Base Class: Blood Hunter
Eberron, a place of countless technological marvels, is home to many houses who are all blessed with innate arcane prowess known as the Dragonmark. Scientists within the Blood Hunter Order have meticulously crafted a procedure in secret, that when one succumbs to the Hunter's Bane, their blood is reconstructed to manifest the powers of a Dragonmark. The Order of the Dragonmarked is a twisted order that came out of these intense science experiments. Even those who were already marked may find themselves with effects similiar to having a second Dragonmark and others may see their marks transform unnaturally. Unfortunately, due to the intense experiments, many in this order see a shortened life span which prompt them to be the most vigilant and loyal to the world. Blood Hunters of this order are among the most adept at tracking down magical threats that seek to threaten the peace of the realm.
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 | 3 | 3rd |
| 12th | 3 | 6 | 3 | 3rd |
| 13th | 3 | 7 | 3 | 3rd |
| 14th | 3 | 7 | 3 | 3rd |
| 15th | 3 | 8 | 4 | 4th |
| 16th | 3 | 8 | 4 | 4th |
| 17th | 3 | 9 | 4 | 4th |
| 18th | 3 | 9 | 5 | 5th |
| 19th | 3 | 10 | 5 | 5th |
| 20th | 3 | 11 | 5 | 5th |
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Order of the Marked Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
At 3 level, you know two 1 level spells of your choice. The Spells Known column of the Order of the Marked Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. When you reach 11th level, for example, you learn a new sorcerer spell, which can be 1st, 2nd, or 3rd level.
Whenever you gain a level in this class and order, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your sorcerer spells, since the power of your magic relies on the artificial arcane manifestation within your body that you have to learn how to use. 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
Marked Intuition
Your Hunter's Bane, which incorporated the stolen blood from a Dragonmarked person, has made you manifest a Dragonmark from one of the 12 houses. You may choose only one of the 12 to manifest.
Intuition Dice: When rolling for an ability check pertaining to your chosen intuition, you may roll a d4 and add it to the result.
Enhanced Arcana: Your spell list has expanded to include mark exclusive spells. These do not count towards spells known, however when you cast a spell from this list, you will expend a spell slot as you normally would for casting any spell.
Artisan's Intuition
You are bestowed the Mark of Making.
When you make an Intelligence (Arcana) or an ability check involving astisan's tools, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Making. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | identify, Tenser's floating disc |
| 2nd | continual flame, magic weapon |
| 3rd | conjure barrage, elemental weapon |
| 4th | fabricate, stone shape |
| 5th | creation |
Barkeep Intuition
You are bestowed the Mark of Hospitality.
When you make a Charisma (Persuasion) or an ability check involving brewer's supplies or cook's utensils, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Hospitality. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | goodberry, sleep |
| 2nd | aid, calm emotions |
| 3rd | create food and water, Leomund's tiny hut |
| 4th | aura of purity, Mordenkainen's private sanctum |
| 5th | hallow |
Cunning Intuition
You are bestowed the Mark of Shadow.
When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Shadow. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | disguise self, silent image |
| 2nd | darkness, pass without trace |
| 3rd | clairvoyance, major image |
| 4th | greater invisibility, hallucinatory terrain |
| 5th | mislead |
Deductive Intuition
You are bestowed the Mark of Detection.
When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Detection. These are not counted towards known spells.
| Blood hunter spell Level | Spells |
|---|---|
| 1st | detect evil and good, detect poison and disease |
| 2nd | detect thoughts, find traps |
| 3rd | clairvoyance, nondetection |
| 4th | arcane eye, divination |
| 5th | legend lore |
Hunter's Intuition
You are bestowed the Mark of Finding.
When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Finding. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | faerie fire, longstrider |
| 2nd | locate animals or plants, locate object |
| 3rd | clairvoyance, speak with plants |
| 4th | divination, locate creature |
| 5th | commune with nature |
Intuitive Motion
You are bestowed the Mark of Passage.
