Blood Hunter
Base Class: Blood Hunter

Hunters of the Crimson Arcana specialize in weaving curses and magic within combat, embracing the taboo energy flowing throughout their body. Seen as the most unstable order, other hunters are wary when encountering these individuals. Imbued with the natural arcane arts from the hunter's bane, you embrace the taboo power instead of shying away from it. Hunters of the Crimson Arcana hunt for monstrosities and cryptids, viewing their own life essence as a resource for the hunt. 

Arcane Transfusion

Sanguine Arcana Spellcasting Spell Slots per Spell Level
Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3

1

 

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Sanguine Arcana Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the transmutation and evocation spells on the wizard spell list.

The Spells Known column of the Sanguine Arcana Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an transmutation or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an transmutation or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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

Mystic Rite

Starting at 3rd level, your crimson rite becomes imbued with arcane power and can be used as a spell casting focus. Additionally, your crimson rite gains an additional 5 feet of range against cursed targets.

Eldritch Frenzy

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 the two attacks.

Curse of Hemophage

Starting at 7th level, you learn to infect creatures with your eldritch blood. You gain the “blood curse of hemophage” for your blood maledict feature. This doesn’t count against your number of blood curses known.

You infect a creature’s life essence, tethering it to another unfortunate soul for 1 minute. Make a ranged spell attack against a target 30 feet away from you. On a hit, the target becomes tethered to another creature of your choice within 30 feet of it. Tethered targets share curse and spell effects, not including this curse, ie hold person applies to both. 

Each creature tethered makes its own initial saving throw and at the end of each of its turn, the target can make a charisma saving throw breaking the tether and ending any associated effects. 

Amplify - you may infect two additional targets.

Accursed Empowerment

Starting at 11th level, you can empower spells with your life essence. When you expend a spell slot you can increase the spell slot level up to half your hemocraft modifier (rounded up). Take a hemocraft die of damage for each level you raise the spell by. You can empower spells a number of times equal to your proficiency bonus

Brand of Arcane Scarring

Upon reaching 15th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your wizard spells.

Blood Bank

At Level 18 your arcane infused blood becomes a new source of vitality that can be drawn from. When a cursed creature that isn’t a construct or undead is reduced to 0 hit point, you can use your reaction to siphon its life essence. Roll one hemocraft and heal for that amount. You can use this feature equal to your hemocraft modifier (minimum of 1).

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