Blood Hunter
Base Class: Blood Hunter

There are many who would plunge into the abyss just to gain power for them selves, there are very few who do it to protect the ones they love. The Order of the Abyssal Guardian is an enigma, even among most Blood Hunters, as they purposefully gain power beyond to protect those in the darkest of times where the light can not reach, connecting their minds to the abyss and retaining their sanity, hopefully. Using their intelligence to stave off the intruding powers of the darkest of creatures, and even channel the dark powers into themselves, allowing them to enhance their blood and cast spells of dark power.

Abyss Magic

Also at 3rd level, you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the wizard spell list.

 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 Wizard spell list.

Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 7th level and another at 13th level.

Spell Slots. The Abyss Magic 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 wizard 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 magic missile, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells of 1st Level and Higher. At 3rd level, you know four 1st-level spells of your choice from the wizard spell list and learn a new spell each time you level up. The Spells Known column of the Abyss Magic table shows when you how many wizard spells of your choice of 1st level and higher you should have. 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 can add a new wizard spell, which can be 1st, 2nd, or 3rd level.

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

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag. 

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. Also, you use your Intelligence modifier when setting the saving throw DC for a wizard 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 3 4 1 1st
4th 3 4 1 1st
5th 3 5 1 1st
6th 3 6 1 1st
7th 4 6 2 2nd
8th 4 7 2 2nd
9th 4 8 2 2nd
10th 4 8 2 2nd
11th 4 9 3 3rd
12th 4 10 3 3rd
13th 5 10 3 3rd
14th 5 11 3 3rd
15th 5 12 4 4th
16th 5 12 4 4th
17th 5 13 4 4th
18th 5 14 4 4th
19th 5 14 5 5th
20th 5 15 5 5th

Abyss Focus

beginning at 3rd level, your weapon becomes a core to your Abyssal powers. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your wizard spells.

You also begin to uncover forbidden arcane signs that alter your mental, physical, and magical abilities.

Beginning at 3rd level, you choose to manifest 2 signs. Your sign options are detailed below. You can manifest one additional sign at 5th level, 9th level, 13th level, and 17th level.

You can choose to change your manifested signs during a long rest. Additionally you can choose to forgo regaining your spell slots during a short rest to change your manifested signs.

If an sign has prerequisites, you must meet them to manifest it. You can manifest the sign at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

 
Beastly Instincts

You gain advantage on Perception and Survival checks that rely on hearing, smell, or sight.

Blood Augmentation

You can use your bonus action to amplify your attributes. You choose from Strength, Dexterity, Intelligence, Wisdom, or Charisma, and add a roll from your hemocraft die to the score, increasing its maximum as well. You also lose a number of hit points equal to the result of the hemocraft dice roll. This amplification lasts until the start of your next turn.

Blood Transfer

You can use a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1). You also lose a number of hit points equal to the number of hit points you healed the target.

Cruelty

When you use the Attack action, you can make an additional weapon attack as a bonus action.

Curse Insight

Whenever you target a creature with a blood curse, your following attacks against the cursed creature deals additional damage equal to your proficiency modifier.

Depth of the Abyss

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Enhanced Hemocraft

As a bonus action, you can activate your Crimson Rite feature to augment your spells. Until the start of your next turn, you add your Crimson Rite to any damage rolls that you make with a spell you cast.

Precision

Your attacks score a critical hit on a roll of 19-20.

Rapidity

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.

Reconstruction

At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.

Rite Expertise

While using your Crimson Rite, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.

Souldrinker

When you hit a creature with a weapon with your crimson rite, the creature takes extra rite damage equal to your Intelligence modifier (minimum 1).

Undying Will

Whenever you reduce a hostile creature to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

Vermillion

You gain an additional use of your Blood Maledict feature.

Abyssal Wrath

Starting at 7th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

Brand of the Abyss

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your spells and blood curses. Also, your hex spell can also take advantage of this feature.

Blood Curse of the Souleater

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Master of the Abyss

At 18th level, your stalwart mind allows you to change signs quickly without meditation. As a bonus action, you can change one sign you manifest and change it to another sign. You can do this a number of times equal to your proficiency modifier before taking a short rest.

You are also able to cast one of your Wizard spells one spell level above your max spell slot level. You can use this feature Twice before completing a long rest.

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