Životy
Odbornosti
Blood Hunter
| Úroveň | Bonus odbornosti | Vlastnosti | Hemocraft Die | Blood Curses Known | Hemocraft Uses | Crimson Rites Known |
|---|---|---|---|---|---|---|
| 1 | + 2 | Hemocraft Weapon Mastery | {@dice 1d6} | 2 | 2 | 0 |
| 2 | + 2 | Hemocraft Weapon Mastery | {@dice 1d6} | 2 | 2 | 1 |
| 3 | + 2 | Hemocraft Weapon Mastery | {@dice 1d6} | 2 | 2 | 1 |
| 4 | + 2 | Hemocraft Weapon Mastery | {@dice 1d6} | 2 | 2 | 1 |
| 5 | + 3 | Hemocraft Weapon Mastery | {@dice 1d8} | 2 | 2 | 1 |
| 6 | + 3 | Hemocraft Weapon Mastery | {@dice 1d8} | 3 | 3 | 1 |
| 7 | + 3 | Hemocraft Weapon Mastery | {@dice 1d8} | 3 | 3 | 2 |
| 8 | + 3 | Hemocraft Weapon Mastery | {@dice 1d8} | 3 | 3 | 2 |
| 9 | + 4 | Hemocraft Weapon Mastery | {@dice 1d8} | 3 | 3 | 2 |
| 10 | + 4 | Hemocraft Weapon Mastery | {@dice 1d8} | 4 | 3 | 2 |
| 11 | + 4 | Hemocraft Weapon Mastery | {@dice 1d10} | 4 | 3 | 2 |
| 12 | + 4 | Hemocraft Weapon Mastery | {@dice 1d10} | 4 | 3 | 2 |
| 13 | + 5 | Hemocraft Weapon Mastery | {@dice 1d10} | 4 | 4 | 2 |
| 14 | + 5 | Hemocraft Weapon Mastery | {@dice 1d10} | 5 | 4 | 3 |
| 15 | + 5 | Hemocraft Weapon Mastery | {@dice 1d10} | 5 | 4 | 3 |
| 16 | + 5 | Hemocraft Weapon Mastery | {@dice 1d10} | 5 | 4 | 3 |
| 17 | + 6 | Hemocraft Weapon Mastery | {@dice 1d12} | 5 | 5 | 3 |
| 18 | + 6 | Hemocraft Weapon Mastery | {@dice 1d12} | 6 | 5 | 3 |
| 19 | + 6 | Hemocraft Weapon Mastery | {@dice 1d12} | 6 | 5 | 3 |
| 20 | + 6 | Hemocraft Weapon Mastery | {@dice 1d12} | 6 | 5 | 3 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
medium
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Hemocraft (Level 1)
You have survived the Hunter's Bane, a dangerous ritual that alters your blood and allows you to use it to channel your life essence to perform magic known as hemocraft.
When one of your blood curses or blood hunter features requires a saving throw, the DC is equal to 8 plus your Intelligence modifier and Proficiency Bonus.
Hemocraft die
You have a hemocraft die, which is a d6. The die increases in size at Blood Hunter level 5, 11 and 17. Your Blood Hunter features and blood curses use the hemocraft die in various ways.
Blood Curses
You learn 2 blood curses from the Blood Curse Options list. You learn an additional blood curse at Blood Hunter level 6, 10, 14 and 18. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. Your subclass also grants you a special blood curse at a later level.
Number of Uses
You can use this feature to invoke your blood curses twice, choosing which effect to use from those you know. You regain all expended uses when you finish a Short or Long Rest. You gain an additional use when you reach Blood Hunter level 6 (3 uses), 13 (4 uses), and 17 (5 uses).
Amplify
Blood curses can consume life essence to produce stronger effects. When you use your Hemocraft to invoke a blood curse, you can amplify it and lose a number of hit points equal to one roll of your hemocraft die, and apply the amplify effect onto the target of your blood curse. The first time you amplify a blood curse after finishing a Short or Long Rest, you gain the amount of hit points lost as temporary hit points.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Shortswords and Light Crossbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Whips and Handaxes.
