Blood Hunter
Base Class: Blood Hunter

In this subclass the Blood Hunter will be able to augment their fighting prowess with their ability to cast blood magic, this blood magic, while limited, will give the Blood Hunter that ace in the arm they need to overcome their foes and beat back the shadows. As a Crimson Physician, you shall be able to sustain yourself in battle, and twist blood magic into a blade of crimson to allow the Blood Hunter to paint their path with a crimson hew.

 

Vital Aid

When you join this order at 3rd level, you gain proficiency in the Medicine skill.

Visceral Warfare

This feature is affected by multiclassing. See the Multiclassing rules for more information.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: spare the dying and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Crimson Physician Spellcasting table shows how many spell slots you have to cast your wizard 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

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

The Spells Known column of the Crimson Physician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for 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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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 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

Crimson Physician Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Crimson Crusade

As your combat prowess evolves, you gain abilities which augment your fighting expertise.
With the hemomancys power you have unlocked a way to soak up the blood of your enemies to bolster your own health for a short amount of time.

Upon reaching 7th level, as bonus action on your turn, you can chose to bolster your fighting capabilities by absorbing the blood of your foes to regenerate your own health.
For the next 1 minute, anytime you hit a creature with your Crimson Rite you regain half the number rolled on the Crimson Rite die.

You can use this feature twice per long rest.

Brand of Grievous Wounds

At 11th level your Brand of Castigation ruins the branded creature's ability to heal. Creatures that you brand cannot regain hit points due to the Regeneration feature. If a creature you've branded is healed by magic the healing received is halved, if it attempts to heal by drinking a potion the brand converts the healing into poison damage.

Haematic Fortification

At 15th Level, when concentrating on a spell, you can use your reaction to roll a hemocraft die and add the result to a Constitution Saving Throw to maintain the spell.

Sanguine Evisceration

At 18th level you channel your hemocraft magic into your heart to prepare it for a massive, final beat. You can only use this feature once per long rest and only when you have 25 hp or less remaining. As your Action you reduce yourself to 0 hp by expunging the last of your blood in a burst of red mist in a 60 foot sphere centered on yourself, you fall unconscious but do not fall prone and cannot be healed by sources other than this feature when rendered unconscious in this manner.

Creatures within the sphere can make a Dexterity saving throw to avoid being coated in your blood. On a success, only a small portion of your blood spatters on them. You can choose creatures to not be affected and creatures without blood, like constructs and certain undead, are immune to this feature. At initiative count 1 of the same round you activated this feature, your hemocraft magic allows your blood to seep into the affected creature(s), convert their blood into yours and draw it back into your body to restart your heart.

All creatures that made the Dexterity save take irresistible necrotic damage equal to your hemocraft die times your Blood Hunter level (18d10 at 18th level), or half as much if they succeeded their Dexterity saving throw. You heal for the amount rolled and if you healed over half your maximum hit points you regain 1 use of your Blood Maledict.

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