Punti Ferita
Competenze
Blood Hunter (Balanced)
| Livello | Bonus di Competenza | Caratteristiche | Hemocraft Die | Blood Curses Known |
|---|---|---|---|---|
| 1 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 2 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 3 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 4 | + 2 | Hunter's Bane Blood Maledict | 1d4 | 1 |
| 5 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 1 |
| 6 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 7 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 8 | + 3 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 9 | + 4 | Hunter's Bane Blood Maledict | 1d6 | 2 |
| 10 | + 4 | Hunter's Bane Blood Maledict | 1d6 | 3 |
| 11 | + 4 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 12 | + 4 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 13 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 3 |
| 14 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 15 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 16 | + 5 | Hunter's Bane Blood Maledict | 1d8 | 4 |
| 17 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 4 |
| 18 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
| 19 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
| 20 | + 6 | Hunter's Bane Blood Maledict | 1d10 | 5 |
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 13
Livello 14
Livello 15
Livello 16
Livello 17
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Livello 9
Competenze
light
medium
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Hunter's Bane (Level 1)
Beginning at 1st level, you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. Choose a type of creature: fey, fiends, or undead. You have advantage on Wisdom (Survival) checks to track your chosen type of creature, as well as on Intelligence checks to recall information about them.
You choose one additional type of creature at 6th and 14th level.
Blood Maledict (Level 1)
Also at 1st level, you gain the ability to channel, or sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the "Blood Curses" section on the "Other Options & Features" page. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you gain a level in this class, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse and reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value instead of rolling. The reduction to your hit point maximum lasts until you finish a short or long rest.
An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Hemocraft save DC
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice starting at 6th level, three times starting at 13th level, and four times starting at 17th level.
Fighting Style (Level 2)
At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Crimson Rite (Level 2)
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you can activate a crimson rite of your choice on a single weapon you are holding. When you activate a rite, your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.
The rite lasts for 1 minute, or until you aren't holding the weapon at the end of your turn.
While the rite is in effect, attacks you make with this weapon are magical, and when you hit a creature with an attack made with the weapon, you can deal extra damage equal to your hemocraft die of the type determined by the chosen rite. You can deal this extra damage only once per turn, but starting at 11th level you may deal the extra damage from this feature more than once a turn. The amount of damage increases as you level up, as shown in the hemocraft die column on Blood Hunter class table. A weapon can hold only one active rite at a time.
You learn an additional Rite of your choice at 7th level, and another at 14th.
Primal Rites
Starting at 3rd level you may choose from the following:
Rite of the Flame
Your rite damage is fire damage.
Rite of the Frozen
Your rite damage is cold damage.
Rite of the Storm
Your rite damage is lightning damage.
Esoteric Rites
Starting at 14th level you may choose from the following:
Rite of the Acrid
Your rite damage is acid damage.
Rite of the Dead
Your rite damage is necrotic damage.
Rite of the Roar
Your rite damage is thunder damage.
Blood Hunter Order (Level 3)
At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of the Ghostslayer, Order of the Profane Soul, Order of the Mutant, or Order of the Lycan, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Brand of Castigation (Level 6)
At 6th level, whenever you damage a creature with your crimson rite feature, you can choose to sear an arcane brand of hemocraft magic into it as a reaction and your current and maximum hit points are reduced by an amount equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. The reduction to your hit point maximum lasts until you finish a short or long rest.
You always know the direction to the branded creature while it is within 1 mile of you, and each time the branded creature deals damage to you, the branded creature takes psychic damage equal to your Intelligence modifier (minimum of 1).
Your brand lasts for 1 hour, or until you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to a third of your blood hunter level (rounded down).
Once you use this feature, you can't use it again until you finish a short or long rest.
Blood Maledict Improvement (Level 6)
Beginning at 6th level, you can use your Blood Maledict feature twice between rests.
Hunter's Bane Improvement (Level 6)
At 6th level, you can choose one additional type of creature from the options in your Hunter's Bane feature.
You choose one additional type of creature at 14th level.
Order feature (Level 7)
At 7th level, you gain a feature granted by your Blood Hunter Order.
Crimson Rite Improvement (Level 7)
At 7th level, you learn an additional Rite of your choice from those available.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Grim Psychometry (Level 9)
When you reach 9th level, you can call up visions of the past that relate to an object you hold. You spend at least 10 minutes in meditation, then receive dreamlike, shadowy glimpses of recent events.
After meditating for 10 minutes, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence modifier), you can spend 1 additional minute for each owner to learn the same information about that creature.
You can continue meditating in this way after the visions begin for a number of minutes equal to your Intelligence modifier and must maintain concentration during that time, as if you were casting a spell.
If this feature has been used on the held object within the last 7 days it yields no visions at all.
Once you use this feature, you can't use it again until you finish a short or long rest.
Dark Augmentation (Level 10)
Upon reaching 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of 1).
Order feature (Level 11)
At 11th level, you gain a feature granted by your Blood Hunter Order.
Crimson Rite Improvement (Level 11)
At 11th level, you may deal the extra damage from this feature more than once a turn.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Brand of Tethering (Level 13)
Starting at 13th level, the psychic damage from your Brand of Castigation feature increases to twice your Intelligence modifier (minimum of 2).