Crimson Rite (Level 2)
You learn a rite that allows you to draw elemental power from your own blood, enhancing your weapons' attacks. Choose one Crimson Rite from the list below. You choose another crimson rite at Blood Hunter level 7 and 14. Whenever you gain a Crimson Rite, you can replace one of your Crimson Rite options with another.
As a bonus action, you can activate a crimson rite you know onto any number of weapons you are holding. When you do so, you lose hit points equal to one roll of your hemocraft die.
While the rite is activated and you wield the weapon, the weapon's attacks deal extra damage equal to your hemocraft die. The damage type is determined by the rite you choose to activate. Each weapon can only have one rite active, and the rite lasts until the end of a Short or Long Rest, if you choose to activate a different rite on a weapon with the rite active, or if you dismiss the rite.
Rite of the Flame
The extra damage dealt by your rite is Fire damage.
Rite of the Frozen
The extra damage dealt by your rite is Cold damage.
Rite of the Storm
The extra damage dealt by your rite is Lightning damage.
Rite of the Dead
The extra damage dealt by your rite is Necrotic damage. (Prerequisite: 14th level)
Rite of the Oracle
The extra damage dealt by your rite is Psychic damage. (Prerequisite: 14th level)
Rite of the Roar
The extra damage dealt by your rite is Thunder damage. (Prerequisite: 14th level)
Fighting Style (Level 2)
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Mutagenic Warrior
You learn two mutagen formulae from the Order of the Mutant subclass. You can concoct a single mutagen from the formulae you know with your Alchemist's Supplies when you finish a Long Rest, which become inert when you finish a Long Rest.
You can consume the mutagen as a Bonus Action, which lasts until you finish a Short or Long Rest.
Blood Hunter Subclass (Level 3)
You gain a Blood Hunter subclass of your choice. The Order of the Ghostslayer, Order of the Lycan, Order of the Mutant and Order of the Profane Soul are detailed after this class's description. For the rest of your career, you gain each of your subclass's features that are of your Blood Hunter level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter levels 8, 12, and 16.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Brand of Castigation (Level 6)
When you damage a creature with a weapon which has an active crimson rite, you can sear a brand of blood onto it. You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 10 feet of you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).
Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). When the branded creature dies while on the same plane as you, you can benefit from one of the following effects of your choice:
Breathe the Soul
You regain one expended use of your Hemocraft.
Consume the Flesh
You regain hit points equal to two rolls of your Hemocraft die plus your Intelligence modifier.
Drink the Blood
You end any one condition or magical effect that is currently affecting you.
You can use this feature twice, You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Subclass Feature (Level 7)
You gain a feature from your Blood Hunter Subclass.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter levels 12, and 16.
Grim Psychometry (Level 9)
You have the Identify spell prepared. You can cast this spell as a Bonus Action twice, and you regain all expended uses of this ability when you finish a Long Rest. You can also cast this spell as a Bonus Action by expending a use of your Hemocraft. When you cast this on a creature, you also learn any Immunities, Resistances, and Vulnerabilities it has, as well as its creature type.
You can choose to amplify this spell as if it was a blood curse. When you do so, you can target a location you are in instead of an object or creature, and identify if the place is consecrated or desecrated, such as from the Hallow spell. Additionally, you may experience a brief vision of the past concerning the creature, location, or object. This vision is either some sinister or tragic event the target was involved in, if the target has such a history.
Dark Augmentation (Level 10)
Your speed increases by 10 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier (minimum +1).
Subclass Feature (Level 11)
You gain a feature from your Blood Hunter Subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Blood Hunter level 16.
Improved Brand of Castigation (Level 13)
The psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2) and the branded creature now suffers the damage from the brand if it deals damage to you or a creature you can see within 30 feet of you.
Additionally, you can choose one of the following effects, which apply to a branded creature:
Corruption
Whenever the branded creature would regain hit points in any way other than taking a Short or Long Rest, it takes 2d6 necrotic damage.
