Blood Hunter
Base Class: Blood Hunter

Most believe that eldritch horrors are alien to the world, and never explore beyond their own mind. The Order of the Abyss Watcher is an enigma, even among most Blood Hunters, as they purposefully gain power beyond the Hunter's Bane, connecting their minds to the Far Realm and retaining their sanity, hopefully. Using their intelligence to stave off the intruding powers of the darkest of creatures, and even channel the dark powers into themselves, allowing them to enhance their blood and cast spells of dark power. When the Order of the Abyss Watcher turn their eyes to a certain land, the people fear their arrival, and even more as to what horrors the order watches.

Horror of the Abyss

When you reach 3rd level, you have stared at the abyss that stares back. From your time pushing your mind through the Far Realms, you have seen and studied what creatures and horrors invade the Material Plane,  and now Aberrations are included in the creature types that your Hunter's Bane feature applies to.

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 Abyss Watcher 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.

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 warlock spell list.

The Spells Known column of the Abyss Watcher 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 11th 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 and order, 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

 

Level 3: Eldritch Focus

Beginning at 3rd level, your weapon becomes a core to your eldritch powers. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells.

You also begin to uncover forbidden arcane signs that alter your mental, physical, and magical abilities.

Beginning at 3rd level, you choose to manifest 2 signs. Your sign options are detailed below. You can manifest one additional sign at 5th level, 9th level, 13th level, and 17th level.

You can choose to change your manifested signs during a long rest. Additionally you can choose to forgo regaining your spell slots during a short rest to change your manifested signs.

If an eldritch sign has prerequisites, you must meet them to manifest it. You can manifest the sign at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Cruelty

Prerequisite: 11th level

When you use the Attack action, you can make an additional weapon attack as a bonus action.

Beastly Instincts

You gain advantage on Perception and Survival checks that rely on hearing, smell, or sight.

Blood Augmentation

You can use your bonus action to amplify your attributes. You choose from Strength, Dexterity, Intelligence, Wisdom, or Charisma, and add a roll from your hemocraft die to the score, increasing its maximum as well. You also lose a number of hit points equal to the result of the hemocraft dice roll. This amplification lasts until the start of your next turn.

Blood Transfer

You can use a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1). You also lose a number of hit points equal to the number of hit points you healed the target.

Curse Insight

Whenever you target a creature with a blood curse, your following attacks against the cursed creature deals additional damage equal to your proficiency modifier.

 

Depth of the Abyss

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

 

Enhanced Hemocraft

Prerequisite: 8th level

As a bonus action, you can activate your Crimson Rite feature to augment your spells. Until the start of your next turn, you add your Crimson Rite to any damage rolls that you make with a spell you cast.

 

Horrific Blast

Prerequisite: Eldritch Blast

When you cast eldritch blast, add your Intelligence modifier to the damage it deals on a hit.

 

Precision

Prerequisite: 11th Level

Your attacks score a critical hit on a 19-20

Rapidity

Your movement speed increases by 10 feet. At 15th level, your movement speed increases by 15 feet instead.

 

Reconstruction

Prerequisite: 11th level

At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half of your hit points.

 

Rite Expertise

While using your Crimson Rite, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.

 

Souldrinker

Prerequisite: 12th level

When you hit a creature with a weapon with your crimson rite, the creature takes extra rite damage equal to your Intelligence modifier (minimum 1).

 

Undying Will

Whenever you reduce a hostile creature to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.

 

Vermillion

You gain an additional use of your Blood Maledict feature.

 

Abyssal Wrath

Starting at 7th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of those attacks.

 

Brand of the Blood Enigma

Upon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells and blood curses. Also, your hex spell can also take advantage of this feature.

 

Blood Curse of the Souleater

Starting at 15th level, you’ve learned to siphon the soul from your fallen prey. You gain the Blood Curse of the Souleater for your Blood Maledict feature. This does not count against your number of blood curses known.

 

Master of the Abyss

At 18th level, your stalwart mind allows you to change signs quickly without meditation. As a bonus action, you can change one sign you manifest and change it to another sign. You can do this a number of times equal to your proficiency modifier before taking a short rest.

 

You are also able to cast one of your warlock spells one spell level above your max spell slot level. You can use this feature once before completing a short rest.

 

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