Blood Hunter
Base Class: Blood Hunter

Your order teaches the magical way of witches,allowing you to stop their magic and reverse their magical acts.In stopping this magic power you, learn to channel nature and reverse and twist spells to side.The witch hunters are well known for the history of success of finding at deafeating witches.

Witch hunters 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 Druid spell list.

Cantrips. You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level.

Spell Slots. The Witch hunter 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 witch hunter table shows when you learn more druid 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 druid 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 druid 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 3rd
19th 3 10 2 4th
20th 3 11 2 4th

d

Casting breaker

Beginning at 3rd level, your training allows for you to combat casting with powerful strikes.Whenever, you would cause a caster to make a concentration save they must make it at disadvantage.When you break a casters concentration or end concentration on your own spell, you gain temp hp equal to the level of the spell.

hexing reversal

Starting at 7th level,you learn counterspell and cast it without a spell slot once per long rest.Whenever you would end a spell , you can cast hex on the caster, as a reaction, without expending a spell slot.

witching brew

At 7th level, you have advantage on checks to brew potions and the costs required to create them are reduced are half.If you have a potion brewed by another creature you can turn into clean water as an action.

brand of the spell warden

Upon reaching 11th level, your Brand of Castigation feature now seals away your foes magic.Everytime they cast a spell they take 1d6 force damage per level of the spell cast.

aura of spell slowing

At 15th level,Creatures within 30ft of you can only cast ritual spells as rituals and can not cast spells as a bonus action or reaction.

burn at the stake

Starting at 18th level, you’ve learned to bring the final punishment upon all witches.As an action,you can choose a single creature within 30ft they must make a str save against your spell save dc or become restrained and take 4d6 fire damage for one minute.They take the fire damage again at the end of each turn,They can can remake the save as an action,ending the effect on a success.Creatures capable of casting spells have disadvantage on the save and take an additional d6 of fire damage.Once you use this ability,you can not do so until the end of a long rest.

Previous Versions

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