When you make a Dexterity (Acrobatics) or any ability check to operate or maintain an land vehicle, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Passage. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | expeditious retreat, jump |
| 2nd | misty step, pass without trace |
| 3rd | blink, phantom steed |
| 4th | dimension door, freedom of movement |
| 5th | teleportation circle |
Medical Intuition
You are bestowed the Mark of Healing.
When you make a Wisdom (Medicine) or an ability check using an herbalism kit, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Healing. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | cure wounds, healing word |
| 2nd | lesser restoration, prayer of healing |
| 3rd | aura of vitality, mass healing word |
| 4th | aura of purity, aura of life |
| 5th | greater restoration |
Scribe Intuition
You are bestowed the Mark of Scribing.
When you make a Intelligence (History) or an ability check using calligrapher's supplies, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Scribing. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | comprehend languages, illusory script |
| 2nd | animal messenger, silence |
| 3rd | sending, tongues |
| 4th | arcane eye, confusion |
| 5th | dream |
Sentinel's Intuition
You are bestowed the Mark of Sentinel.
When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Sentinel. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | compelled duel, shield of faith |
| 2nd | warding bond, zone of truth |
| 3rd | counterspell, protection from energy |
| 4th | death ward, guardian of faith |
| 5th | Bigby's hand |
Warder's Intuition
You are bestowed the Mark of Warding.
When you make a Intelligence (Investigation) or any ability check using thieves' tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Warding. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | alarm, armor of Agathys |
| 2nd | arcane lock, knock |
| 3rd | glyph of warding , magic circle |
| 4th | Leomund's secret chest, Mordenkainen's faithful hound |
| 5th | antilife shell |
Wild Intuition
You are bestowed the Mark of Handling.
When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll your Intuition Dice and add the result to your ability check.
Mark Spells
You gain mark spells for the Mark of Handling. These are not counted towards known spells.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | animal friendship, speak with animals |
| 2nd | beast sense, calm emotions |
| 3rd | beacon of hope, conjure animals |
| 4th | aura of life, dominate beast |
| 5th | awaken |
Windwright's Intuition
You are bestowed the Mark of Storm.
When you make a Dexterity (Acrobatics) or any ability check involving navigator's tools, you can roll your Intuition Dice and add it when making one of these checks.
Mark Spells
You gain mark spells for the Mark of Storm. These are not counted towards known spells. You also freely know the cantrip gust.
| BLOOD HUNTER SPELL LEVEL | SPELLS |
|---|---|
| 1st | feather fall, fog cloud |
| 2nd | gust of wind, levitate |
| 3rd | sleet storm, wind wall |
| 4th | conjure minor elemental, control water |
| 5th | conjure elemental |
Feats of Power
Your innate arcane power allows you to do incredible feats of power. You gain an additional feat of power at the 15th level.
Arcane Quickdraw
After you perform a successful melee weapon attack, you can perform a spell attack as a bonus action. You have 3 charges that recharge after a long rest.
Arcane Riposte
As a reaction, you may cast an attacking cantrip of your choosing.
Gale Step
You may add half your movement to your full movement after making a successful melee weapon attack. This feature only activates once per turn. This will disengage you and will not provoke an attack of opportunity. This feature has 3 charges, which are restored after a short rest.
Imbue Arcana
You may add your Intelligence modifier when making a melee weapon attack.
Veil of the Weave
You may temporarily add +2 to your AC for one minute. You may use this feature once per short rest.
Marked Recovery
Once per long rest you may use the excess energy from your body's supply of arcane energy and regain all spell slots during a short rest.
Esoteric Amplification
Your magical blood has now manifested itself through the use of your esoteric rites.
Dead
When you make a successful melee weapon attack while having the Rite of the Dead active, the target must make a Constitution saving throw against your spell save DC. If the target fails, any necrotic damage dealt to the target resulting from the effects of this rite is healed back to you.
