Base Class: Blood Hunter
The current version of this subclass is unfinished and only published so that I can link it for constructive criticism. The features are all written but actions and how they appear on the character sheet are as of this version not done yet.
Hematic Scripture
When you choose this archetype at 3rd level, you learn a forgotten scripture that when carved into your body draws on the hematic power to alter your mental and physical abilities. These special passages are known as Hematic Writs.
During a long rest you can carve a number of Writs onto your body depending on your level in this class. When the long rest finishes the writs activate causing you to suffer a reduction in hit point maximum equal to a roll of your hemocraft die times the number of writs activated. You then gain temporary hp equal to half the hit points lost. The writs hit point reduction and effects last until you finish a long rest unless otherwise specified.
Hematic Scripture
| Blood Hunter Level |
Max Carved Writs |
Writs Known |
|---|---|---|
| 3rd | 2 | 4 |
| 7th | 3 | 6 |
| 11th | 4 | 8 |
| 15th | 5 | 10 |
| 18th | 6 | 12 |
Writs
The number of Writs you can carve and activate when you finish a rest, and the number of Writs you know, increases as you gain levels in the blood hunter class, as shown on the Hematic Script table above. Additionally, when you learn a new Writ, you can replace one Writ you already know with a new Writ. You choose Writs to learn from the options detailed below, and you can carve up to two writs when you finish a long rest.
Writ of Black Fire
Prerequisite: 7th level
While this writ is active you have access to the Rite of Black Fire. When you activate the Rite of Black Fire, the extra damage dealt by your rite is necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your rite damage is also dealt to any creature within 5ft of the target
- Your weapon sheds bright light out to a range of 10 feet. Every time you reduce a creature to zero hitpoints with this weapon the range of bright light increases by 10 ft.
- As an action you can extinguish the light reducing its range to 10 ft. You gain hit points equal to your hemocraft modifier for every 10 ft of light extinguished.
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of Cruel Winter
While this writ is active you have access to the Cruel Winter Crimson Rite. When you activate the Rite of the Cruel Winter, the extra damage dealt by your rite is cold damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon attacks reduce the movement speed of creatures by 10ft
- Whenever you score a critical hit with a weapon for which you have this crimson rite active the target is slowed for 1 minute.
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of Instinct
Prerequisite: 7th level
While this writ is active you gain the following effects:
- You have advantage on dexterity saving throws
- You have advantage on dexterity (acrobatics) checks
- You have advantage on wisdom (survival) checks
- At 15th level you are aware if somebody is watching or scrying on you
Writ of Judgment
Prerequisite: 11th level
While this writ is active you gain the Rite of Judgement. When you activate the Rite of Judgement, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- When you hit an undead, fey or fiend with a weapon for which the Rite of Judgement is active, you roll an additional hemocraft die when determining the extra damage from the rite.
- Your weapon sheds bright light out to a range of 30 feet. Any fey, fiend or undead who enters the bright light must make a wisdom saving throw against your hemocraft DC or be frightened of you for one minute A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the effect for the next 24 hours.
- At 15th level your rite damage from this rite ignores resistances and immunities.
Writ of Madness
Prerequisite: 11th level
While this writ is active you gain the following effects:
- When you use the Attack action, you can make one additional weapon attack as a bonus action.
- Your movement speed is reduced by 10 ft
- your AC is reduced by 1
- At 18th level you make two additional weapon attacks
Writ of Pride
While this writ is active you gain the following effects:
- The size of your hemocraft die increases by 1. (A d4 to a d6, a d6 to a d8 ...)
- You gain proficiency in a skill of your choice
- You have disadvantage on death saving throws
Writ of Raging Summer
While this writ is active you have access to the Raging Summer Crimson Rite. When you activate the Rite of the Raging Summer, the extra damage dealt by your rite is fire damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- This rites damage is increased by an amount equal to your hemocraft modifier
- Whenever you score a critical hit with a weapon for which you have this crimson rite active the target is blinded for 1 minute.
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of Red Spring
While this writ is active you gain access to the Red Spring Crimson Rite. When you activate the Rite of the Red Spring, the extra damage dealt by your rite is slashing damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Whenever you deal rite damage with this crimson rite you may choose to use one of your hit dice in place of your normal hemocraft die, this consumes the hit die.
- Rite damage done with this crimson rite is doubled when a hit die is consumed
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of the Aberrant Eye
While this writ is active gain the following effects
- You can't be surprised while you are conscious.
- You gain a bonus to wisdom (perception) checks equal to your hemocraft modifier
- You gain a bonus to intelligence (investigation) checks equal to your hemocraft modifier
Writ of the Fool
While this writ is active you gain the following effects:
- You have advantage on saving throws against being frightened, at 14th level you instead become immune to the frightened condition.
- You have advantage on death saving throws
- When this writ is activated you gain an additional 5 temporary hitpoints, these hitpoints stack with those given by the Hematic Scripture feature.
- You have disadvantage on wisdom (survival) checks.
Writ of the Frenzied Mind
While this writ is active gain the following effects:
- You gain a bonus to your initiative rolls equal to your hemocraft modifier
- If you end your turn within 5ft of a hostile creature you can make an attack of opportunity against that creature using your reaction
- You have disadvantage on saving throws against being frightened
Writ of the Griffon
Prerequisite: 11th level
While this writ is active you gain the following effects:
- You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft
- You have advantage on wisdom (perception) checks
- You have advantage on Constitution saving throws
Writ of the Howling Autumn
While this writ is active you have access to the Howling Autumn Crimson Rite. When you activate the Rite of the Howling Autumn, the extra damage dealt by your rite is thunder damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- Your weapon attacks push the target 10 ft back
- Difficult terrain costs no extra movement
- Whenever you score a critical hit with a weapon for which you have this crimson rite active the target is deafened for 1 minute.
