount. On a succesful save they take half that amount. Creatures without natural blood are immune to this effect. You can use this feature a number of times per day equal to your proficiency modifier and regain all uses after finishing a long rest. 

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