Wizard
Base Class: Wizard

The Blood Hunters train a variety of monster hunters in different schools of combat. The School of Vipers is the only blood hunters school to train wizards exclusively. They are selected at a young age after being tested on there compatibility for the arcane arts and receive limited number mutations to improve upon but not hinder their magic. They have considerably less weapon training then their blood hunter brethren, but make no mistake they are just as dangerous.

Mutated Magic

Due to your mutations you have learned to weave magic into your very being making you more durable, strengthening some of your spells and enhancing your senses.


At 2nd level, your AC while unarmored becomes 13 + your Dexterity modifier. You gain advantage on Investigation, Perception and Survival checks for Aberrations, Monstrosities and Undead. Your cantrips gain a damage bonus equal to your Intelligence modifier.

Magical Versatility

Your Mutations and training in the arcane arts have allowed you to expand your spell versatility to other forms of the arcane.


At 2nd level, when you find a Bard, Blood Hunter, Sorcerer or Warlock spell of 1st level or higher, you can add it to your spell book if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. You can copy a number of spells equal to your Proficiency bonus. The level of spells you can copy is equal to your Wizard level/four rounded down (minimum of 1). If you were to copy a spell while already having the copied an amount of spells equal to your Proficiency bonus you must get rid of a prior spell that was copied.

Viper's Agility

Having fought Aberrations, Monstrosities and Undead for most of your life you have learned their tells and are able to react accordingly.


At 6th level, when an Aberration, Monstrosity or Undead hits attempts to hit you with an attack, you may use your reaction to have them to attack at disadvantage. You may use this feature a number of times equal to your Intelligence modifier per long rest.

Viper's Fury

Your schools history in their fight against Aberrations, Monstrosities and Undead have caused these creatures to recognize the mutations you hold giving you some power over them.


At 10th level, when you land a Critical Hit against a Aberration, Monstrosity or Undead you may have all Aberrations, Monstrosities and Undead within 20ft radius of the target make a Constitution Saving Throw. On a failed throw the Aberration, Monstrosity or Undead becomes Vulnerable(Immunity is not bypassed, Resistance becomes neutral) to the damage type the original Aberration, Monstrosity or Undead was dealt until the start of your next turn. You may use this ability a number of times equal to your Intelligence Modifier per long rest.

Viper's Fangs

Through your training you have learned the vulnerabilities of Aberrations, Monstrosities and Undead.


At 14th level, your attacks against Aberrations, Monstrosities and Undead score a critical hit on a roll of 19–20 .

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