Base Class: Blood Hunter
Disclaimer: This subclass is heavily based on the Order of the Profane Soul subclass sharing some of its abilities however, this does have a lot of changes including allowing you to cast more powerful magic more times. If you were hoping for something completely new sorry to disappoint you but if you wanted to play a sort of wizard/blood hunter this is the subclass for you. I don't know for sure who made the subclass but I think it was mat mercer because he made the class so here is me crediting him or whoever made it.
This subclass is a mix between two classes, blood hunters and wizards. Blood hunters must learn from one of the 8 schools of magic and not any of the nonspecific schools like the war mage or the art of blade singing.
School of magic
When you reach 3rd level, You start to study magic and how to cast spells, you can choose one of the 8 main schools of magic: Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, Transmutation all which can be found in the Player’s Handbook
Abjuration
You have chosen Abjuration as your school of magic.
Conjuration
You have chosen Conjuration as your school of magic.
Divination
You have chosen the Divination as your school of magic.
Enchantment
You have chosen Enchantment as your school of magic.
Evocation
You have chosen Evocation as your school of magic
Illusion
You have chosen Illusion as your school of magic.
Necromancy
You have chosen Necromancy as your school of magic.
Transmutation
You have chosen Transmutation as your school of magic
Spellcasting
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.
Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 7th level and another at 13th level.
Spell Slots. The Arcane studies 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 wizard 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 magic missile, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells In Book of 1st Level and Higher. At 3rd level, you know six 1st-level spells of your choice from the wizard spell list and learn a new spell each time you level up when you. lose your spellbook or it is destroyed you can't prepare or cast any spells that you didn't already have prepared. You can make a copy of your spellbook by copying your spells into another one, it costs 25GP per level and takes 30 minutes per spell level.
The Spells Known column of the Arcane studies table shows when you how many wizard spells of your choice of 1st level and higher you should have in your spellbook. 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 can add a new wizard spell to your spellbook, which can be 1st, 2nd, or 3rd level.
When you choose a spell in this class you can't change what spells you had known unless your spellbook is destroyed, in which case you have to choose to completely restart your spellbook from the spells you had prepared to the maximum number of spells you can have in this class.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. Also, you use your Intelligence modifier when setting the saving throw DC for a wizard 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 | 3 | 6 | 1 | 1st |
| 4th | 3 | 7 | 1 | 1st |
| 5th | 3 | 8 | 1 | 1st |
| 6th | 3 | 9 | 2 | 1st |
| 7th | 4 | 10 | 2 | 2nd |
| 8th | 4 | 11 | 2 | 2nd |
| 9th | 4 | 12 | 2 | 2nd |
| 10th | 4 | 13 | 2 | 2nd |
| 11th | 4 | 14 | 2 | 3rd |
| 12th | 4 | 15 | 2 | 3rd |
| 13th | 5 | 16 | 2 | 3rd |
| 14th | 5 | 17 | 2 | 3rd |
| 15th | 5 | 18 | 3 | 4th |
| 16th | 5 | 19 | 3 | 4th |
| 17th | 5 | 20 | 4 | 4th |
| 18th | 5 | 21 | 4 | 4th |
| 19th | 5 | 22 | 5 | 5th |
| 20th | 5 | 23 | 6 | 5th |
Rite Focus
Beginning at 3rd level, your weapon becomes a core to link to the weave. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your wizard spells, and you gain a specific benefit based on your chosen pact (outlined below).
Abjuration
When you deal damage with the right you gain temporary hit points equal to the right damage dealt, this lasts until the end of your next turn or until the right ends
Conjuration
If you are using a weapon that needs ammunition or has the thrown property you can magically produce ammunition for the weapon or summon it back to your hand as a free action.
Divination
When you hit an attack with the weapon you can choose to give disadvantage to the next person that attacks you or you can get an advantage on your next attack
Enchantment
Whenever you hit a creature with a weapon you can make them role a charisma saving throw against your spell save DC, if they fail they are charmed by you until your next turn
Evocation
When you deal rite damage to a creature, it burns more painfully. If your rite damage is of an element (Fire, acid, cold, lightning, and poison are example elements however necrotic and radiant are not) your deals double damage.
Illusion
Whenever you hit a creature with the weapon you can change the type of damage to psychic damage
Necromancy
When you kill a target with the weapon you can regain hit points equal to your hemocraft die (for example you can roll 1d4 at level 3 and regain that amount of health)
Transmutation
When you deal damage with your rite you become under the effect of the[Tooltip Not Found]spell for a number of minutes equal to the rite damage done.
Arcane Frenzy
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Unearthed Arcana ;)
At 7th level, you discover how to use the rare use of a dangerous arcane spell based on your school.
Abjuration
You can cast arcane lock once using a spell slot. You can’t do so again until you finish a long rest.
Configuration
You can cast flaming sphere once using a pact magic spell slot. You can’t do so again until you finish a long rest.
Divination
You can cast locate creature once using a spell slot. You can’t do so again until you finish a long rest.
Enchantment
You can cast suggestion once using a spell slot. You can’t do so again until you finish a long rest.
Evocation
You can cast darkness once using a spell slot. You can’t do so again until you finish a long rest.
Illusion
You can cast invisibility once using a spell slot. You can’t do so again until you finish a long rest.
Necromancy
You can cast Ray of Enfeeblement once using a spell slot. You can’t do so again until you finish a long rest.
Transmutation
You can cast enlarge/reduce once using a spell slot. You can’t do so again until you finish a long rest.
Brand of the Sapping Scar
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 wizard spells.
Unknowned Arcana
At 15th level, you learn how to use the rare use of an additional arcane spell based on your pact.
Abjuration
You can cast [Tooltip Not Found] once without expending a spell slot. You can’t do so again until you finish a long rest.
Conjuration
You can cast [Tooltip Not Found] once without expending a spell slot. You can’t do so again until you finish a long rest.
Divination
You can cast clairvoyance once without expending a spell slot. You can’t do so again until you finish a long rest.
Enchantment
You can cast hypnotic pattern once without expending a spell slot. You can’t do so again until you finish a long rest.
Evocation
You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.
Illusion
You can cast Major image once without expending a spell slot. You can’t do so again until you finish a long rest.
Necromancy
You can cast Animate dead once without expending a spell slot. You can’t do so again until you finish a long rest.
Transmutation
You can cast gaseous form once without expending a spell slot. You can’t do so again until you finish a long rest.
Blood Curse of the Archmage
Starting at 18th 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.
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