Blood Hunter
Base Class: Blood Hunter

The order of glyph writers are an organization dedicated to the research and understanding of the unknown, as well as the perfection of sciences and dark alchemy. Through extensive research, the glyph writers have found the art of blood alchemy, lost to time. Through this blood alchemy, even the most magically inept individuals can channel the surrounding elements to their will, using their own life-force as a catalyst, directed through alchemical symbols known as glyphs.

Glyphwriting

When you choose this archetype at 3rd level, you learn to scribe ancient alchemical sigils—known as glyphs—that can replicate magical effects, at the cost of your own life-force.

While one or more glyphs are in affect, you can use a bonus action to focus and sever the glyphs from your life-force, ending their effects and destroying one or more of the glyphs.

Glyphs are somewhat unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest, and being destroyed outright when consumed. Either way a material cannot be salvaged after a glyph is created.

Glyphwriting

Blood Hunter
Level
Glyphs
Created
Glyphs
Known
3rd 2 4
7th 4 5
11th 4 6
15th 6 7
18th 6 8

Glyphs

The number of glyphs you can scribe when you finish a rest, and the number of glyphs you know, increases as you gain levels in the blood hunter class, as shown on the Glyphwriting table above. Additionally, when you learn a new glyph formula, you can replace one formula you already know with a new glyph formula. You choose four glyph formulas to learn from the options detailed at the end of this subclass description, and you can scribe your two glyphs when you finish a short or long rest, increasing with your level as shown in the table above.

In addition, as a glyphwriter, you gain proficiency with Calligrapher's Supplies.

Scholarly routine

When you reach 7th level, your routine of producing glyphs allows you to choose a memorized glyph. Choose one glyph from the list availible to you, that glyph becomes your memorized glyph, not counting against your number of glyphs known. In addition, every morning you can produce one of these glyphs for free, it not counting against the number of glyphs known.

Brand of Alchemy

At 11th level, your knowledge from your studies lets your Brand of Castigation reveal untold knowledge of your foe. When you brand a creature, you immediately learn of any damage immunities or resistances it has, as well as condition immunities. In addition, you may choose to use your haemocraft modifier for attack and damage rolls against the creature as long as the brand lasts.

Brand of Alchemy

At 11th level, your knowledge from your studies lets your Brand of Castigation reveal untold knowledge of your foe. When you brand a creature, you immediately learn of any damage immunities or resistances it has, as well as condition immunities. In addition, you may choose to use your haemocraft modifier for attack and damage rolls against the creature as long as the brand lasts.

Blood Curse of The Ouroboros

Starting at 15th level, your knoweldge of dark alchemy provides you with a bloodcurse to unify your life force with all others. You gain the Blood Curse of The Ouroboros for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of The Ouroboros

As a bonus action, you enhance your body with the glyph of the Ouroboros. Until the end of your next turn, any time you take damage from a creature or object, you can choose to force that creature or object to make a Constitution saving throw, or take the same amount of damage you recieved.

Amplify. This curse lasts for 1 minute, and takes the damage reflected by this curse cannot be reduced in any way..

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

Blood Curse of The Ouroboros

As a bonus action, you enhance your body with the glyph of the Ouroboros. Until the end of your next turn, any time you take damage from a creature or object, you can choose to force that creature or object to make a Constitution saving throw, or take the same amount of damage you recieved.

Amplify.

This curse lasts for 1 minute, and takes the damage reflected by this curse cannot be reduced in any way.

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

The Rebis

At 18th level, your mind and soul each divided into equal copies of their most opposite states, the purification and theputrefaction, then are reassembled into one unified Rebis. Select any glyph of which is availible to you, this glyph becomes your Magnum Opus. This glyph does not count towards the number of glyphs known, and you can produce one of these glyphs as an action, rather than it taking a long rest. You can only have on Magnum Opus glyph created at a time, and the creation of your Magnus Opus does not count toward your number of glyphs created.

