Base Class: Blood Hunter
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Channel Divinity
When you reach 3rd level, you choose a cleric domain from your chosen deity's list of eligible domains:
The choice you make augments some of your subclass features, as noted below.
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Reverent Communion
Also at 3rd level, you augment your combat techniques with the ability to cast spells.
Cantrips. You one cantrip of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 5th, 11th and 15th level.
Spell Slots. The Reverent Communion 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.
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 Prepared Spells column of the Reverent Communion 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 13th level, for example, you learn a new Cleric spell, which can be 1st, 2nd, or 3rd level.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Reverent Communion Spellcasting
| BLOOD HUNTER LEVEL | CANTRIPS KNOWN |
PREPARED SPELLS | SPELL SLOTS |
SLOT LEVEL |
|---|---|---|---|---|
| 3rd | 1 | 2 | 1 | 1st |
| 4th | 1 | 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 | 2 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 4 | 8 | 3 | 3rd |
| 16th | 4 | 8 | 3 | 3rd |
| 17th | 4 | 9 | 3 | 3rd |
| 18th | 4 | 9 | 3 | 3rd |
| 19th | 4 | 10 | 3 | 4th |
| 20th | 4 | 11 | 3 | 4th |
Divine Focus
Starting at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon, acting as a conduit for your divine power. You perform the ritual over the course of 1 hour, 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.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You weapon can act as a spellcasting focus for your Cleric spells, and you gain a specific benefit based on your chosen pact.
Crimson Apostle
At 7th level, you gain your chosen domain’s 1st-level benefits and one additional skill, armor or tool proficiency granted from your subclass.
At 11th level, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.
At 15th level, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.
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Brand of the ???
Upon reaching 11th level, your Brand of Castigation feature ?????????
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Blood Curse of the ?????
Starting at 18th level, you learn ........... You gain the Blood Curse of the ??? for your Blood Maledict feature. This doesn’t count against your number of blood curses known.