Base Class: Blood Hunter
The Order of the Sanguine Venator is a new addition to the world of Felmora. Formally an order of gloom stalker rangers, corrupted by the beast, and enhanced by arcane magic, this order stalks the night seeking right the injustice of their own existence. Relying on their ranger skills and supernatural vampire powers, these hunters are the perfect night predator. Outside of the hunt, blood and arcane magic allows members of the order to easily manipulate the lesser creatures that surround them. The power of beast comes at a cost though. Members of the order must feed on others to satiate their hunger and power the vampiric abilities. To ignore this would lead to madness and a feral hunger that can only be cured with death.
Vampiric Power
When you reach 3rd level, you gain unlock the powers of a vampire. Your hunger pool expands to 10 points. You do not lose hunger points when you use your hemocraft. When you take enough damage to be put below half your maximum hit points(rounded down), you lose a blood point. If damage were to knock you unconscious, you lose a blood point. You can't lose more than one blood point a turn unless you are knocked unconscious and have to make death saving throws. You regain hunger points by feeding and regain a number hunger points equal to the constitution modifier your target (minimum of 1). At levels 8th and 13th your efficiency with feeding grows, you will regain an additional hunger point when feeding at level 8th (1+ constitution modifier, minimum of 2), and will regain 2 additional hunger points at 13th level (2 + constitution modifier, minimum of 3).
Blood is vital but also a resource for you. You can expend hunger points to help with casting spells. You spend 1 hunger point per level of a spell to cast it without spending a spell slot. At 8th level you can spend hunger points to help upcast any spell. You can only only spend a number of hunger points equal to half you proficiency rounded up. When casting this way your blood fulfills any material components that don't have a cost.
The strength of the beast comes with a cost. Each day you do not feed, you lose a hunger point. When you have less than half your hunger points, the call of beast will tempt you. Whenever you take damage with less than half you hunger points you must make a dc 14 Wisdom saving throw or on your next turn you have to attempt to feed on the nearest creature with blood. For each blood point missing after half, the dc increases by 2(to a max of 22). When you have no hunger points remaining you lose control and the beast takes over forcing you to feed. Once you are back over half your hunger points, you will regain control of yourself.
Sanguine Magic
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 druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots. The Profane Soul 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 warlock 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 warlock spell list.
The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock 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 warlock 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. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft 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 Hemocraft modifier
Spell attack modifier = your proficiency bonus + your Hemocraft modifier
Sanguine Venator Spellcasting
|
Blood Hunter LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Ambush Predator
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Mystic Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Charming Eyes
Starting at 7th level you can target one humanoid it can see within 30 feet of you. If the target can see you, the target must succeed on a Wisdom saving throw against this your spell dc or be charmed. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn’t under the your control, it takes the your requests or actions in the most favorable way it can, and it is a willing target for your fanged bite attack.
Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise the magic lasts for a number of hours equal to half your charisma bonus rounded up or until you use a bonus action to end the effect. Once the magic effect has ended the humanoid is immune to your charm for 24 hours. You can use this ability per long rest equal to your charisma bonus.
Brand of the Searing Blood
Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.
Unsealed Arcana
At 15th level, your lord grants you the use of nondetection. You cast this spell without expending a spell slot, and can’t the spell this way again until you finish a long rest.
In addition, if you cast this spell targeting yourself. You gain a bonus to your stealth checks equal to you spell casting ability modifier.
Blood Curse of the Souleater
Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
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