Blood Hunter
Base Class: Blood Hunter

The Order of the Reaper charges itself with the utter eradication of its enemies. Reapers act as death's foot soldiers and mortal psychopomps, offering up souls to the afterlife. So steeped in the essence of death, they are able to extend their own life to continue their mission to reap souls. They are merciless and implacable in this duty.

Blood Marker

You have learned how to use the pain of your blood hunter abilities to enhance your combat. Each time you take damage from activating a crimson rite or amplifying a blood curse, you gain 1 blood marker. You may spend 1 blood marker as a bonus action on your turn to gain advantage on the next attack roll you make before the end of the turn or to take the Disengage or Dodge action. You can only have a maximum number of blood markers equal to 1 + your Constitution modifier and lose all unspent blood markers when you finish a long rest.

Pact Magic

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 warlock spell list.

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 Reaper 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 Profane Soul 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. Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Reaper Spellcasting

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

Painful Tutelage

You may expand your blood hunter powers through suffering. You may spend 1 blood marker to learn another Primal Rite and 3 blood markers to learn another blood curse which doesn't count against your blood curses known. When you reach 14th level in this class, you may spend 3 blood markers to learn another Esoteric Rite. Any power learned from this feature is lost when you finish a short or long rest.

Brand of The Death Watcher

Your Brand of Castigation grants insight and boons over a creature's death. You know the maximum and current hit points of a branded creature, as well as any curses or diseases it is afflicted by or any benefit it currently has that allows it to return to life such as the clone spell or a phylactery. In addition, when a branded creature is reduced to 0 hit points, you gain temporary hit points equal to your blood hunter level plus your Intelligence modifier

Blood Curse of the Reaper's Mask

You can use your own blood to transform into a fearsome facsimile of death incarnate. You gain the Blood Curse of the Reaper's Mask for your Blood Malediction feature. This doesn't count against your number of blood curses known. Blood Curse of the Reaper's Mask. As an action, your visage momentarily becomes one of undeath although the exact description is up to you, such as skeletal and gaunt, decayed and infested with maggots, or twisted and spectral. Each creature within 10 feet of you, must make a Wisdom saving throw. On a failure, the creature is frightened of you A frightened creature makes a Wisdom saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on a Wisdom saving throw against this effect, it is immune to being frightened in this way for 24 hours.

Aspect of the Deathless

You can ignore the normal requirements for life. You no longer need to breathe, drink, eat, or sleep, although you still must rest to gain the benefits of a long rest and for every 10 years that pass, your body ages only 1 year.

Merciless Reaping

You resist approaching death and spur it on in others. When a creature scores a critical hit against you, it becomes a regular hit instead, and any effects triggered by a critical hit are canceled. Also, the next hit you score against that creature before the end of your next turn is a critical hit. In addition, whenever you gain 1 blood marker while you are below half your hit points, you gain 1 additional blood marker.

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