Blood Hunter
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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