Base Class: Blood Hunter
Fiercely loyal to their cause of destroying monsters, Order of the Soulbound blood hunters undergo a lengthy and painful ritual to integrate another's soul into their own They often choose lesser beings such as imps, sprites, or zombies as they're easiest to subdue and absorb. Taking in the essence of these creatures allows the blood hunter access to their magic and to be empowered when slaying creatures of the same type. Their senses are heightened and attuned to the creature type and can more effectively hunt them.
Otherworldly Bind
When you reach 3rd level, you bind your soul to that of a being of your choice.
- The Archfey or the Fiend detailed in the Player’s Handbook
- The Celestial or the Hexblade, from Xanathar’s Guide to Everything
- The Fathomless, from Tasha’s Cauldron of Everything
- The Undead, from Van Richten’s Guide to Ravenloft
The choice you make augments some of your subclass features, as noted below.
Pact 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 warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots. The Soulbound 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 Soulbound 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
Soulbound Spellcasting
| 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 |
Rite Focus
Starting at 3rd level, your weapon becomes a conduit for the power of your soulbind. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your warlock spells, and you gain a specific benefit based on your chosen soulbind
The Fey. When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature’s speed by 10 feet until the start of your next turn.
The Fiend. While using the Rite of the Flame, if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite, you can reroll the die and choose which roll to use.
The Hexblade. When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency modifier.
The Undead. When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.
Hunter's Prowess
Your body is a finely-tuned machine, all parts of it working in tandem to bring down your prey.
You gain the Dual Wielder feat and the creature type of your soulbind as a Favored Enemy.
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.
Fallen Prey's Boon
Slaying enemy creatures of your soulbind's type empowers your combined soul and grants 1d6 temporary hit points. These temporary hit points do stack.
Brand of the Vengeful
Feeding off your fury, the damage done by Brand of Castigation is doubled when triggered by an attack on an ally.
Revealed Arcana
At 15th level, your soulbind grants you the use of a distinctive spell based on its creature type. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest.
The Fey. You can cast blur.
The Celestial. You can cast lesser restoration.
The Fathomless. You can cast gust of wind.
The Fiend. You can cast scorching ray.
The Hexblade. You can cast branding smite.
The Undead. You can cast blindness/deafness.
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.
Metamorphosis
At 18th level, you learn to fully channel the essence of your soulbound and temporarily transform yourself once a day for 10 minutes. Your body changes to reflect your bound. You gain additional abilities according to your soulbind:
The Fey. You are under the effects of Primordial Ward.
The Celestial. You are able to expend up to 2 spell slots to use Divine Smite or cast Cure Wounds.
The Fathomless. You gain resistance to cold damage; you summon a water elemental to aid you.
The Fiend. You gain resistance to fire damage; you grow leathery wings that grant you a fly speed of 60 ft.
The Hexblade. You are under the effects of Blink but you can choose where you end your turn.
The Undead. You have advantage on death saving throws; creatures within 5 ft of you take 1d4 necrotic damage when starting their turn in that radius.
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