Tethering
The branded creature can't take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the attempt to teleport or leave the plane fails.
Hardened Soul (Level 14)
Your will resists manipulation. You are immune to being charmed or frightened.
Subclass Feature (Level 15)
You gain a feature from your Blood Hunter Subclass.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Cursed Brand (Level 17)
Your searing brand and blood curses work as one. Once per brand, when you invoke a blood curse on a creature branded by your Brand of Castigation, you can amplify the blood curse without losing hit points. You still gain the temporary hit points you would've gained from losing hit points when you amplify a blood curse this way.
Additionally, when you amplify a blood curse, its range is doubled.
Subclass Feature (Level 18)
You gain a feature from your Blood Hunter Subclass.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Sanguine Mastery (Level 20)
Your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Whenever a blood hunter feature requires you to roll a hemocraft die, you can roll the die twice and use either roll.
Additionally, you regain all expended uses of your Brand of Castigation when you finish a Short Rest.
Multitřídy
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Order of the Ghostslayer
Order of the Ghostslayer (Level 3)
Ghostslayers are among the oldest of blood hunter orders. They study death and life in order to understand the unholy magic of undeath. Ghostslayers walk the divide to slay those that reside in that divide.
Rite of the Dawn
You learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
Your weapon sheds Bright Light out to a range of 20 feet.
You have Resistance to Necrotic damage.
When you hit an Undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Curse Specialist
You can invoke two blood curses with a single Bonus Action or Reaction. Each blood curse still consumes a separate use of your Hemocraft feature.
Aether Walk (Level 7)
At the start of your turn, you can step into the veil between the planes. For 1 minute, you can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.
You can use this feature twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain another use when you reach Blood Hunter level 15.
Brand of Sundering (Level 11)
Whenever you hit a branded creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the Incorporeal Movement trait or a similar feature, it can't move through creatures or objects while branded.
Blood Curse of the Exorcist (Level 15)
You can expend one use of your Hemocraft to invoke a special blood curse as a Bonus Action. Choose one creature you can see within 30 feet of you that is Charmed, Frightened, or possessed. The target creature is no longer Charmed, Frightened, or possessed.
Amplify
The creature that Charmed, Frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.
Rite Revival (Level 18)
You learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but don't die outright, you can choose to have all your active crimson rites end and drop to 1 hit point instead.
Order of the Lycan
Order of the Lycan (Level 3)
Lycanthropes are feared around the world, and the Lycans understand this more than anyone. Wielding the blood of the beasts, they strike fear in their foes and rend them without restraint.
Hybrid Transformation
You have the curse of lycanthropy in your veins, and you control it to the best of your ability. As a Bonus Action, you can transform into a hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a Bonus Action. You automatically revert to your normal form if you fall unconscious or die.
Once you use this feature, you can't do so again until you finish a Short or Long Rest. While you are transformed, you gain the following features:
Feral Might
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases by 1 when you reach Blood Hunter level 11 (+2) and 18 (+3).
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
Predatory Strikes
You can apply your Crimson Rite feature to your Unarmed Strikes, which you treat as a weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at Blood Hunter level 11. When you use the Attack action to make an Unarmed Strike, you can make one additional Unarmed Strike as part of that action.
Bloodlust
If you start your turn Bloodied, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you're concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian's Rage feature), you automatically fail this saving throw.
If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
Stalker's Prowess (Level 7)
The lycanthropy in you strengthens your body, granting you the following benefits.
Enhanced Musculature
Your speed is increased by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance.
Improved Predatory Strikes
While in your hybrid form, you have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases by 1 when you reach Blood Hunter level 11 (+2) and 18 (+3).
Advanced Transformation (Level 11)
You continue to progress deeper into the curse's effects, granting you the following benefits.
Hybrid Control
You can use your Hybrid Transformation feature twice, instead of once, between rests.
Lycan Regeneration
At the start of each of your turns when you are Bloodied and have at least 1 hit point, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). If you are in hybrid form, you gain these hit points before you must make the saving throw for your Bloodlust.