Finally, as a Rebis, you trancend the limits of life and death. While unconcious, you may, during your turn, move half your movement speed.

The Rebis

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen 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.

The Rebis

At 18th level, your mind and soul each divided into equal copies of their most opposite states, the purification and theputrefaction, then are reassembled into one unified Rebis. Select any glyph of which is availible to you, this glyph becomes your Magnum Opus. This glyph does not count towards the number of glyphs known, and you can produce one of these glyphs as an action, rather than it taking a long rest. You can only have on Magnum Opus glyph created at a time, and the creation of your Magnus Opus does not count toward your number of glyphs created.

Finally, as a Rebis, you trancend the limits of life and death. While unconcious, you may, during your turn, move half your movement speed.

Glyphs

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

Glyph of Adaptability

Application: Held.
Cast time: 1 bonus action.
Duration: 24 hours.

When activated, the glyph floods your body with ambient arcane energy altering your physiology, allowing you to adapt to your environment. The glyph holder can immediately take on one of 3 adaptations.

Aquatic: gives the glyph holder waterbreathing and swim speed equal to their movement speed.
Cavernous: gives the glyph holder blindsight for 10 feet, and advantage on ability checks for climbing.
Desert: makes it so the glyph holder requires half the water intake than you'd normally need for that 24 hour period.
Frozen makes it so the glyph holder is treated as always wearing cold weather gear for the duration, and allows you to go one day without food taking no negative repercussions (Even if this glyph is taken 2 days in a row, the glyph holder will need to eat on the second day or else suffer the usual negative effects.)

Enhanced: You can choose to take 1 hemocraft dice of necrotic damage. Doing so gives the glyph holder natural weapons (d6 finesse) which count as magical after 7th level.

Glyph of Agony. 

Application: Placed, held.
Cast time: 1 action.
Duration: 1 minute.

You may choose to  place this glyph on your weapon, or on a surface within reach of as an action. The next creature to make contact with the glyph, either by being hit with the weapon or stepping on the same square as the glyph must make a constitution saving throw against your hemocraft dc, or be affected by your choice of either blinded, deafened, poisoned, or frightened. The creature can repeat the save at the end of each of its turns.

Enhanced: You can choose to take 3 hemocraft dice of necrotic damage. If you do so the affected creature is also affected by the haemorrhaging condition. haemorrhaging creatures take one hemocraft dice of damage at the end of each of its turns, and the glyphreader heals for half the damage (rounded down) as long as they are within 30 feet of the creature. Non-living creatures are immune to haemorrhaging.

Glyph of Animation. (11th level)

Application: Placed.
Cast time: 1 action
Duration: up to 1 hour.

When placed on an object of medium size or smaller, the Glyph animates the object, becoming a creature you control. As a bonus Action, you can mentally command the creature as long as it is within 60 feet of you. You decide what Action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular Chamber or corridor. If you issue no commands, the creature only defends itself against Hostile Creatures. Once given an order, the creature continues to follow it until its task is complete. The animated object has 1 hit point, and has varying stats depending on the size of the animated object, as shown below.

Animated Object Statistics
Tiny - HP: 1, AC: 18, Attack: +8 to hit, 1d4 + 4 damage, Str: 4, Dex: 18
Small - HP: 1, AC: 16, Attack: +6 to hit, 1d8 + 2 damage, Str: 6, Dex: 14
Medium - HP: 1, AC: 13, Attack: +5 to hit, 2d6 + 1 damage, Str: 10, Dex: 12

Enhanced: You can choose to take 3 hemocraft dice of necrotic damage, doing so strengthens the glyphs hold over the animated object, granting it additional hit points, and allows you to animate an object of one size category larger. The animated object has 15 hit points, and gains an additional 15 for every size category above tiny it is (for example. A medium object  would have 45 hit points)

Large - HP: 60, AC: 10, Attack: +6 to hit, 2d10 + 2 damage, Str: 14, Dex: 10

Glyph of Balance

Application: Placed, held.
Cast time: 1 action.
Duration: up to one minute.
Range: 30 foot radius.

