Blood Hunter
Base Class: Blood Hunter

While the other orders of blood hunters focus on the red blood cells for their magic, the Order of the Pale Warden form their craft around the white blood cells and their protective nature. Most creatures of the world were created by the gods in one way or another, meaning that most creatures carry some form of divinity within their blood. The Order of the Pale Warden have honed their hemocraft to focus on this divine source and have developed a method of healing utilizing their own or others white blood cells. These blood hunters are typically considered the sages of the blood hunters, they divide their time between studies of meditation and supporting other blood hunters in their quests.

Spellcasting

Starting at 3rd level, you discover the divine properties of white blood cells allowing you to augment your combat techniques with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 11th level.

Spell Slots. The Pale Warden 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 cleric 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 cure wounds, 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 cleric spell list.

The Spells Known column of the Pale Warden Spellcasting table shows when you learn more cleric 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 9th level, for example, you learn a new cleric spell, which can be 1st, 2nd, or 3rd level.

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

Limitation of Blood. When selecting spells from the cleric spell list you cannot choose spells that communicate with otherworldly entities nor objects or creatures without blood.

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

Pale Warden Spellcasting

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

Blood Casting

Also at 3rd level, your divine understanding of the healing powers in blood allow you to cast spells from the cleric spell list. You can expend one hit dice per spell level to cast spells, you expend one hit dice to cast a spell of first level and two hit dice to cast a spell of second level and so on. The spells you learn from this feature does not count towards your spells prepared.

Additional spells at 3rd level
Hold Person
Lesser Restoration
Prayer of Healing

Additional spells at 5th level
Dispel Magic
Mass Healing Word
Revivify

Additional spells at 10th level
Death Ward
Freedom of Movement
Locate Creature

Additional spells at 16th level
Greater Restoration
Mass Cure Wounds
Raise Dead

Protector of the Bleeding

Also at 3rd, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Invigorating Suffering

Also at 3rd level, you learn how to manipulate your own blood to bolster the fortitude in others. When you take damage from your Crimson Rite or Blood Maledict, your able to heal a creature within 30 feet an equal amount to the necrotic damage you take.

Crimson Fortitude

Starting at 7th level, your able to bolster the white blood cells within a creature. You can once per day use your reaction to grant a creature within 30 feet resistance to damage from an attack or spell effect. This ability increases to twice per day and two creatures at 11th level and to three times per day and three creatures at 15th level

Claret Rebirth

Starting at 11th level, your grow increasingly attuned to the blood running through your veins, you regain all expended hit dice on a short rest instead of a long rest.

Brand of the Coagulated Conservation

Upon reaching 15th level, your Brand of Castigation feature connects you with the branded creatures blood, allowing you to sense their movements before they happen. A creature branded by you has disadvantage on attacks against you.

Additionaly, if a branded creature misses you with their attack, you can use your reaction to make a melee or ranged weapon to the branded creature. Any damage dealt using this reaction heals you an equal amount to the damage.

Leukocyte Resurgence

Starting at 18th level, you learn to siphon the full divine energy within your blood, granting its full strength to yourself and others. You can use your action to expend all your hit dice to a pool of healing to be divided as you choose among any creatures you can see within range. Roll all your current hit dice to determine hit points in the pool of healing.

Once this feature has been used it cannot be used until you've finished a long rest. In addition, once this feature has been used you gain a level of exhaustion.

Hit Dice (Blood Casting)

Tracker for expended hit dice using Blood Casting.

Previous Versions

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3/8/2022 11:42:12 AM
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