Brand of the Voracious (Level 15)
Your Brand of Castigation can now bind a foe to your hunter's ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.
Blood Curse of the Howl (Level 15)
You can expend one use of your Hemocraft to invoke a special blood curse as a Magic Action. You unleash a bloodcurdling howl. Each creature in a 30-foot Emanation from you that can hear you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is Stunned while Frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify
You instead invoke this blood curse as a Bonus Action.
Transformation Mastery (Level 18)
You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
Additionally, you have advantage on the saving throw for your Bloodlust.
Order of the Martyr
Order of the Martyr (Level 3)
Martyrs never break the skin when drawing upon their powers. Instead, they inflict psychic pain upon themselves, or take the pain felt by others, in order to turn this suffering into power. This has led to the tell-tale sign of these hunters being the tears that stream down their faces when they draw forth their blood magic.
Martyrdom
You have learned to draw the power of blood magic through emotional pain rather than physical wounds. Whenever you roll your Hemocraft Die to determine damage, whether to yourself or to another creature, you deal Psychic damage instead of Necrotic damage. Damage dealt to yourself by your Hemocraft Die cannot be reduced in any way.
Additionally, whenever you roll your Hemocraft Die to take damage in order to activate your Crimson Rite, you can choose to roll your Hemocraft Die twice and take the higher result. When you do so, you also roll your Hemocraft Die twice and choose the higher result every time you deal the extra damage associated with your chosen Rite.
Pain Adept
Your particular experience with pain renders suffering of the body trivial. You gain Resistance to Necrotic damage and the Defense Fighting Style Feat. Additionally, when you roll a Hit Die to recover Hit Points, you also roll your Hemocraft Die and add it to the total Hit Points you heal. At level 10, you no longer roll your Hemocraft Die and instead add the highest possible result of the roll to the total Hit Points you heal.
Pain Maven (Level 7)
You are able to siphon the pain someone felt at the moment of their death, gaining it as your own strength. Whenever a creature within 30 feet of you dies, you can use your Reaction to roll the dead creature's Hit Die and gain the number rolled as Temporary Hit Points.
Brand of Flagellation (Level 11)
Your particular school of hemocraft allows you to channel the pain of others into yourself to empower your hemomancy. When a creature branded by your Brand of Castigation deals damage to a creature you can see within 30 feet of you, you can use your Reaction to take half of the damage that creature would have taken (rounded down). As part of this same Reaction, you can choose between the following effects, which take place immediately after you take this damage:
You inflict Psychic damage on the branded creature equal to one roll of your Hemocraft Die plus your Hemocraft Modifier.
You activate an ability that requires you to roll your Hemocraft Die and take the damage rolled, without taking any additional damage.
Blood Curse of the Sacrificant (Level 15)
You can expend one use of your Hemocraft to invoke a special blood curse. As a Bonus Action, Select a number of creatures within 60 feet of you that you can see equal to Hemocraft Modifier. Those creatures have Resistance to Necrotic damage until the end of your next turn.
Amplify
The creatures that have gained Resistance to Necrotic damage through this Blood Curse gain a number of Temporary Hit Points equal to the damage you took when amplifying this Blood Curse. These creatures keep their Resistance until they lose all of the Temporary Hit Points granted by this Blood Curse.
True Martyr (Level 18)
You become the epitome of martyrdom. When you reach 0 Hit Points, choose one of the following:
You immediately become stable. You can use this ability a number of times equal to your Hemocraft Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
You rise again for a number of turns equal to your Hemocraft Modifier. You remain at 0 Hit Points, you cannot benefit from any healing, and you are Immune to all damage types, including from your own Hemocraft Die. You can still use any abilities activated by rolling your Hemocraft Die but you treat the result of the roll as a 0 for the purposes of inflicting damage to yourself. While you are in this state you cannot take reactions and you can use either an action or a bonus action, not both. At the end of the last turn, you instantly die, and your corpse is under the effects of the spell Gentle Repose. After you use this ability, roll your Hemocraft Die; you can't use this ability again until you finish a number of Long Rests equal to the number rolled on your Hemocraft Die.
