Blood Hunter
Base Class: Blood Hunter

Blood Hunters who have imbibed the blood and essence of fiends to better hunt their demonic prey

Devil's Tongue

You can read, speak and write Abyssal and Infernal.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock and ranger spell lists.

Cantrips

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

Spell Slots

The Demon Hunter Spellcasting table shows how many spell slots you have to cast your warlock and ranger 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 warlock and/or ranger spells of your choice.

The Spells Known column of the Demon Hunter Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. 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 warlock or ranger spells you know with another spell of your choice from their appropriate list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Demon Hunter spells, since you learn your spells through focused rituals 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 Demon Hunter 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

Demon Hunter Spellcasting

Blood Hunter

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

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

Fel Metamorphosis

At 3rd level, with a bonus action you can tap into the blood of demons and transform yourself into a burning shadowy form. While in this form, you gain the following benefits: 

  • gain resistance to fire damage.
  • add +2 to your AC
  • your attacks also deal fire damage equal to your intelligence bonus.
  • you are considered a demon.

Your transformation lasts for a number of minutes equal to your proficiency bonus. It ends early if your hp drops to 0 or you end it early. 

Once you have transformed, you must finish a short or long rest before you can use it again. Starting at 11th level, you can use this feature twice.  

Spectral Sight

Starting at 7th level, you ritually blind yourself, infusing your eye sockets with dark magic. 

The empty hallows of your eyes glow with a fiendish flame, granting them blindsight out to a range of 60ft. You "view" the normal world in smokey shades of black and grey. With a bonus action, you can hone your senses; Creatures you detect with this blindsight appear as a fiery glowing silhouette of their physical appearance and you can see auras of magic as per the detect magic spell at-will. If you use detect magic in this manner for more than one minute, you will become unable to move or take actions until the end of your next turn as your minds eye recovers from the intensity of the supernatural sights. 

Soul Rending

Additionally at 7th level, you have learned how to tear fragments of a soul apart from creatures around you.

Whenever a creature dies within 10ft of you, you can use your reaction to gain temporary hit points equal to your constitution modifier + half your Demon Hunter level. 

Fel Infusions

At 11th level, you gain additional abilities while your demon form persists.

  • Burning Gaze: You shoot a beam of fire from your eyes that sears all in a line. All creatures in a 5-foot wide, 60-foot long line from your position must make a Dexterity saving throw DC equal to 8 + your proficiency bonus + your intelligence modifier or take 1d10 fire damage. The fire damage increases to 2d10 at 7th level, 3d10 at 12th level, and 4d10 at 17th level.
  • Fel Rush: You move in a straight line up to 30 feet towards a free square, phasing through any creatures (but not other obstacles) as you do. While moving, you may make a melee weapon attack with advantage against any creature you move through or 5-feet either side of your path. You may attack as many times as you would be able to using the attack action, and may use your bonus action to attack with two-weapon fighting. You may attack the same creature multiple times or split your attacks against multiple targets.
  • Helldive: You leap in the air up to your maximum high jump distance and move to a free space within 15 feet. As you land, you unleash a shockwave that pulses with hellfire and shakes the ground beneath you. All creatures standing within 5 feet of the space you land on must make a Constitution saving throw followed by a Dexterity saving throw, both with a DC equal to 8 + your proficiency bonus + your strength modifier. They take 1d6 force damage, or half as much if they succeeded the Constitution saving throw, then 1d6 fire damage, or half as much if they passed the Dexterity saving throw. In addition, if they fail the constitution saving throw, they are knocked prone.

    The damage of both the force damage and fire damage increases to 2d6 at 7th level, 3d6 at 12th level, and 4d6 at 17th level.

  • Infernal Aura: You wreathe yourself in flames that emanate from your body. All creatures that move into or start their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier. They take 1d8 + half your blood hunter level’s fire damage, or half on a successful saving throw. The aura lasts for the duration of your demonic transformation.

  • Demon Wing: You gain a fly speed equal to your walking speed. 

Demonic Consumption

At 15th level, you have a chance to briefly enter your demon form whenever you gain temporary HP from the soul rending feature. 

When you gain temporary HP, roll a percentile dice. If you roll a number equal or less than your Demon Hunter level, you immediately transform until the end of your next turn, saving a use of your Fel Metamorphosis feature. 

If you are already in your demon form and you succeed your percentile roll, you have advantage on attacks until the end of your next turn. 

Terrifying Transformation

At 18th level, you have gained mastery over the demonic essence that permeates your form. While transformed you gain the following benefits:

  • When you enter demon form, you gain 20 temp hp.
  • movement speed is increased by 20ft.
  • at the start of each of your turns, targets of your choice within 10ft of you take 2d10 fire damage and 2d10 necrotic damage. 
  • you gain an additional attack when you take the attack action.  

Previous Versions

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