Blood Hunter
Base Class: Blood Hunter

Protecting Humans? No Order of the Animals prefer to help those that cannot help themselves, the creatures most often hunt for sport or those that are mistreated for entertainment. The poor innocent animals, blood hunters of this order are commonly found tending to the need of harmed creatures, Order of the Animal blood hunters get a wide array of spells close to that of a druid with some extras. Though most Blood Hunters that take this order do so as they know what it means to be defenseless.

Symbol of Care

When you reach 3rd level, you carve a symbol into a part of your own skin being of your choice: Starting with some an unlocking more options later,

  • The Reptilian / 3rd level
  • The Avian / 7th level
  • The Feline / 10th level
  • The Canine / 13th level
  • The Exotic / 16th level

The choice you make augments some of your subclass features (you change a symbol at the start of a long rest), as well as unlocking a second option of a symbol at 13th level.

The Avian: Arctic Owl

You have chosen the Arctic Owl as your symbol.

The Avian: Grey African Parrot

You have chosen the Grey African Parrot as your symbol.

The Canine: German Shepherd

You have chosen the German Shepherd as your symbol.

The Canine: North Wester Wolf

You have chosen the North Wester Wolf as your symbol.

The Exotic: Fennec

You have chosen the Fennec as your symbol.

The Exotic: Orca

You have chosen the Orca as your symbol.

The Feline: Cheetah

You have chosen the Cheetah as your symbol.

The Feline: Savannah Cat

You have chosen the Savannah Cat as your symbol.

The Reptilian: Bearded Dragon

You have chosen the Bearded Dragon as your symbol.

The Reptilian: Corn Snakes

You have chosen the Corn Snake as your Symbol.

Spellcasting

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 Druid 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 Animals 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 Druid 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 Druid spell list.

The Spells Known column of the Animals Spellcasting table shows when you learn more Druid 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 Druid spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Druid spells you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Druid spells, so 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 warlock 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

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 spells. While you have an active crimson rite, you can use your weapon as a spellcasting focus for your druid spells, and you gain a specific benefit based on your chosen symbol some do not need to your rites to be active those will have a star "*" in its name.

The Avian: Arctic Owl

While you have "Rite of the Frozen" active you force the creature to make a CON save against your spell or lose 5ft of movement till the start of your next turn.

The Avian: Grey African Parrot

While you have "Rite of the Roar" active the bonus damage extends further than normal hitting creatures up to 10ft behind the original.

The Canine: German Shepherd

Whenever you brand a creature that creature suffers from having disadvantage when attempting to strike at another other than yourself.

The Canine: North Wester Wolf*

You have become resistant to the Cold, taking half damage from your "Rite of the Frozen" and become resistant to cold damage

The Exotic: Fennec*

While you have a weapon that has had an active crimson rite in the past 24hrs you add your INT to Perception

The Exotic: Orca

While you an active Rite gain the effects of pact tactics with any alley within 10ft of you spreading to them as well

The Feline: Cheetah*

You add your INT to your initiative roll.

The Feline: Savannah Cat

You can forcibly take damage equal to your Crimson Rite to make a 'Pounce' action, lunge forwards up to max of 5*STR to tackle a creature, the creature must make a DEX save (Spell Save DC) or fall prone and restrained, if successful you can use a reaction to make a melee attack against the creature.

The Reptilian: Bearded Dragon

While you have a crimson rite active any successful weapon attack against a creature prevents them from healing an amount equal to your Blood Hunter level.

The Reptilian: Corn Snake*

When you have a weapon that has had an active rite on it the pass 12hrs in your hands all sounds your body make expect Vocal become silent.

Walk it off

Starting at 7th level, your body has endured many styles of pain, you can no longer die or become unconscious from your own rite damage, when needed to make a medicine check reduce the DC by 2.

Branded by Blood

At 7th level, When you brand a creature you begin to take half damage from active rites, but if the creature is within 40ft of you, the creature receives the other half of the rite damage.

One hell of a caregiver

Upon reaching 11th level, your ability to heal those in need have proven greatly your INT is added to all healing spells, Medicine and Animal Handling, though when it comes to healing wild animals (DMs Choice) you can heal them for maximum amount, though you may attempt to make an Animal Handling check DC 14 to try and befriend them or make a Medicine check DC15 to spread that healing to others in a range of 15ft.

Show Watcher

At 15th level, you've grown accustomed to seeing others perform when times get tough, whenever you witness a Performance, Acrobatics, or Athletics check being made you may use your reaction to heal an amount equal to 2*INT

Caring Grounds

Starting at 18th level, You're Symbols of Care have reached a new level of power, gain specific features based on your symbol.

Death From Above

Gain a flying speed equal to your walking speed, this acts as actual flight.

Guard Dog

While you have an active rite on and see a friendly creature get damaged you may use a reaction to move towards the creature. If you end this movement next to the creature heal them for 3*INT

Hunting Party

You can now cast hunter's mark on a creature while you have an active rite up, all friendly creatures gain the benefit of the mark as long as you have a crimson rite on. 

Pod Takedown

You gain a swim speed equal to your walking, while you have a crimson rite active and within 10ft of a friendly willing creature you can do "Pod Takedown", where you can both begin an all-out barrage of blows in close quarters the Takedown last until either of you miss or a number of blows equal to your INT have been landed, you can use this feature once per long rest

Quick Takedown

While you have an active rite the first attack done to a UNIQUE creature deals an additional 2*INT worth of d4's

Scamper

You gain a climbing speed equal to your walking as well as adding you INT towards your athletics.

Sound Surpression

After taking a long rest, you can cast a spell equal to or lower than your INT without needing the Vocal component a number of times equal to your Proficiency Bonus.

Stealth Stalker

You gain expertise in stealth as well as adding your INT on to it

Sun Bathing

While having a short rest in direct sunlight, you count it as a long rest as well as gaining INT*CON temporary HP

Synchronize

While you have an active crimson rite and a creature branded any buff or debuuff that creature receives you do as well, and vis versa until the brand expires or you put away a crimson rite.

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