Base Class: Blood Hunter
When looking at Blood Hunters, many see masters of blade capable of damaging their enemies with the wrath of the elements, forgetting that these mysterious adventurers are also capable casters, albeit their magic is so old none but them know of it and are able to use it. Members of order of the Wiccan have taken it to the next level, combining the occult hemomancy to manipulate the weave by using other's life force and ability to create magic while doing so.
Blood Casting
Starting at level 3, when you choose this subclass, you gain access to an ability to manipulate other creature's life-force in order to cast spells. Once per turn of combat, you can choose a willing or an unconscious/dead creature within 60 ft of you that you can see that has spell slots. The chosen creature expends one of the spell slots it has, with you choosing the level of the spell slot it expends, and as part of the same action, you can cast a spell with the level equal to the spell slot lost by the creature. This spell can be any Wizard spell (if your hemocraft modifier is intelligence) or any Cleric spell (if your hemocraft modifier is Wisdom). Use of this feature consumes the same action the spell you cast has. (I.e. If a casting time of a spell you cast after the use of this feature is 1 action, using this feature would take you an action, while if the spell you cast with this feature takes your reaction, it costs you a reaction). The maximum level of a spell slot you can use with this feature equals your Blood Hunter level, halved, rounded up.
Additionally, you are able to use a weapon for which you have your crimson rite active as a spellcasting focus.
Spell Save DC = 8 + your proficiency bonus + your Hemocraft modifier
Spell Attack Modifier = your proficiency bonus + your Hemocraft modifier
Exalted Curses
Additionally at level 3 your knowledge of the Blood Curses deepens, allowing you to sacrifice even more of your vitality to empower the curse further. You gain ability to use exalted versions of the blood curses you know, which have the effects of both normal and amplified versions of the blood curses. When using exalted version, you take twice the amount of a max roll of your hemocraft die damage, which cannot be reduced or avoided in any way, and your curses gain additional effects according to the Exalted Blood Curses Table:
| Name of the Curse | Exalted Curse Effects |
| Blood Curse of Exposure | This curse combines the effects of both the normal and amplified version, which happen simultaneously at the moment of you casting an exalted curse, and works for the triggering attack and the next attack after it was cast. |
| Blood Curse of the Marked | You gain advantage on all attack rolls made against the marked creature until the end of your next turn. |
| Blood Curse of the Anxious | The cursed creature has disadvantage on all intelligence wisdom and charisma saving throws made until the end of its next turn that you force them to make. |
| Blood Curse of the Fallen Puppet | If the cursed creature can cast spells, you can make it cast one of the spells available to it, either with a spell slot or with its innate spellcasting, instead of making an attack. |
| Blood Curse of the Eyeless | This curse bypasses immunity to the Blinded condition. If the cursed creature already suffers from the curse of the Eyeless, these curses can stack. |
| Blood Curse of the Muddled Mind | This curse lasts for a minute instead and whenever a cursed creature attempts to cast a spell or do a magic action they must suceed on a spellcasting ability check against your curse save DC. On failure, the spell or magic action fails, the caster still expending the spell slot as if the spell was cast. Creatures affected by this curse can make a wisdom saving throw at the end of their turn, removing the effect on a success. |
| Blood Curse of the Bloated Agony | Each consecutive attack roll a creature makes in a round of combat leads to it taking 1d8 more damage than the previous one (2d8 on second attack, 3d8 on third attack and so on), the creature suffering the effects of this curse also gains disadvantage on all its attack rolls after it made the first attack roll until the end of its turn. |
Life and Witchcraft
At level 7 your understanding and control over the unstable magic furthens. When you cast a spell of 1st level or higher that deals damage or restores hit points, you can expend and roll a Hit Die to make the spell deal an extra amount of damage or heal an extra amount of health equal to the number rolled.
Additionally, you are now able to transfer magical power to restore the faculty to cast Blood Curses. As a bonus action, you can, instead of casting a spell with the use of your blood casting feature, use the spell slot lost by another creature to regain a number of uses of your Blood Maledict feature, with a conversion rate of 2 levels of spell slots for 1 use of Blood Maledict. You can regain up to 2 uses of your Blood Maledict feature like that and cannot regain more until you finish a short or long rest. Use of this feature does not count towards your ability to use blood casting feature only once per turn.
Might and Magic
Starting at level 11, you can use other creature's magical power to grant your rites additional effects. At the start of your turn you can use your blood casting feature and choose one of the following effects to occur:
- Until the end of your current turn, you can heal yourself or another creature within 30 ft of you that you can see for half the amount of damage dealt with your crimson rite if you have used a spell slot of level 1, or for a full amount if you used spell slot of level 2+.
- Until the end of your current turn, whenever you make an attack with a weapon on which your crimson rite is active, you can switch the active rite on the weapon to any other rite available to you. If you used a spell slot of level 2+ to activate this feature, you do not take damage when switching rites in this manner.
- Until the end of your current turn, you cannot roll a number less than 5 for your crimson rite damage. This number increases by one per level of the spell slot you used (e.g. 6 if you used the second level spell slot 7 if you used a third and so on).
The use of this feature does not count towards your ability to perform blood casting only once per turn
Additionally, while you have any of the listed effects active, you can use the mastery properties of weapons on which your crimson rites are active when you use them to make attacks.
Blade of Perdition
At 11th level, you learn to peerlessly weave hemocraft magic with your attacks. Whenever you apply one of your known Blood Curses, you can make one attack with a weapon on which you have your crimson rite active. Additionally, you deal extra damage with weapons on which you have your crimson rite active, as well as with levelled spells cast against targets suffering from the ongoing effects of your Blood Curses. This extra damage equals your Proficiency Bonus.
Blood Curse of the Magicdrinker
At level 15 you master the Blood Curse that is able to sap the very magic from creatures. You gain the Blood Curse of the Magicdrinker for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Blood Curse of the Magicdrinker
As a bonus action, choose a conscious creature within 30 ft of you which you can see. This creature must succeed on a Charisma saving throw (can willingly fail) or have magical energy drained from its body. On failure:
- If this creature has spell slots, it loses the amount of spell slots up to a total combined level equal to your Blood Hunter level, halved, rounded up, with possibility to lose more than required, if it lacks spell slots of levels to meet the exact amount, your Game Master determines which spell slots the creature affected by this curse loses.
- If this creature instead has ability to cast spells innately, it loses ability to cast an amount of spells with a total combined level equal to your Blood Hunter level, halved, rounded up with possibility to lose more than required if is unable to lose ability to innately cast spells to meet the exact amount, your Game Master determines which spells and in which amount of uses the creature affected by this curse looses the ability to cast.
Amplified: After the target of your curse fails a saving throw against this curse you are able to choose a creature within 60 ft of you that you can see that has spell slots. This creature can recover expended spell slots, with the spell slots it recovering able to have a combined level equal to no more than half total level of spell slots or spells lost by the target of your curse.
Exalted: After the target of this curse succeeds on a saving throw against it, you can exalt this curse to make it reroll the saving throw.
Archhunter
At 18th level, your Mastery of ways of the Wiccan has reached its peak. Whenever you make an attack action, you can forgo one of the attacks granted to you by your multiattack feature to cast a spell with a casting time of an action or a bonus action using your blood casting feature instead or use one of your Blood Curses.
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