Blood Hunter
Base Class: Blood Hunter

Creating a pact signed in blood you gained powers for you patron bonded in your very life essence.

Otherworldly Patron

When you reach 3rd level, you sign a pact in blood with an otherworldly being of your choice: The Archfey, the Fiend, the Great Old One, the Undying, the Celestial, the Hexblade, the Fathomless or the Genie, the Undead

The choice you make augments some of your subclass features, as noted below.

Pact Magic

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 Blood Pact 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.

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 Blood Pact 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. Intelligence is your spellcasting ability for your warlock 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

Gifts of the Pact

Rite Focus

Starting at 3rd level, your weapon becomes a conduit for the power of your pact with your chosen patron. 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 pact.

Occult Teachings

You are gifted the ability to cast spells as rituals. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you are able to add it to your repertoire. The spell's level can be no higher than your Pact Magic spell level, and it must have the ritual tag.

 Bloodied Charm

you are gifted a trinket, necklace, or ring from Your patron. You can charge this charm By rolling a Hemocraft die and taking damage equal to the number rolled. Whenever you roll a save, ability check, melee attack, or spell attack you can then use the charm and roll the Hemocraft die and add the number to the roll.

The Archfey

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 Intelligence 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 Genie

As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round).

The Great Old One

When you score a critical hit against a creature, that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn.

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.

The Undying

When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

Blood Incantations

Your Pact grants you the ability to activate Incantations when you take damage from your Hemocraft die activating your Crimson Rite or amplifying your Blood Maledict. To activate an Incantation, you’ll take an additional psychic damage equal to your intelligence modifier. You can only activate an incantation once per turn, and are able to have multiple incantation active at a time unless more than one require concentration. You cannot use the same one again until you finish a short or long rest.

Attack of the Damned

When you activate your Crimson Rite, you simultaneously cast Spirit shroud without expending a spell slot.

Borrowed Vigor

When you activate your Crimson, you simultaneously give a creature within 30 feet of you the Temporary HP equal to the damage taken from the Rite.

Crimson Thorns

When you activate your Crimson Rite, you use your action to cast Armor of Agathys at a level equal to the amount of blood curses you know without expending a spell slot. The damage type enemies take is the same as your active rite.

Eyes Of Darkness

When you amplify a blood Curse, you are able to see in Magical darkness up 120 feet for 1 hour.

Greedy Spells

When you amplify a blood Curse, All Pact Magic cantrips you cast Deal additional damage equal to your intelligence modifier for one minute.

Hapless Swarm

When you amplify a Blood Curse, You can use your action to cast Bane at a level equal to the amount of blood curses you know without expending a spell slot.

Ordained Flock

When you amplify a Blood Curse, You can use your action to cast Bane at a level equal to the amount of blood curses you know without expending a spell slot.

Otherworldly Smite

When you activate your Crimson Rite, you simultaneously cast Searing Smite, Thundering Smite, or Wrathful Smite when amplifying your Blood Maledict or activating your Crimson Rite. You are concentrating on the spell for 1 minute or until you successfully hit.

Prayer of the Wicked

When you activate your Crimson Rite, you simultaneously cast Divine Favor without expending a spell slot.

Protection of the Damned

When you activate your Crimson Rite, you simultaneously cast Spirit Guardians without expending a spell slot.

Soul Reaver

When you activate your Crimson Rite, you simultaneously cast shadow Blade without expending a spell slot. This weapon does necrotic damage and is worth atleast 1GP.

Ward of Body and Mind

When you amplify a Blood Curse, You have advantage on Constitution Saving throws for 1 minute.

Eldritch 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.

Gifted Arcana

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you finish a long rest.

The Archfey

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 Genie

You can cast phantasmal force.

The Great Old One

You can cast detect thoughts.

The Hexblade

You can cast branding smite.

The Undead

You can cast blindness/deafness.

The Undying

You can cast silence.

Brand of the Draining Scar

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.

Bestowed Arcana

At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest.

The Archfey

You can cast slow.

The Celestial

You can cast revivify once without expending a spell slot. You can’t do so again until you finish a long rest.

The Fathomless

You can cast lightning bolt.

The Fiend

You can cast fireball.

The Genie

You can cast protection from energy.

The Great Old One

You can cast haste.

The Hexblade

You can cast blink.

The Undead

You can cast speak with dead.

The Undying

You can cast bestow curse.

Blood Curse of the Offering

Starting at 18th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Offering for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Order Of The Blood Pact (INT) Image

Comments

Posts Quoted:
Reply
Clear All Quotes