When activated, this glyph can produce an aura of balance which enhances allies within its radius. Creatures that you choose within the radius can roll an additional d6 whenever they roll an attack, ability check, or saving throw.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage, at which point whenever an enemy creature that you can see makes an attack roll, saving throw while in the radius, you can roll a d4 and subtract it from that check, additionally whenever a creature is healed by any means within the circle, you can use your reaction to negate the healing.

Glyph of Clarity

Application: Held.
Cast time: 1 action.
Duration: 1 hour.

When activated, this glyph focuses the mind of the holder, allowing for clear thought. Choose one of Intelligence, Wisdom, or Charisma. For the duration, the glyph holder has advantage ability checks and saving throws using the chosen statistic; if the glyph holder is charmed when this effect is in place, they can immediately repeat a saving throw against the charm dc, ending the effect.

Enhanced: You can choose to take 1 hemocraft dice of necrotic damage to choose a second stat of Intelligence, Wisdom, or Charisma, and the glyph additionally provides a +5 to concentration checks.

Glyph of Construction

Application: Placed.
Cast time: 1 bonus action.
Duration: 1 hour or permanent

The glyph produces a 10 by 10 by 10 foot barrier of dirt or other loose material at the point where it is placed. The barrier has 10 armour class and 10 hit points, and can be used as cover. When placed on solid earth in an area where the chosen material is abundant, the pillar is permanent as it pulls from the surroundings. Otherwise the pillar only lasts 1 hour.

Enhanced: You can choose to take 3 hemocraft dice of necrotic damage. Doing so lets you create the pillar out of stone or wood instead with 15 armour class, 15 hit points, and resistance to non magical bludgeoning, piercing, and slashing damage.

Glyph of Detection

Application: Placed, held.
Cast time: 1 reaction
Duration: 1 minute.
Range: 15 radius.

The glyph radiates an aura which reveals magic within its radius. All magical effects, creatures, and items within range produce a faint glow. The aura penetrates most obstructions, but can pass through any of the following: A thin sheet of lead, 1 inch of common metals, 1 foot of thick stone, or 3 feet of thick wood or dirt.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage to enhance the glyph. The enhanced glyph can additionally detect creatures of the following types within its radius: aberrations, celestial, elemental, fey, fiend, undead. Each creature, as well as each school of magic, produces a distinct visual effect, allowing the glyph writer to discern which creature type or school of magic is being shown.

Glyph of Devastation

Application: Placed.
Cast time: 1 action.
Duration: Up to 1 hour.
Range: 15 feet radius

You place this glyph on a surface within reach, when you do, select a damage type from your crimson rite options, at which point the glyph becomes invisible to all except you. When a creature steps onto the same square as the glyph, you can choose to activate it, causing an explosion of your chosen damage type. The explosion has a 15 foot radius. All creatures in the radius must succeed a dexterity save against your crimson rite dice or take 3 of your crimson rite damage dice, half as much if the creatures succeed.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage and add that to the total. In addition, the explosion has an additional effect depending on the rite damage chosen.

Rite of the Flame: The area of the explosion burns continuously for 1 minute. While standing in the fire, at the end of each of your turns you will take 1d4 fire damage.
Rite of the Frozen: All creatures who fail the saving throw against the explosion have their movement speed reduced by 10 for one round.
Rite of the Storm: All creatures who fail the saving throw against the explosion lose their reaction until the end of their next turn.
Rite of the Dead: The damage dealt by the explosion cannot be healed by any means until the targets complete a long rest.
Rite of the Oracle: The saving throw of the explosion is changed to an intelligence saving throw instead.
Rite of the Roar: All creatures who fail the saving throw against the explosion are stunned and deafened for one round.

Glyph of Empowerment

Application: Held.
Cast time: 1 bonus action.
Duration: 1 minute.