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of the Lonely Mountain
While this Writ is active you gain the following effects:
- you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- you count as one size larger when determining if you can grapple a creature
- You have advantage on Strength checks and saving throws
- At 11th level you also gain resistance to slashing damage
Writ of the Moonless Night
While this writ is active gain the following effects:
- You have advantage on dexterity (stealth) checks while in dim light or darkness
- Darkness does not impose disadvantage on your attack or perception rolls
- At 7th level while in dim light or darkness you can use an action to turn invisible until the start of your next turn.
- You have disadvantage on saving throws for magical effects caused by fey
Writ of the Mosquito
While this writ is active you gain the following effects:
- When you reduce a creature with blood to zero hitpoints you gain temporary hit points equal to a roll of your hemocraft die
- You have advantage on dexterity saving throws
- You have vulnerability to bludgeoning damage
Writ of the Silver Tongue
While this writ is active gain the following effects:
- You have advantage on charisma (persuasion) checks
- You have advantage on charisma (deception) checks
- At 11th level you can add your hemocraft modifier to any charisma check you make
Writ of the Spider
Prerequisite: 7th level
While this writ is active gain the following effects:
- You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
- You gain tremorsense (30 ft)
- When you hit a creature with a weapon attack you can use a bonus action to attempt to restrain them, they make a dexterity saving throw against your hemocraft save, on a failed save they are restrained. A restrained creature can use its action to make a strength check against your hemocraft save, on a success they are freed.
Writ of the Untethered Mind
While this writ is active you gain the following effects:
- The range of your blood curses increases by 30 ft, at 11th level this bonus increases to 60 ft
- You gain an additional use of your Blood Maledict feature
- You are vulnerable to psychic damage
Writ of the Viper
While this writ is active you have access to the Viper Crimson Rite. When you activate the Rite of the Viper, the extra damage dealt by your rite is poison damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- When you hit a poisoned creature with a weapon for which the Rite of the Viper is active, you roll an additional hemocraft die when determining the extra damage from the rite.
- Whenever you score a critical hit with a weapon for which you have this crimson rite active the target is poisoned for 1 minute.
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of the Winding River
While this writ is active you gain the following effects:
- Opportunity attacks against you are made at disadvantage
- Your movement speed increases by 5ft
- You always know where north is and what time of day it is
- At 11th level you have resistance to bludgeoning damage
Writ of The Wolf
While this Writ is active you gain access to the Rite of the Wolf. When you activate the Rite of the Wolf the extra damage dealt by your rite is piercing damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- When you hit a creature with a weapon for which the Rite of the Wolf is active and at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated , you roll an additional hemocraft die when determining the extra damage from the rite.
- You have advantage on wisdom (perception) checks that rely on smell or hearing
- At 11th level your rite damage from this rite ignores resistances and immunities.
Writ of True Strikes
Prerequisite: 7th level
While this writ is active your weapon attacks score a critical on a role of 19 or 20.
While this writ is active you have disadvantage on intelligence, wisdom and charisma saving throws.
At 15th level your weapon attacks score a critical on a role of 18, 19 or 20.
Writ of Warding
While this Writ is activated your ac increases by 1. This bonus increases to 2 at 7th level, 3 at 11th level and 4 at 15th level.
Brand of Veritas
Starting at 7th level, your Brand of Castigation influences and pressures who its on. While your Brand is active you learn one language that the affected creature knows. In addition if the creature attempts to lie they must make a wisdom saving throw against your hemocraft dc. On a failed save they take psychic damage equal to twice your hemocraft modifier (minimum 2) and are compelled to tell the truth. On a successful save they take damage equal to your hemocraft modifier.
In addition you can also probe the mind of the branded creature once per long rest. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an Action, you can attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, nothing happens. Either way, the target knows that you are probing into its mind
Reinfusion
At 11th level, you learn an ancient protective technique passed down from your order. When you would be reduced to 0 hitpoints but not killed outright you may choose to purge an active writ if you do so you instead fall to one hitpoint and gain temporary hp equal a roll of your hemocraft die. When a writ is purged in this way you lose all of its effects. This means if it is granting you a rite that is active on a weapon the rite fades, in addition you do not regain your max health until you finish a long rest. You may do this twice per long rest.
Ritual of Deicide
Starting at 15th level, you learn a special ritual for tracking and eliminating a known target. By spending 10 minutes and sacrificing half of your maximum hit die you are able to enter a heightened state of power for a number of hours equal to your half your blood hunter level. During the casting of this ritual you must name a specific creature or a creature type other than humanoid. If you choose a creature type you know the location of any creature of that type within 300 ft of you and you gain advantage on attack rolls against them. If a specific creature is named a thin red trail leads you to them as long as you are within one mile of the named creature, in addition anytime you deal rite damage to that creature you roll an additional hemocraft die when determining the damage. If the creatures true name is spoken during the ritual the range is instead 10 miles and if a vial of the creatures blood is used during the casting the trail will lead to them as long as they are on the same plane of existence as you. While a creature is affected by this ritual they are instilled with instinctual fear and paranoia, aware that something is watching but unsure what.
Master of Scripture
At 18th level, your knowledge of the orders writs and practices is unparalleled. You learn all unlearned writs and can switch any amount of active writs with a learned writ on a short rest. When a writ is switched in this way you do not recalculate your max hitpoints or gain additional temporary hitpoints.
You also choose one writ that you have not learned from this feature, this writ is always active and does not count against the max number of carved writs.
Additionally any temporary hitpoints you gain from this subclasses features are Tripled.
Previous Versions
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4/8/2023 9:56:49 PM
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Coming Soon
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