Base Class: Ranger
The crimson hunter has undergone an ancient, scared ritual of monstrous blood transfusion, forever altering their very nature. This allows them unnatural control over blood, both their own as well as their quarry.
Crimson Hunter Magic
Starting at 3 level, you learn an additional spell when you reach certain levels in this class, as shown in the Crimson Hunter Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Crimson Hunter Spells
| Ranger Level | Spells |
|---|---|
| 3rd | hunter's mark |
| 5th | blindness/deafness |
| 9th | remove curse |
| 13th | arcane eye |
| 17th | legend lore |
Bloodbound Curse
Nowhere to run, nowhere to hide.
At 3 level, your Hunter’s Mark spell is now a curse and can no longer be removed by Dispel Magic, requiring a spell or ability such as Remove Curse.
You can choose to enhance your hunter’s mark spell with blood magic, creating a Bloodbound Curse with your foe. This can be done either when the hunter's mark spell is cast, or using a bonus action to enhance an existing hunter's mark cast on a previous turn. Creating the Bloodbound Curse in this fashion deals 1d4 necrotic damage to you. When transferring the mark to another foe, you must create a new Bloodbound Curse if you wish to benefit from the enhanced hunter’s mark.
Upon casting the spell or transferring it to a new target with a Bloodbound Curse, you can choose to teleport within 5 feet of your cursed foe, and your attacks ignore half and three-quarter cover against it. All damage made against your cursed foe is treated as magical.
At 11 level, Bloodbound Curse allows you to gain knowledge of one of your cursed foe’s resistances and supresses it for 10 minutes. The damage received from creating the Bloodbound Curse increases to 2d4.
Insight Through Blood
At 7 level, you learn to use the essence of your foe’s remains to empower your dark magic. If you spend at least 1 minute studying the remains of a creature previously affected by your Bloodbound Curse ability, you regain one expended spell slot of any level available to you.
You can use this ability a number of times per day equal to your Wisdom modifier. You regain all expended uses of it when you finish a long rest.
Blood Censure
At level 11, your mastery of blood magic allows you to impede your enemies’ attack.
Once per turn, when a creature affected by your Bloodbound Curse is a hit by one of your attacks, you can expend a second level spell slot to blind or deafen that foe. The creature makes a Constitution saving throw against your spell save DC. If it fails, the target is either blinded or deafened (your choice) for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw using your spell save DC. On a success, the effect ends.
Enduring Blood
At 15 level, you learn to nourish yourself from the essence of an enemy you’ve defeated after cursing it with blood magic.
When you slay a foe affected by your Bloodbound Curse ability, you can choose not to transfer the hunter’s mark to a new target. If you do, you can heal 3d10 + your Constitution modifier.
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