When activated, this glyph enhances one weapon of the holder's choice. For the duration, the weapon counts as magical. At level 7 the weapon counts as a +1 magical weapon, and at 11th level it counts as +2 magical weapon.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage while this glyph is active, doing so will give you an additional attack for that round. You may Enhance this glyph multiple times over its duration.

Glyph of Fragmentation

Application: Placed.
Cast time: 10 minutes
Duration: permanent.

This Glyph allows you to fragment a non-magical non-living object into its natural components, breaking a crafted material into its materials, for example a crossbow would be fragmented into wood, metal, and hemp rope. The object must fit within a 1 foot cube.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage, allowing you to reform the fragmented  materials, as well as any additional materials into a mundane object of which you have already seen. The created object follow the same restrictions as the fragmented object

Glyph of Gravity

Application: Placed or held.
Cast time: 1 action.
Duration: 1 minute.
Range: 5 foot radius, 60 foot high pillar.

When activated, this glyph will attempt to pull all airborn creatures above it down, with increased gravity. Creatures within a 5 foot around, 60 foot high pillar must make a strength saving throw, against your haemocraft dc or immediately fall, creatures must repeat the save at the end of each of their turns, or be prevented from using any vertical movement.

Enhanced: You can choose to take 1 hemocraft dice of necrotic damage when activating the glyph, doing so will increase the radius of the pillar to 10 foot, and will cause the affected area to count as difficult terrain for the duration.

Glyph of Light

Application: Placed or held.
Cast time: 1 action.
Duration: 8 hours.

While this Glyph is active, you can produce a highly controllable magical light. The light can be of any colour you choose, and can have it be placed on an object or surface you touch, or have it follow you as an orb. The light can emit 30 foot of bright light and an additional 30 foot of dim light in a radius, or a 60 foot of bright light and an additional 60 foot of dim light line a cone. You can reduce this distance if you wish. Changing the properties of the light costs an action, and removes and previously produced light

Enhanced: You can choose to take 3 hemocraft dice of necrotic damage, for one minute after taking the damage you can emit the light twice as far. During this one minute period, the light counts as sunlight, and if it overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Glyph of Mobility

Application: Held.
Cast time: 1 action.
Duration: 1 minute.

When activated, this glyph will enhance the glyph holder's body, making them more mobile. The glyph holder temporarily gains double the jump distance, and a climb speed equal to half their walking speed.

Enhanced: You can choose to take 1 hemocraft dice of necrotic damage when activating the glyph, doing so will increase the glyph holder's movement speed by 10 feet, and will also improve the climb speed up provided by this glyph to the same number.

Glyph of Nullification

Application: Held, placed.
Cast time: 1 reaction or action.
Duration: Instantaneous.

When a spell is cast at the holder of the glyph while you're within 60 feet of them, you may use your reaction to attempt to dispel the effect before it takes effect. Roll a check using your hemocraft modifier against a dc equal to 10 + the spells level, if you succeed the spell fizzles out without any effect, and the glyph is destroyed. Alternatively you can choose to place this glyph as an action, placing it on an ongoing magical effect to attempt to end it, using the same roll as above.

Enhanced: You can choose to take 3 hemocraft dice of necrotic damage. If you do so the glyph does not fizzle out, instead is givin a duration of 1 minute. During this duration a nullification field activates around the glyph. If a spell effect targets or originates from a point within 10 feet of the glyph, you can use your reaction to attempt to dispel it as shown above.

Glyph of Protection

Application: Held.
Cast time: 1 reaction, when the holder is attacked or must make a saving throw.
Duration: until the end of your next turn.

When activated, the glyph evokes a protective field around the wielder, Granting a +2 bonus to armour class and saving throws against the provoking effect. The bonus is maintained until the end of your next turn.

Enhanced: You can take 1 hemocraft die of necrotic damage to enhance the glyph. The enhanced glyph grants double the necrotic damage taken as temporary health to the wielder of the glyph. The bonus to armour class and saving throws against the provoking effect is increased to a +3 total.