Order of the Mutant
Order of the Mutant (Level 3)
Those of the Order of the Mutant have pushed the boundaries of self-experimentation. Warping their very bodies and minds, Mutants consume alchemical concoctions to adapt to any circumstance, whether it is the battlefield or the ballroom.
Mutagencraft
You learn to modify your mind and body using forbidden alchemical formulas known as mutagens.
Formulae
You learn 4 mutagen formulae from the Mutagen Options list. You learn one additional formulae at Blood Hunter level 7, 11, 15, and 18. When you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula.
Mutagens
You prepare mutagens using your Alchemist's Supplies for various situations. When you finish a Long Rest, you can concoct 3 mutagens from the formulae you know with your Alchemist's Supplies. You can concoct one additional mutagen after a Long Rest when you reach Blood Hunter Level 11 (concoct 4 mutagens) and 18 (concoct 5 mutagens). Each mutagen must be a different one, you can't concoct the same mutagen multiple times.
When you finish a Short Rest, you can concoct one mutagen from the formulae you know with your Alchemist's Supplies. This mutagen must not be one you have currently concocted, though it can be one you have already consumed.
Consuming Mutagens
As a Bonus Action, you can consume a mutagen you have concocted, gaining the effects of the mutagen, which lasts until you finish a Short or Long Rest. You can have one mutagen affecting you at a time. You can have an additional mutagen affecting you at one time when you reach Blood Hunter level 7 (two mutagens) and 15 (three mutagens). When you consume another mutagen past your limit, you choose a mutagen to purge, and it no longer affects you.
Mutagens are concocted to your biology, and have no effect on other creatures. Mutagens you have concocted are unstable by nature, and become inert when you finish a Long Rest.
Alchemical Metabolism (Level 7)
Your body adapts to the venoms and toxins injected into your body. You gain Resistance to Poison damage and have advantage on saving throws made against being Poisoned.
Brand of the Axiom (Level 11)
Your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can't benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (such as through the Polymorph spell, the Change Shape action, Shapechanger trait, the Wild Shape feature, and similar effects) or it attempts to alter its form, it must succeed on a Wisdom saving throw or revert to its true form and be Stunned until the end of your next turn.
Blood Curse of Corrosion (Level 15)
You can expend one use of your Hemocraft to invoke a special blood curse. As a Bonus Action, you cause a creature within 30 feet of you to become Poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Amplify
The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.
Exalted Mutation (Level 18)
Your body can produce mutagens at a whim. At the start of your turn, choose one mutagen currently affecting you. Its effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Order of the Profane Soul
Order of the Profane Soul (Level 3)
The Profane Soul draws magic from many different creatures. They do this in many different ways; some form pacts, some siphon energies, and some bind their souls with them. Otherworldly threats require otherworldly power to deal with.
Otherworldly Attunement
You draw magic from certain kinds of creatures, which fuel your abilities. Choose a creature type from the following list. You gain a benefit related to that creature type. When you finish a Long Rest, you can choose to draw magic from a different creature type, and change your choice.
Abberration
When you cast a spell with a Pact Magic spell slot, or you score a critical hit with a weapon with an active Crimson Rite, you can cause creatures of your choice within 10 feet of you to become Charmed by you until the end of your next turn. A creature affected by this effect is immune to it for 1 hour.
Celestial
As a Bonus Action, you can expend a use of your Hemocraft and choose a creature within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die plus your Intelligence modifier (minimum of 1).
Elemental
As a Bonus Action, you can expend a use of your Hemocraft and gain a Fly Speed of 30 feet. This speed lasts a number of rounds equal to your Intelligence modifier (minimum of 1).
Fey
When you damage a creature with your Crimson Rite, that creature glows with faint light until the end of your next turn. For the duration, the creature gains no benefit from any cover or from being invisible.
Fiend
When you damage a creature with your Crimson Rite, you can reroll any 1 or 2 rolled as part of the attack's damage, and you must use the new roll.
