Blood Hunter
Base Class: Blood Hunter

Demon Hunters of an old order, Runechilds are far and few; a myth amongst many, a fable to even the oldest of minds. Runechilds are born into the world of demon hunting; with no recordings of anyone ever being able to join the order after birth, Their ways are tightly sealed in manuscripts and temples, bound by their strict teachings.

A Runechild can easily be depicted by the ornate Runes burnt into their skin through the use of magic. often mistaken for tattoos or Cult markings, Runechilds hide amongst the many, acting out their work amongst the shadows of mankind, doing the work others don't dream of existing. 

Spellcasting

Runechild Spellcasting Spell Slots per Spell Level
Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1



Spellcasting

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

Cantrips

You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Runechild Spellcasting table shows how many spell slots you have to cast your 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice of which you must choose from the wizard spell list.

The Spells Known column of the Runechild Spellcasting table shows when you learn more wizard spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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.

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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

Runechild's Spellblade

Beginning at 3rd level, you gain access to your very own Spellblade; a weapon imbued with your own magic, allowing you to perform the work that must be done. 

You can transform one melee weapon into your Spellblade by performing a ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. During this time, you sacrifice two of your Blood Hunter hit dice and roll them; your current health and maximum health both decrease by the number rolled, and your maximum health cannot be increased until you take a long rest. You can only have one Spellblade at a time, and your Spellblade cannot have the Two-Handed or Ranged property.

Whilst your Spellblade is within 5ft of you, it acts as your spellcasting focus; in addition, when attacking with your Spellblade, you can use your Intelligence modifier for the attack and damage rolls.

Runic Blast

 

Beginning at 7th level, you gain access to Runic Blast; by consuming spell slots, you can access a ball of concentrated magic, able to change and alter itself dependant on your active rite. Runic Blast is a ranged spell attack, with a range of 120ft, and deals damage equal to one roll of your hemocraft dice. You can expend one spell slot to deal additional damage to the target. The extra damage is equal to one extra hemocraft dice for each level of the spell consumed. For example, a 1st level spell slot would grant you 1 additional hemocraft dice, whilst a 3rd level spell would grant you 3 additional hemocraft dice. You must consume the spell slots before making the attack.

 

Runic Blast: 120ft Range, deals (Hemocraft dice) Bludgeoning damage. If you have a rite active, the damage can be replaced with your active rite damage. (This must be stated before making the attack.)

Brand of Temperance

Beginning at 11th level, your Brand of Castigation now draws life from the target, filling your spellblade with energy. Whenever you score a critical hit against your branded target, or your branded target drops to 0 hit points, you can regain one Blood hunter spell slot. The spell slot can be no higher than 1/4 of your blood hunter level, rounded down.

Enhanced Spellblade

At 15th level, you’ve honed your Skills with a spellblade, allowing you to gain access to more powerful gear. You can now have up to two Spellblades at one time; In addition, you can now have any weapon as a spellblade, regardless of its properties. 

Your spellblades now hold Runecharges; compartments where you can store your Runic Blasts for various effects. Whenever you cast your Runic Blast, you can choose to instead charge your spellblade with the blast; Your spellblade can hold up to 3 Runic Charges, and loses all charges whenever you take a short or long rest. When you deal damage with your spellblade, you can chose to unleash 1 runic charge, dealing the additional damage on the hit.

Hallowed Runechild

Beginning at 18th level, you learn to infuse your Runic Blasts with aspects of the Rites, gaining additional effects. Upon reaching 18th level, Your Runic Blast deals damage equal to 2 hemocraft dice instead of one. In addition, you can choose one additional Rite from the Blood Hunter Crimson Rite section.


Whilst you have a rite active, your Runic Blasts have additional effects when cast, dependant on the active rite. (They do not gain these effects if they are charged into your spellblade.)

Rite of the Flame: When Cast, Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw, taking half damage on success. 

Rite of the Frozen: When Cast, A target hit by your Runic Blast has it's movement speed reduced by 10ft, and you gain temporary hit points equal to Half your Blood Hunter level (rounded down), plus your Intelligence Modifier.

Rite of the Storm: When Cast, a target hit by your Runic Blast cannot take reactions, and you gain 10ft Movement speed. these effects last until the start of your next turn.

Rite of the Dead: When Cast, a target hit by your Runic Blast cannot regain hit points until the start of your next turn, and you regain hit points equal to twice your Intelligence Modifier.

Rite of the Oracle: When Cast, a target hit by your Runic Blast subtracts one roll of your hemocraft dice from its attack rolls or saving throws (your choice). this effect lasts until the start of your next turn.

Rite of the Roar: When Cast, a target hit by your Runic Blast must make a strength saving throw against your Hemocraft spell save, or be knocked prone. 

When you have no active Rite, your Runic Blast splits in two; As part of one attack action, you can make two ranged Spell attacks with your Runic Blast. 

Rite of the Dead

Your Rite Damage is Necrotic Damage

Rite of the Flame

Your Rite damage is Fire damage.

Rite of the Frozen

Your Rite damage is Cold damage.

Rite of the Oracle

Your Rite damage is Psychic Damage.

Rite of the Roar

Your Rite damage is Thunder Damage.

Rite of the Storm

Your Rite damage is Lightning Damage.

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