Base Class: Blood Hunter
People think your there friend but are you
misinterpreted spells
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 warlock spell list.
Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
Spell Slots. The deceiving 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 bard 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 witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the bard spell list.
The Spells Known column of the deceiving Spellcasting table shows when you learn more bard spells of your choice of 1st level and higher. 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 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your bard spells, so 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 warlock 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 | 2 | 2 | 1 | 1st |
| 4th | 2 | 2 | 1 | 1st |
| 5th | 2 | 3 | 1 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 5 | 2 | 2nd |
| 10th | 3 | 5 | 2 | 2nd |
| 11th | 3 | 6 | 2 | 2nd |
| 12th | 3 | 6 | 2 | 2nd |
| 13th | 3 | 7 | 2 | 3rd |
| 14th | 3 | 7 | 2 | 3rd |
| 15th | 3 | 8 | 2 | 3rd |
| 16th | 3 | 8 | 2 | 3rd |
| 17th | 3 | 9 | 2 | 3rd |
| 18th | 3 | 9 | 2 | 3rd |
| 19th | 3 | 10 | 2 | 4th |
| 20th | 3 | 11 | 2 | 4th |
Blood Curse of illuding
You learn the blood maledict feature, blood curse of illuding. this does not count against your blood curses known.
As a bonus action, you trick a creature within 30 ft that you are beautiful, friendly and speaking in a way of comfort, they want to please you more than anything, they become charmed by you. They take the condition charmed.
Amplify. You cast command onto them as well.
Dealer
Starting at 3rd level, you get a booklet too keep your deaths owed by people, if you get someone to sign it they have to do something for you if that's a trade or a command, nobody can sign it unwillingly, they can not sign it if they are forced by a spell only condition that can forcefully make them sign it is charmed (The creature can not be charmed by magic or blood magic/curses).
The booklet recognizes all languages.
You can make something sign anything that your DM allows, but the more vague the contract is the more flexibility the thing that signed it has.
Payments: payments are what you receive by trade agreement or if the contract is broken. They can be the following or if you want something else the DM can decide if its allowed.
- Money: Gold, silver platinum pieces...
- Items: Sword, ring of wishes, rope...
- Souls: A creatures soul or just death.
- Organs or limbs: body pieces or parts (Leg, skin, blood, heart). Removing limbs will usually result in them taking damage or sometimes death.
- Slavery/Eternal loyalty: A creature must do whatever you want until you release them from slavery.
- Spell: You can make them cast a specific spell of your choice.
Contract: The contract has pretty much no limit in what you wright it is only enforced when you and all other participants have signed.
Rules of the Contract:
- No matter what language you wright the contract in any creature who wants to sign will know what it said even if they can't read and they know all the contents of the contract so you are unable to hide anything in it. The only way you can trick a creature is using complicated words but you must role a higher intelligence role then the creature and if they do not understand the the contract due to complicated words they might not sign it they'll ask you to read it and they role perception and of they get 14 or above they will refuse to sign it. (The DM decides if the complicated word rule is allowed in the campaign).
- If a creature is unwillingly signing or there signature is forged it disappears from the contract.
- A contract can not be destroyed or terminated, not even by the owner of the booklet.
At 7th level you can use one action per day to remove a signature.
At 11th level your blood curses can effect if someone signs a contract.
At 15th level your contracts are so powerful they go beyond death, dying does not allow you to escape a contract you return as a zombie until the contract is complete.
At 18th level you can see anybody and what they are doing if there signature is on an active contract.
Charming spells
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action. You are now also immune to the effect charm.
mystic chains
Upon reaching 7th level, you gain an ability to create spiritual chains to a creature for a day, until a short or long rest or they die. The creature is unable to leave 60 ft of you with out you noticing, the creature does not know they are chained. You can use a bonus action to reveal the chains, which appear as a purple color. After revealing the chains with the same bonus action you can:
- Pull: The chains retract pulling the creature to you (Anything huge or above pulls you towards it).
- Grapple: The chains twist around the creature giving it the condition grappled.
Chaos
At 11th level, you switching between good and evil to deceive people throws your mind into utter chaos, you can use a bonus action to go insane releasing all your confusion, you role damage dice twice and you have advantage on attack roles but you can't use spells or roll skills, you have disadvantage on saving throws and psychic damage you take is doubled. This ability is active for 3 turns, you can not use it again until a short or long rest.
At 15th level damage dice are tripled.
At 18th level damage dice are quadrupled.
Royal respect
At 15th level, you are recognized where ever you go as a creature of great power, you are seen as some form of royalty or leader when you enter a settlement, you have advantage on charisma checks against everybody in the settlement who doesn't know your history and who you really are.
Under the skin
Starting at 18th level, you reach your peak in the art of deception and have enthralled creatures into your enthralling hands and all that's left is to show them the mistake they've made, using a bonus action you can reveal your true form. Any creature that can see you is horrified and becomes frightened, In this form you use one action sacrifice:
- Sacrifice: A creature you choose must make an Intelligence saving throw, on a fail a creature of your choice will appear and kill the creature instantly granting a bit of power for a short while.
After you use the action you revert to your natural form and can not use the ability for a day. Depending on the type of creature that you sacrificed the creature to is the ability you get.
- Aberration: Your mind and thoughts can't be read and you can't be effected by physic damage.
- Beast: You are able to communicate and shapeshift into any beast.
- Celestial: You gain a flying speed of 30 ft.
- Construct: You are immune to bludgeoning, slashing and piercing damage.
- Dragon: You can talk and shapeshift into a dragon and dragons do not want to attack you.
- Elemental: you are immune to fire, cold, lightning and poison damage.
- Fey: You gain Advantage on all rolls made in forest terrain.
- Fiend: You can go between the material planes and the negative realms with no catch.
- Giant: You can grow into twice your size and shrink into half your size and reverse the effects whenever you want and have advantage on intimidation rolls when your twice your size.
- Humanoid: People instantly forget you after they meet you and any checks that require you to look at you have disadvantage.
- Monstrosity: You gain the effects of 3 other races.
- Ooze: Attack rolls have disadvantage against you.
- Plant: You become invisible when in a forest.
- Undead: You have a second life.
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