Blood Hunter
Base Class: Blood Hunter

Blood mages are blood hunters that pursue the path of magic. Blood mages combine arcane arts with hemomancy to unleash devastating attacks on their enemies.

Create Blood Weapon

Starting at 3rd level, as a bonus action, you create a weapon made from your blood that appears in your hand. The first time you create a blood weapon, you take necrotic damage equal to two rolls of your hemocraft die. This damage can’t be reduced in any way. The blood weapon lasts until you finish a short or long rest. When a blood weapon is created you can infuse it with a crimson rite.

  • As a bonus action, you can stow a blood weapon inside your body. As a bonus action, you can materialize a stowed blood weapon from within your body.
  • As a bonus action, you can recall a blood weapon to you. If you have a free hand it will return to that hand. If you do not have a free hand it will absorb into your body.
  • Your blood weapon gains a +1 to hit and damage rolls. This bonus increases to +2 at 11th level, and +3 at 18th level.
  • You can use a blood weapon as a spellcasting focus for your Blood Mage spells.
  • Over a long rest, you can perform a ritual with a magical weapon which destroys the weapon. When you create a blood weapon it will benefit from the magical weapon's properties.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Blood Forged Grimoire

At 3rd level, you have a grimoire containing six 1st-level wizard spells of your choice. Your grimoire is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn more at higher levels.

Spell Slots

Blood Mage 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.

Learning Spells of 1st Level and Higher

Each time you gain a blood hunter level, you can add one wizard spell of your choice to your grimoire for free. The spell must be of a level for which you have spell slots, as shown on the Blood Mage table.

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

 Blood Mage Spellcasting Table

BLOOD MAGE

LEVEL

CANTRIPS

KNOWN

1ST LEVEL

2ST LEVEL

3ND LEVEL

4RD LEVEL

5TH LEVEL

6TH LEVEL

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

2

2

2

2

2

2

3

3

3

3

3

3

3

3

3

3

4

4

 2

3

3

4

4

4

4

4

4

4

4

4

4

4

4

4

4

4

-

-

-

2

2

2

3

3

3

3

3

3

3

3

3

3

3

3

-

-

-

-

-

-

2

2

2

3

3

3

3

3

3

3

3

3

-

-

-

-

-

-

-

-

-

1

1

2

3

3

3

3

3

3

-

-

-

-

-

-

-

-

-

-

-

-

1

1

2

2

2

2

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

1

1

1

Blood Frenzy

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Magic Blood

Your mastery of Hemomancy has caused your blood to gain magical powers altering your body. Starting at 7th level, choose two of the following properties:

  • Your speed increases by 10ft.
  • While wielding a blood weapon, you can add your intelligence modifier to your AC.
  • You gain a bonus to initiative rolls equal to your intelligence modifier.
  • When you take damage from a singe roll of a hemocraft die, you can take no damage. You can use this ability twice, regaining all uses after a long rest.
  • You gain blindsense out to 15 feet.
  • You can infuse the blood of others into your body. As an action you can touch fresh blood and regain a number of hit points equal to one roll of your hemocraft die + con modifier. You can use this ability a number of times equal to your hemocraft modifier(min. 1).

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Blood Enhanced Magic

Starting at 11th level, you know how to enhance your magic allowing you to do things out of the ordinary.

  • You can sometimes cast spells even without the required spells slots. To do so, roll a number of hemocraft dice equal to double the spell's level, you take that as necrotic damage. This damage can’t be reduced in any way.
  • When you cast a spell, you can treat it as being cast at 1 level higher. To do so, roll a number of hemocraft dice equal to the spell's level +1(min. 2), you take that as necrotic damage. This damage can’t be reduced in any way.
  • When you cast a spell, you can temporarily replace its damage type with a type that appears in another spell you know, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend. To do so roll a number of hemocraft dice equal to the spell's level(min. 1), you take that as necrotic damage. This damage can’t be reduced in any way.

Blood Curse of the Executioner

Starting at 18th level, you learn how to empower your blood weapon. You gain the Blood Curse of the Devourer for your Blood Maledict feature. This doesn't count against your blood curses known.

As a bonus action, you curse your blood weapon which empowers it's affects. Until the end of your turn, the next time you strike a creature with your blood weapon, double the dice when calculating the blood weapon damage and crimson rite damage.

Amplify. This curse lasts for 1 minute. The next time you hit a creature, the attack turns into a critical. In addition, if the creature dies from the attack, the blood curse lasts for the whole duration. The cursed attack can only affect a creature once per turn.

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