Blood Hunter
Base Class: Blood Hunter

To follow the Order of the Witcher, Blood Hunters undergo grueling, painful trials that mold them into powerful monster killers. Its members are trained in both sword and spell, utilizing unique incantations known only to the Order to defend themselves, attack their enemies, and control the battlefield. Living as a monster slayer, often abiding in the wilderness, chasing down a quarry, Blood Hunters who follow the Order of the Witcher are often feared and mistrusted by the public at large. Though living on the fringes of society, members of the Order of the Witcher dedicate their lives to protecting it from the hordes of vile creatures that threaten the realms.

Rite of the Slayer

When you join this order at 3rd level, you learn the Rite of the Slayer as part of your Crimson Rite feature. When you activate the Rite of the Slayer, the extra damage dealt by your rite matches the damage type of your weapon. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Your weapon damage and rite damage are considered magical for the purpose of overcoming resistances.
  • You have resistance to poison damage and gain advantage on saving throws against poison.
  • You gain a bonus to initiative rolls equal to your Intelligence modifier.

Signs of the Slayer

Starting at 3rd level, you gain access to signs, powerful incantations that enhance the ability of followers of this order. You may cast any of the following signs.

Aard: Using a bonus action, you inscribe the forceful glyph of Aard. On a failed Strength saving throw, a creature within 30 feet is pushed 15 feet away from you. If the target strikes an unmoving object within 15 feet, they take bludgeoning damage equal to 2 rolls of your Hemocraft Die plus your Intelligence modifier.

Axii: Casting the mind-warping sign of Axii as a bonus action, forcing one creature of your choice within 30ft. must make a Wisdom saving throw, which they may choose to fail. On a failure, you may choose one of the two following effects: You can end any effect on the target causing it to be frightened or charmed. Alternatively, you can cause the target to become dazed and confused. On its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Moreover, until the end of its next turn, the target cannot take reactions.

Igni: You inscribe the sign of Ingi, unleashing a wave of fire as a bonus action. All creatures within a 10 foot cone must make a Dexterity saving throw. On a failed save, the targets take fire damage equal to 2 rolls of your Hemocraft die plus your Intelligence modifier. On a success, the targets takes half damage.

Quen: As a reaction to being targeted by an attack, you quickly inscribe a warding glyph in the air. Until the start of your next turn, the first creature who targets you with a melee attack must succeed on a Constitution saving throw or be stunned until the end of their current turn.

Yrden: You trace the warding and ensnaring sigil of Yrden as a bonus action, emanating a purple glow  around you in a 20 foot radius. Hostile creatures within the circle have their speed halved, and any ethereal or invisible creatures become corporeal and visible. This sign lasts for a number of rounds equal to your proficiency bonus.

Any saving throw imposed by your Signs of the Slayer are made against your Hemocraft save DC. To cast these signs requires one free hand. You may use these signs a number times equal to your Blood Hunter level, regaining all uses on a long rest.

Enhanced Hunter

Upon reaching 7th level, the path of the Order of the Witcher has given you supernatural abilities, bolstering your ability to track and combat monsters. You gain the following effects:

  • You gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • You gain a bonus to Wisdom (Perception) and Wisdom (Survival) checks equal to your Intelligence modifier.
  • On a failed Strength or Dexterity ability check or saving throw, you may reroll the check or save and must use the second result. You may use this ability twice, and you regain all uses after a long rest. At 15th level, you may use this ability three times.

Brand of Extinction

At 11th level, your Brand of Castigation weakens a creature to your magic. Any creature marked by your brand of Castigation makes all saving throws against your Slayers Signs at disadvantage. In addition, creatures marked by your Brand of Castigation take an additional {{scalevalue}} of damage from Slayer’s Signs that inflict damage.

Supernatural Bane

At 15th level, you have become masterfully deadly against your quarries. You gain the ability to use the Blood Curse of the Marked without expending a use of your Blood Maledict. You may use this feature once free of cost. You may use this ability again but, when you do, you gain a level of exhaustion that may not be removed by any means other than a long rest.

Butcher of Monsters

At 18th level, you have mastered the art of slaying. While your Rite of the Slayer is active, you gain the following effects:

  • Attack rolls of 19 or 20 count as critical hits against Aberrations, Monstrosities, Plants, Undead, Dragons, Elementals, Fiends, and Oozes.
  • You have advantage on saving throws imposed by these creature types.
  • When you use your bonus action to use a Blood Curse, you may also cast a sign as part of that same bonus action.

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