Blood Hunter
Base Class: Blood Hunter

Blood Hunters of the Order of the Covenant dedicate themselves in learning of the tricks of hags and witches and other powerful covenant magics, in doing so have passed down teachings to overcome such foes. Besides from their weapon training, they learn a number of spells, using banes and hexes to weaken their enemy's and wards to protect them against harmful magics. 

Rite of the Witch Blade

3rd-level Order of the Covenant feature

You learn the Rite of the Witch Blade as part of your Crimson Rite feature. When you activate the Rite of the Witch Blade, the extra damage dealt by your rite is fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You gain resistance to poison damage. 
  • When you hit a creature with a weapon for which the Rite of the Witch Blade is active, that creature sheds dim light until the end of your next turn. While shedding dim light the creature cannot benefit from invisibility. 
  • When you hit a creature that is concentrating on a spell with a weapon for which the Rite of the Witch Blade is active, that creature has disadvantage on the next Constitution saving throw to maintain concentration on a spell. 

Fey Blood Curse

3rd-level Order of the Covenant feature

You learn to use your blood curses to bolster your magic. You can expend a use of you Blood Maledict feature to cast one of your once a day spells. In addition, if your blood curses target a fey creature, that creature has disadvantage on saving throws against your blood curse.

Innate Spellcasting

3rd-level Order of the Covenant feature

As part of joining the Order of the Covenant, you undertook a ritual that allows you to cast certain spells innately, called Covenant spells. You cast the spells at their lowest level, as detailed in the Order of the Covenant Spells. Since the spells you know are a result of a mutation from your ritual, you are unable to learn new spells as other spells, unless a multiclass feature or item allows you to do so. See Spells Rules for the general rules of spellcasting.

Cantrips

You learn three cantrips of your choice from the wizard spell list. 

Spellcasting Ability. 

Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your Covenant spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a Covenant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier

Spell attack modifier = your proficiency bonus + your Hemocraft modifier

Order of the Covenant Spells

You can cast each of the following spells once, regaining use again upon completing a short rest. 
You can cast each of the following spells three times, regaining use again upon completing a short rest.

Witch Sight

7th-level Order of the Covenant feature

You can see through the guise and illusions of creatures, you gain truesight. Additionally, if you hit a creature that is shapeshifted or is under an illusion with your Rite of the Witch Blade feature, it reverts to its original form. 

Dream Walker

11th-level Order of the Covenant feature

Magic can't put you to sleep, and you gain advantage on Wisdom saving throws. Additionally, you add the dream spell to your list of once a rest spells.

Witch Bane

15th-level Order of the Covenant feature

Your attacks sunder creatures that are warded against magic. While your Rite of the Witch Blade is active, if you hit on an attack against a creature that has magic resistance for the purpose of advantage on saving throws against spells and other magical effects, that creature losing the benefit of its magic resistance until the end of your next turn.

Improved Rite of the Witch Blade

18th-level Order of the Covenant feature

Your Rite of the Witch Blade becomes more potent and you are able to cast foes back to their home planes. Your Rite of the Witch Blade deals an additional weapon die of damage as radiant damage. In addition, you add the spell dispel evil and good to your list of once per rest spells and the spell banishment to your list of three times a rest spells.

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