Blood Hunter
Base Class: Blood Hunter

Those who take to the Order of the Arbiter offer an amount of blood to divinity in search of divine blessings. Once a sacrificial ritual is properly completed, an initiate is deemed an arbiter by whichever divine being accepts their offering, be it a deity or a celestial creature of great power. Arbiters fight to punish the wicked or in some cases, simply to devote their bodies to an exalted being to allow them to execute their will through them like a vessel.

Spellcasting

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Order of the Arbiter Spellcasting table shows how many spell slots you have to cast your 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.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the enchantment or evocation spells on the cleric spell list.

The Spells Known column of the Order of the Arbiter table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you employ your study of the divine, mysticism, and control through study and memorization. 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 cleric 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

(Note: Due to issues with Blood Hunter half-caster spell slots defaulting to Profane Soul progression, track your spell slots under "Spell Slots" on the Actions tab of DND Beyond in the "Action" section. Ignore the spell slots and progression on the Spells tab.)

 

BLOOD HUNTER LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

When you choose this order at 3rd level, your divine blood flows through your weapon when your crimson rite is active. When you use your divine rite on a weapon it gains the following benefits:

  • Your weapon returns to you at the end of turn if it is not in your hands. Additionally, your Crimson Rite does not end when your weapon leaves your hands.
  • You deal an additional die of rite damage when you hit an aberration, fey, fiend, or undead.
  • You can use your weapon as a spellcasting focus.
  • Your weapon gains the thrown property (20/60) if it does not have it already. If your weapon has the heavy or two-handed property its range is instead (15/30).

Exalted Strike

Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Equilibrium

Starting at 7th level, you are able to draw upon your divine blood to pass along to your allies. When you roll your hemocraft die to use your Crimson Rite, Blood Curse, or another feature requiring its use, you can choose a creature within 60 feet of you other than yourself that you can see. That creature regains an amount of hit points equal to the result rolled on your hemocraft die.

Brand of the Illumination

Upon reaching 11th level, your Brand of Castigation feature can cause its target to glow brilliantly, making them easier to attack. While a creature is branded by your Brand of Castigation, you can use your bonus action to cause the creature to become illuminated in divine light until the start of your next turn. While illuminated in this fashion, the creature sheds dim light in a 10-foot radius and the next attack against the creature before the start of your next turn has advantage. While illuminated, the creature cannot benefit from being invisible.

Divine Resurgence

At 15th level, you can perform a 1-minute ritual and expend a use of your Blood Maledict feature to recover a number of spell slots equal to your proficiency bonus. The amount of recoverable spell slots vary depending on the level of spell slots being recovered. For example, at 15th level, with a proficiency bonus of +5, you can recover five 1st-level spells slots, two 2nd-level spell slots and one 1st-level spell slot, one 3rd-level spell slot and one 2nd-level spell slot or some other combination with a total of 5. Once you use this feature, you cannot do so again until you complete a long rest.

Blood Curse of the Adjudicator

Starting at 18th level, you've learned to channel your divine power into the blood of yourself and allies to retaliate against foes. You gain the Blood Curse of the Adjudicator for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Adjudicator

When you or a creature you can see within 60 feet of you takes damage, you can use your reaction to bless the creature's blood, causing it to overflow with divine energy. The creature takes only half as much damage as it would have normally, and the attacker must make a Wisdom saving throw. On a failed save, the attacker takes an equal amount of damage dealt by the triggering attack or feature. The damage dealt by this blood curse cannot be reduced by any means.

Amplify.

The attacker has disadvantage on its Wisdom saving throw against this Blood Curse.

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