Base Class: Blood Hunter
Members of the Order of the Reaper are capable of, not only manipulating their own blood for power, but also using the blood of others to fuel arcane abilities. Their attacks can draw the energy of their enemies to use in various manners to enhance their abilities in combat.
Reap Casting
At first level, you can absorb the power of your foes to bolster yourself with mystic power.
Cantrips. At first level, you know two cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table below.
Spell Slots and Energy Accumulation. Blood energy is what members of the order of the reaper use to cast spells. They accumulate this energy by absorbing the life force from other creatures. You need to keep track of energy accumulation. At the end of a long rest, you have energy accumulated equal to your maximum energy accumulation as shown in the table below. You gain energy by dealing damage to creatures, receiving energy equal to the damage dealt. At any time, you can choose to unleash your stored energy and cast a spell. When you do this, your energy accumulated is reduced to 0 and your spell is cast at a level indicated by the following:
- Blood Energy: 30 - Spell Level: 1st
- Blood Energy: 60 - Spell Level: 2nd
- Blood Energy: 90 - Spell Level: 3rd
- Blood Energy: 120 - Spell Level: 4th
You do not accumulate any energy for damage caused by a spell that you cast using your blood energy. The energy that you accumulate is often stored in some physical container such as an amulet, orb, or tattoo.
Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the table below shows when you learn more sorcerer 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 sorcerer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your sorcerer 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 sorcerer 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 |
MAXIMUM SPELL LEVEL |
MAXIMUM ENERGY ACCUMULATED |
|---|---|---|---|---|
| 3rd | 2 | 2 | 1 | 30 |
| 4th | 2 | 2 | 1 | 30 |
| 5th | 2 | 3 | 1 | 30 |
| 6th | 2 | 3 | 1 | 30 |
| 7th | 2 | 4 | 2 | 60 |
| 8th | 2 | 4 | 2 | 60 |
| 9th | 2 | 5 | 2 | 60 |
| 10th | 3 | 5 | 2 | 60 |
| 11th | 3 | 6 | 2 | 60 |
| 12th | 3 | 6 | 2 | 60 |
| 13th | 3 | 7 | 3 | 90 |
| 14th | 3 | 7 | 3 | 90 |
| 15th | 3 | 8 | 3 | 90 |
| 16th | 3 | 8 | 3 | 90 |
| 17th | 3 | 9 | 3 | 90 |
| 18th | 3 | 9 | 3 | 90 |
| 19th | 3 | 10 | 4 | 120 |
| 20th | 3 | 11 | 4 | 120 |
Blood Tap
Starting at 7th level, when you deal damage to a creature, you can absorb some of their life. On a successful attack or when a creature fails on a saving throw against a damaging spell, you deal necrotic damage and heal a number of hit points equal to your proficiency bonus. You may only use this feature once per turn.
Drain Surge
Upon reaching 11th level, you can augment your ability to drain the energy from the blood of others. When you hit a creature with an attack, you can deal additional necrotic damage equal to two rolls of your hemocraft die and heal hit points equal to two rolls of your hemocraft die. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) before taking a long rest.
Blood Curse of Drained Energy
Starting at 15th level, you’ve learned to drain the energy from the blood of a target. You gain the Blood Curse of Drained Energy for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Drained Energy.
When a creature you can see within 60 feet of you succeeds on an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s damage.
Amplify. You apply this curse to all of the creature’s attacks until the end of the turn. You roll a new hemocraft die for each affected attack.
Reaper of Souls
Beginning at 18th level, you can absorb the very soul of a fallen creature. When a creature within 30 feet of you is slain, as a reaction you can latch onto its soul to produce one of the following effects:
Absorption. You accumulate 60 energy.
Beast of Souls. A beast of soul energy rises from the creature. Use the statistics for a Will-O'-Wisp for this creature. When the beast appears, it gains temporary hit points equal to half your blood hunter level. Roll initiative for the beast, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Intelligence modifier (minimum of +0). The beast remains in your service until the end of your next long rest, at which point it vanishes.
Unleashed Energy. A wave of pure energy washes over all creatures nearby. All creatures within 20 feet of the creature must make a Dexterity saving throw against your spell save DC. A target takes 10d6 force damage on a failed save or half as much on a successful one.
Return Soul. The soul makes its way back into the creature. The creature is revived and stabilized.
You can’t use this feature again until you finish a long rest.
Previous Versions
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11/21/2022 6:10:42 PM
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9/22/2025 6:13:21 PM
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