Undead
When you cast a spell with a Pact Magic spell slot, or you score a critical hit with a weapon with an active Crimson Rite, you can cause creatures of your choice within 10 feet of you to become Frightened by you until the end of your next turn. A creature affected by this effect is immune to it for 1 hour.
Pact Magic
You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as a Profane Soul.
Cantrips
You know two cantrips of your choice from the Warlock spell list. Eldritch Blast and Mind Sliver are recommended.
When you reach Blood Hunter level 10, you learn another Warlock cantrip of your choice.
Spell Slots
The Profane Soul Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended Pact Magic slots when you finish a Short or Long Rest.
| Level | Cantrips Known | Spells Known | Spell Slots | Spell Slot Level |
|---|---|---|---|---|
3 | 2 | 2 | 1 | 1 |
4 | 2 | 2 | 1 | 1 |
5 | 2 | 3 | 1 | 1 |
6 | 2 | 3 | 2 | 1 |
7 | 2 | 4 | 2 | 2 |
8 | 2 | 4 | 2 | 2 |
9 | 2 | 5 | 2 | 2 |
10 | 3 | 5 | 2 | 2 |
11 | 3 | 6 | 2 | 2 |
12 | 3 | 6 | 2 | 2 |
13 | 3 | 7 | 2 | 3 |
14 | 3 | 7 | 2 | 3 |
15 | 3 | 8 | 2 | 3 |
16 | 3 | 8 | 2 | 3 |
17 | 3 | 9 | 2 | 3 |
18 | 3 | 9 | 2 | 3 |
19 | 3 | 10 | 2 | 4 |
20 | 3 | 11 | 2 | 4 |
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Warlock spell list. Armor of Agathys and Hex are recommended.
The number of spells on your list increases as you gain Blood Hunter levels, as shown in the Prepared Spells column of the Profane Soul Spellcasting table. Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Blood Hunter, your list of prepared spells can include four Warlock spells of levels 1 and 2 in any combination.
Changing your Prepared Spells
Whenever you gain a Blood Hunter level, you can replace one spell on your list with another Warlock spell for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Warlock spells.
Spellcasting Focus
You can use an Arcane Focus as a Spellcasting Focus for your Warlock spells.
Mystic Frenzy (Level 7)
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Warlock cantrips that has a casting time of an action.
Otherworldly Arcana (Level 7)
You prepare a spell related to the creature type you chose for your Otherworldly Attunement. When you change your choice, the spell you prepare wth this feature also changes. You can also cast the prepared spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Aberration
You have the Detect Thoughts spell prepared.
Celestial
You have the Lesser Restoration spell prepared.
Elemental
You have the Dragon's Breath spell prepared.
Fey
You have the Blur spell prepared.
Fiend
You have the Heat Metal spell prepared.
Undead
You have the Blindness/Deafness spell prepared.
Brand of the Sapping Scar (Level 11)
Your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells.
Otherwordly Resilience (Level 11)
Eldritch energies react to your rites, giving you unnatural resilience. You have Resistance to the damage type of your active Crimson Rite. If you have multiple Crimson Rites active, you have Resistance to the damage type of the latest rite you activated.
Eldritch Arcana (Level 15)
You prepare another spell related to the creature type you chose for your Otherworldly Attunement. When you change your choice, the spell you prepare wth this feature also changes. You can also cast the prepared spell once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
Aberration
You have the Haste spell prepared.
Celestial
You have the Revivify spell prepared.
Elemental
You have the Protection from Energy spell prepared.
Fey
You have the Slow spell prepared.
Fiend
You have the Fireball spell prepared.
Undead
You have the Bestow Curse spell prepared.
Blood Curse of the Souleater (Level 18)
You can expend on use of your Hemocraft to invoke a special blood curse. When a creature that isn't a construct or undead is reduced to 0 hit points within 30 feet of you, you can take a Reaction to absorb their life energy and empower yourself. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.
Amplify
Additionally, you regain an expended Pact Magic spell slot. Once you've amplified this blood curse, you must finish a Long Rest before you can amplify it again.