Blood Hunter
Base Class: Blood Hunter

Followers of the Order of the Red Quill are well versed in the use of Hemomancy and combining it with archery, inscribing crimson runes and symbols into their arrows and bolts to deliver sinister curses to their enemies.

Scarlet Esoterica

When you join this order at 3rd level, you gain proficiency in the Arcana skill if you are not already proficient. You also learn two cantrips of your choice from the wizard spell list. Intelligence is your spellcasting ability modifier for these spells.

Bowscribe

Beginning at 3rd level, you are able to sacrifice some of your own blood to infuse your ammunition with crimson runes, markings, and symbols. You learn three Curse Shot options and gain an additional Curse Shot option at 7th level and 15th level.

Once per turn when you make a ranged weapon attack, you can apply one of your Curse Shot options to the ammunition. You decide to use the option when the attack hits unless the option doesn't involve an attack roll. You can use a number of curse shots equal to 2 + your proficiency bonus per short or long rest. Whenever you use a Curse Shot, you must roll your hemocraft die, taking an amount of damage equal to the result of the roll before using the shot.

If an option requires a saving throw, your Curse Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Bursting Shot

You infuse your shot with the raw energy of your Crimson Rite. If your Crimson Rite is not already active, you choose one of your Crimson Rite options, activating it as part of using this Curse Shot. On hit, a creature takes an additional 3d6 damage. The damage type is the same as your active Crimson Rite.

Dispelling Shot

You infuse your shot with disruptive whispers. On hit, a creature takes 1d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target loses concentration on any spell it is currently concentrating on and cannot cast another spell of 1st level or higher until the start of your next turn.

Lingering Shot

You infuse your shot with bright siphoning energy. On hit, a creature takes 1d6 radiant damage and must make a Wisdom saving throw. On a failed save, the target takes an amount of radiant damage equal to your Intelligence modifier at the end of each of its turns for 1 minute unless it takes an action to end the effect on itself.

Maelstrom Shot

You infuse your shot with concentrated force energy. On hit, a creature takes an additional 1d6 force damage and must make a Strength saving throw. On a failed save, the target is knocked back 10 feet or falls Prone (your choice).

Rotting Shot

You infuse your shot with a fetid poison. On hit, a creature takes 1d6 poison damage and must make a Constitution saving throw. On a failed save, the target becomes Poisoned for 1 minute.

Shadowpin Shot

You infuse your shot with tethering shadows. On hit, a creature takes an additional 1d6 necrotic damage and must make a Wisdom saving throw. On a failed save, the target is restrained by shadowy tendrils until the start of your next turn. If the creature attempts to teleport, plane shift, or move by any other magical means to escape the effects of the restraint, the tendrils burst, dealing an additional 2d6 necrotic damage.

Slumbering Shot

You infuse your shot with draining energy. On hit, a creature takes an additional 1d6 psychic damage and must make a Constitution saving throw. On a failed save, the target falls unconscious for 1 minute. The target wakes if it takes damage or another creature uses an action to shake or slap it awake. Undead and creatures immune to being charmed are unaffected by this shot.

Veiling Shot

You infuse your shot with veiling illusion magic. On hit, a creature takes an additional 1d6 necrotic damage and must make a Wisdom saving throw. On a failed save, you become invisible to that creature for 1 minute. The invisibility breaks if you interact with, cast a spell on, or make an attack on the creature.

Tracker's Pride

Upon reaching 7th level, when you hit a creature with one of your Curse Shots, you know its location for the next 8 hours as long as you are on the same plane of existence. The creature is outlined in an aura that can be seen when you concentrate on it.

Additionally, whenever you hit a creature with a ranged weapon attack, you can expend a use of your Blood Maledict feature, forcing it to make a Wisdom saving throw. On a failed save the creature is outlined in crimson light. For 1 minute, all attacks have advantage against the creature and it cannot become invisible.

Lastly, ranged weapon attacks you make are magical for the sake of overcoming resistances.

Brand of Open Wounds

Beginning at 11th level, your Brand of Castigation batters the defenses of your enemies, making them more vulnerable to your Curse Shots. Whenever you damage a creature branded by your Brand of Castigation with one of your Curse Shot options, it has disadvantage imposed on its save against that Curse Shot.

Blood Curse of the Ravenous Swarm

At 15th level, you’ve honed your hemocraft to take the form of phantasmal creatures to deliver your curses. You gain the Blood Curse of the Ravenous Swarm for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Ravenous Swarm

As an action, choose a number of creatures equal to your proficiency bonus within 120 feet that you can see. You fire off a piece of cursed ammunition causing it to split into a swarm of phantasmal red creatures such as mosquitos, wasps, crows, or some other form. The chosen creatures must make a Dexterity saving throw. On a failed save, the creature takes the damage of your ranged weapon, including any bonuses such as your Crimson Rite and becomes affected by one of your Curse Shots. On a successful save, a creature takes half as much damage and suffers no additional effects. This Blood Curse does not expend any of your Curse Shot uses.

Amplify.

Creatures have disadvantage on the Dexterity saving throw against this Blood Curse.

Deadeye

Upon reaching 18th level, you gain mastery over the ways of the Red Quill. You gain the following benefits.

  • When you reduce a creature to 0 hit points with a Curse Shot, you gain a number of temporary hit points equal to your Intelligence modifier. These temporary hit points stack with each other but not other sources. Temporary hit points gained in this way fade after completing a long rest.
  • You can ignore the loading property of your weapon if it has it.
  • You score a critical hit on a ranged weapon attack of a natural 19 or 20 while your Crimson Rite is active.

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