Blood Hunter
Base Class: Blood Hunter

In their lives prior to becoming Blood Hunters, most the members of the Order of the Blood Oath were Paladins, whos pursuit of their oath was cut short by the unfortunate events that lead them to becoming Blood Hunters. These members of the order, instead use their Hemocraft for powering their spells and abilities as opposed to the Blood Maledicts. While the enemies that fall to their rites or spells bolster there resolve. 

Blood Oath

At level 3 your Hemocraft knowledge grants you the following benefits

 

As a action, you can use a hemocraft roll, to cast a spell. The value of the spell is cast at is equal Hemocraft Die - 1 (minimum of 1), allowing you to possibly cast a spell you know above your current limits.  When a spell is cast in this way it becomes amplified and gains the following benefits.

                 -It does not require materials, somatic, or focus materials, nor does it expend a spell slot

                 - If it is an attack spell, the attack roll is done at advantage, if the spell requires a saving throw the target does so at disadvantage

 

You however, have lost the ability to use Blood Maledicts or curses. 

 

             

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 Paladin spell list.

 

Spell Slots. The Blood Oath  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 Paladin spell list.

The Spells Known column of the Blood Oath table shows when you learn more Paladin 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 Paladin 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 Paladin spells you know and replace it with another spell from the Paladin spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Paladin 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 Paladin 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

Rite of Devotion

Beginning at 3rd level, your weapon becomes amplified by your devotion. Dealing radiant damage and giving the following options

- As long as rite is active, your weapon behaves as if it is under the effect of the Light Spell
- When you deal the killing blow to an enemy with rite damage, you are healed for Hemocraft die + INT modifier.

Frenzied Conviction

Starting at 7th level, when you use your action to cast a spell using Hemocraft,  you can use a bonus action to attempt to cause that same effect again.

                                      -You take the same hemocraft damage you did for the first spell.

                                      - The attack roll/ Save must be repeated, under the same conditions as your first spell

                                      -The damage done is identical to the first time it was cast

Transference

At 7th level, your gain the ability to use your hemocraft die to bolster your allies. you can grant Temp Hit Points to allies within your line of sight who are within 15 of you. 

                                                -Roll Hemocraft Die up to your Proficency Bonus (Min 1)

                                                - The total number rolled + INT modifier + number of die uses, equals your healing pool

                                                - That pool can be divided among the qualifying allies.

Brand of Vulnerability

Upon reaching 11th level, your Brand of Castigation feature now seeps deep into the target, causing them to become vulnerable to your rite damage for the duration. But also vulnerable to the next damage type they take. 

Reclaim the Faith

At 15th level, when a target is defeated by your spells, as a bonus action you can use your Hemocraft on that target, assuming it had blood in its body, to empower and cast a spell. The rules for rolling and empowerment are the same as your standard Hemocraft requirements. 

 

You can use this ability the number of times equal to your proficiency bonus per long rest. 

Sanguine Shield

As a reaction after being hit with an attack or spell, You may expend hemocraft die equal to your proficency bonus (Min 1). You gain the following effects

                                            -Your attacker must make a Dex save, as shards of your blood are expelled from the wound, if this was a melee attack it done at disadvantage. 

                                            - Your attacker takes Radiant Damage equal to your hemocraft roll, plus your INT Modifier  on a failed save, or half as much on a successful save

                                            - The blood leaves an aura around you that makes the next attack roll against you take a penalty equal to the number of hemocraft die rolled

Once you use this reaction you cannot use it again until after a long rest.

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