Oracle
When you make a successful melee weapon attack while having the Rite of the Oracle active, the target must make an Intelligence saving throw against your spell save DC. If the target fails, the target has disadvantage against you for 1 minute.
Roar
When you make a successful melee weapon attack while having the Rite of the Roar active, the target must make a Dexterity saving throw against your spell save DC. If the target fails, the target takes 2 additional hemocraft die worth of force damage and is knocked back 10ft.
Blood Curse of the Dragon
At 18th level, you’ve mastered the primal magic once belonging to the dragons themselves. You gain the Blood Curse of the Dragon for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Dragon
When facing a dragon, you ignore spell resistances when attacking with a Crimson Rite active
Amplify. When facing a dragon, you land a critical hit on a 19 or 20. Upon a critical hit, double all hemocraft die.
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Posted Mar 15, 2023besides what people have already said at lvl 20 all my spell slot besides 1st and 4th are gone in the character sheet
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Posted Dec 26, 2021Just wanted to save I love the concept but there are some things that didn't work choosing this subclass, the Marked Intuition, Feats of Power don't stay selected after picking them and I only have two spell slots at level 20.
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Posted May 25, 2020Edit: My idiot self didn’t notice your commend about a retool of it. I’m gonna leave my feedback here still as I believe it’s worth looking over.
I would like to note this archetype is quite interesting and cool. The Dragonmarks are a cool way of tracing back to the inspired material. I only have a few concerns.
1. Why use an explicitly better variant of the Profane Soul’s spellcasting? It gets more slots and goes up to 5th level casting instead of 4th. Perhaps consider using Profane Soul’s spell progression as is or use the 1/4 spell progression from Eldritch Knight and Arcane Trickster.
2. Better clarification on what levels you gain your abilities. Maybe add a “at xth level”, “beginning at xth level” “starting at level x” that sort of thing.
3. Blood Curse of the Dragon feels super situational, especially compared to the rest of the archetype and the other 18th level blood curses. Is that intended?
4. Following up on the first part, there’s no clarification of how you regain expended spell slots. If it’s like a Warlock then it makes Marked Recovery useless, but if it’s changed to be like an Eldritch Knight or Arcane Trickster progression it’d make sense.
5. Overall a little tweaking to the explanations and wordings of features would go a long way. Instead of “once per long rest” explain the feature’s benefits and at the end put in “once you use this feature you cannot do so again until you finish a long rest” or something of that nature.
I do really like this archetype and I’ll keep my eye on it! Kind regards!
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Posted Apr 16, 2020In the re-tooling I'm going to lay it out a little better. The original idea was to branch out to have the abilities of 2 marks if you were dragonmarked, but in the re-tooling I'm going to add some more choice and less spell focused (making this subclass a 3rd caster rather than a half caster, totally blanked out on that detail). I might make it beneficial for those that already have the dragonmark from racial features to get a choice to either take a bump up in power with their current mark or take on a second mark altogether. Thank you for your feedback!
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Posted Apr 15, 2020A good idea, but what will happen if a dragonmarked character already has the same assortment as their race?
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Posted Mar 25, 2020Might have forgotten some basics. Retooling class to reflect things accurately. Update to come.
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Posted Mar 21, 2020This is a subclass heavily inspired by the Crests from Fire Emblem: 3 Houses, specifically some characters who possess 2 Crests at one time as the result of... well spoilers (it involves blood). With Dragonmarks from Eberron serving as an in-universe equivalent, I decided to attempt to build a way for those with marked backgrounds to get a second mark and for those with out one to get a mark. I fleshed it out with some sorcery type stuff. Some of the flavor text needs updating, some of the spells are missing in the code (Im missing SCAG) and I don't know the extent of how it functions within the DndBeyond character creation system so I may need some tweaks. Also, this subclass may need some balancing. Again, any constructive feedback is appreciated!