Glyph of The Traceless

Application: Held.
Cast time: 1 action.
Duration: 1 hour.

When activated, this glyph makes the glyph holder transparent, and quiet, causing them to be considered as lightly obscured for the duration. In addition, outside of speaking, all actions done by the glyph holder are considered silent.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage when activating this glyph, doing so improves the effect making the wearer near invisible. They are now considered heavily obscured, and in addition, the glyph holder leaves behind no tracks or other traces of its passage, and is always considered as hidden, unless seen.

Glyph of Transmutation

Application: Placed.
Cast time: 1 action
Duration: 1 minute.

You place an alchemical glyph on one object composed entirely of wood, stone, iron, copper, or silver, transforming it into one of the other listed materials. You can affect an object up to 5 cubic inches in size. The transmutation effect ends when the glyph is removed, or when the duration of the glyph ends.

Enhanced: You can choose to take up to 6 hemocraft dice of necrotic damage to enhance the glyph. The enhanced glyph can transform up to 1 cubic foot of material. Additional hemocraft die increase the duration of the glyph by 10 minutes per die

Glyph of Transposition.

Application: Held.
Cast time: 1 bonus action.
Duration: 8 hours.

Upon activating the glyph, the glyph splits into two identical glyphs. As a bonus action, a holder of either of the glyphs can place an object that can fit in a 1 foot cube onto the glyph, at which point the object is instantly transported to the other glyph, no matter the distance. The bonus action will fail if the other glyph is obstructed, in an antimagic field, or in another dimension, and both glyphs will be destroyed if one is dispelled or destroyed.

Enhanced: You can choose to take 2 hemocraft dice of necrotic damage, at which point you choose one of the glyph holders to be instantaneously transported to a free space within 5 feet of the other glyph holder. The same restrictions for objects above apply, only now allowing for a large sized creature along with whatever it is holding to be transported. You must be within 60 feet of at least one glyph for this effect to take place, and using this bonus action will destroy both glyphs, ending the glyph effect once the teleportation is complete

Glyph of Utility

Application: Varies.
Cast time: 1 action.
Duration: Varies.

A glyph of many uses. This glyph cannot be enhanced, and when activated, can produce one of the following effects.

Recording: Can record a message up to 25 words long onto the glyph. When a creature touches the glyph, they instantly hear the message in its mind. You may blacklist or whitelist certain individuals to be able to activate the glyph. The glyph lasts 24 hours before dispelling.
Storage: This glyph can store any non-living object that fits within a one by one foot cube. The object is stored within the glyph, and can be removed simply by destroying the glyph. The glyph doesn't have a duration, but you can only store one item like this at a time.
Identification: When activated, any object or creature on-top of the glyph is identified, allowing 3 things to be learned from it. If it's an object, you may ask 3 yes or no questions regarding its usage, composition, or design. If it's a creature you may learn if it has class levels, what creature type it is, if it is currently under full health, or if any of its stats are higher or lower than your own. 

Glyph of Versatility

Application: Held.
Cast time: 1 action.
Duration: 8 hours.

While this Glyph is active, you can produce many sensory effects as a bonus action. You can only have one effect active at a time, and each effect lasts only one round unless otherwise specified. Unlike most glyphs, this one cannot be enhanced. The effects are as follows.

You can enhance your voice to be 3 times as loud. Additionally you can add an effect to your voice, such as being heard twice, or with an echo, though it is always recognizable as your voice.
You can alter the colour of your eyes or hair, and add a faint visual effect to them as well (for example embers, sparks of lightning, or symbols) lasts up to an hour.
You can create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
You can chill, warm, or flavour up to 1 cubic foot of nonliving material for 1 hour.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You instantly make a flower wither, small animals within 5 feet of you flee, or produce an uncomfortable chill around you.

Previous Versions

Name Date Modified Views Adds Version Actions
12/14/2022 12:00:51 AM
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