Blood Hunter
Base Class: Blood Hunter

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Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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 Order of Undeath 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 abjuration and necromancy spells on the wizard spell list.

The Spells Known column of the Order of Undeath Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or necromancy 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 abjuration or necromancy 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 Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Order of Undeath Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

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

Boons of Undeath

When you choose this archetype at 3rd level, you learn to master forbidden magics—known as boons of undeath—that can temporarily alter your mental and physical abilities.

As a bonus action, you embrace a boon, whose effects and side effects last for 1 minute. While one or more boon(s) are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects. You can only embrace each boon once per short/long rest.

Boons of Undeath

Blood Hunter
Level
Boons Embraced Boons
Known
3rd 1 3
7th 2 4
11th 2 5
15th 3 5
18th 3 5
Acceleration

When you use the Attack action, you can attack three times, instead of twice, whenever you take the Attack action on your turn. However, you have disadvantage on INT, WIS, and CHA saving throws.

Alacrity

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Strength saving throws. Your Dexterity score and your maximum increase by 4 if you embrace this boon at 11th level, and by 5 at 18th level.

Beneath You

You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.

Blood for Power

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Closer to Death

You have resistance to fire damage and vulnerability to cold damage.

Deathsight

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Dexterity saving throws.

Dislocation

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.

Eye of the Void

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Lucidity

Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you embrace this boon at 11th level, and by 5 at 18th level.

Reinforced Body

You have resistance to bludgeoning, piercing, and slashing damage and vulnerability to fire, cold, and lightning damage.

Boons

The boons that are part of your hemocraft are presented in alphabetical order. You can learn a boon at the same time you meet its prerequisites.

Acceleration

Prerequisite: 7th level

When you use the Attack action, you can attack three times, instead of twice, whenever you take the Attack action on your turn. However, you have disadvantage on INT, WIS, and CHA saving throws.

Alacrity

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Beneath You

Prerequisite: 11th level

You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.

Blood for Power

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Closer to Death

You have resistance to necrotic damage and vulnerability to radiant damage.

Dislocation

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.

Eyes of the Void

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Lucidity

Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Rapidity

Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.

Reinforced Body

You have resistance to bludgeoning, piercing, and slashing damage and vulnerability to fire, cold, and lightning damage.

Reconstruction

Prerequisite: 7th level

For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.

Deathsight

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Dexterity saving throws.

Well of Magic

When you reach 7th level, your body begins to adapt to your boons, ignoring their corrupting effects. You gain the ability to use the same boon more than once per short/long rest, but doing so causes you to take a point of exhaustion when that boon ends.

Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a boon. As a bonus action, you can ignore the negative side effect of one boon affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.

Brand of Axiom

At 11th level, your Necromantic hemocraft lets your Brand of Castigation muddle the mind of the enemy. Any spell or ability in effect on a creature when you brand it ends, and the creature must make a concentration saving throw at disadvantage.

Brand of Axiom

At 11th level, your Necromantic hemocraft lets your Brand of Castigation muddle the mind of the enemy. Any spell or ability in effect on a creature when you brand it ends, and the creature must make a concentration saving throw at disadvantage.

Blood Curse of Soul Corrosion

Starting at 15th 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.

Blood Curse of Soul Corrosion

When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.

Amplify. The next creature you hit takes 4d6 necrotic damage.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Exalted Boons

At 18th level, your body has adapted to replicate your boons naturally in a moment of need. As a bonus action, choose one boon currently affecting you. Its effects and side effects end, and you can immediately have a boon you know the formula for take effect in its place.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

Exalted Boons

At 18th level, your body has adapted to replicate your boons naturally in a moment of need. As a bonus action, choose one boon currently affecting you. Its effects and side effects end, and you can immediately have a boon you know the formula for take effect in its place.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Previous Versions

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