In addition, a branded creature's speed is halved, and if a creature branded by you attempts to teleport or leave their current plane via an ability or spell (such as misty step or plane shift), they must first make a Wisdom saving throw against your hemocraft save DC. On a failed save the feature, trait or spell fails and the creature takes 3d6 psychic damage.
Blood Maledict Improvement (Level 13)
Beginning at 13th level, you can use your Blood Maledict feature three times between rests.
Hardened Soul (Level 14)
When you reach 14th level, you have advantage on saving throws against being charmed and frightened.
Crimson Rite Improvement (Level 14)
At 14th level, you learn an additional Rite of your choice from those available.
Hunter's Bane Improvement (Level 14)
At 14th level, you can choose one additional type of creature from the options in your Hunter's Bane feature.
Order feature (Level 15)
At 15th level, you gain a feature granted by your Blood Hunter Order.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Blood Maledict Improvement (Level 17)
Beginning at 17th level, you can use your Blood Maledict feature four times between rests.
Order feature (Level 18)
At 18th level, you gain a feature granted by your Blood Hunter Order.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sanguine Mastery (Level 20)
Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Whenever a blood hunter feature requires you to roll a hemocraft die, you can choose to use half the die's maximum value instead of rolling; this can be applied even when amplifying a blood curse.
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses of this feature when you finish a long rest.
In addition, whenever you score a critical hit with a weapon attack empowered by your Crimson Rite, you regain one expended use of your Blood Maledict feature.
Multiclasse
Requisiti Multiclasse
- DEX: 13 o STR: 13
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Exiled
Exiled (Level 3)
Perhaps they had begun to use their powers for their own ends, maybe there was no cost too high to pay for the destruction of their quarry or they simply learnt something the Orders would rather keep hidden...
Called 'selfish', 'deviants' or even 'evil' by both their specific order and the order as a whole the Exiled find themselves cast out and alone against the world.
However having survived the Hunter's Bane and the various trials of Blood Hunter training they remain unfaltering in their ambitions and desires, continuing to hone their bloody craft without the strict guidance of their peers no matter what dark path it may ultimately lead them down.
Stolen Secrets
At 3rd level you begin to use the secrets you studied from the order that ousted you, wielding their knowledge for your own gains. Choose one of the following to represent your old Blood Hunter order:
Ghostslayer
You gain the Rite of the Dawn and Curse Specialist features from the Order of the Ghostslayer subclass.
Profane Soul
You gain the Pact Magic feature from the Order of the Profane Soul subclass.
Additionally 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 warlock spells.
Mutant
You learn four mutagen formulas of your choice; formula options are detailed at the end of the Mutant Order's description. Additionally gain the Mutagencraft feature from the Order of the Mutant subclass.
Lycan
You gain the Hybrid Transformation and Heightened Senses features from the Order of the Lycan subclass.
The choice you make determines some of your other subclass features, as noted below.
Ravenous Rite
Additionally at 3rd level your own studies have borne fruit, having discovered a way to bolster yourself as your hemocraft causes harm to your foes.
Whenever you hit a creature with a weapon for which you have an active crimson rite, you gain temporary hit points equal to the roll of your hemocraft die.
Forbidden Lore (Level 7)
At 7th level your continued delving into the secrets you gleaned during your time in your previous order have yielded new means to exercise your powers. Depending on which order you chose for your stolen secrets feature, you gain one of the following:
Ghostslayer — Cursed Control
Rather than simply destroying undead, you considered the possibility of bending them to your will through your hemocraft. As an action you may spend a use of your blood maledict feature to target one undead creature you can see within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target obeys your commands for the next 24 hours, or until you use this feature again. A creature whose challenge rating is equal to or greater than your level is immune to this effect.
Additionally at 11th level you may spend a use of your blood maledict feature to reduce your current and maximum hit points by an amount equal to your hemocraft die's maximum value and cast the spell danse macabre; when you do so, you must finish a long rest before you can do so again.
Profane Soul — Dark Bargain
You have learned how to use your own life force to power your spells; you are able to cast a Warlock spell you know of 1st level or higher by reducing your current and maximum hit points by an amount of your hemocraft dice equal to the level of the spell. The reduction to your hit point maximum lasts until you finish a long rest. You die if this reduces your hit point maximum to 0.
Mutant — Malleable Physiology
Absent of the strictures of the order your experimentation with more exotic mutagens has given you abilities beyond those of your rule-bound peers. You learn one exotic mutagen formula of your choice from the options listed at the end of this subclass. You gain an additional exotic mutagen formula at 11th level, and 15th level.
Additionally, when you gain a level in this class, you can choose one of the mutagen or exotic mutagen formulas you already know and replace it with a new exotic mutagen formula.
Lycan — Hunter's Boon
While you are in your hybrid form you gain a formidable bite attack. When making a melee attack with your bite, you have a reach of 5 feet and deal 1d10 piercing damage on a hit. You add your Strength modifier to the attack and damage rolls. A creature hit by your bite must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier or be cursed with lycanthropy. When you apply your Crimson Rite to your unarmed strikes, this includes your bite.
Additionally at 11th level you gain the Advanced Transformation feature from the Order of the Lycan subclass.
Brand of Vital Hunger (Level 11)
At 11th level your delving into dark lore allows your brand to drain the very life from your foes and feed your own.
When a creature is branded by you it must make a Constitution saving throw against your hemocraft save DC. On a failed save the branded creature gains 1 level of exhaustion and takes necrotic damage, which can't be reduced in any way, equal to your Blood Hunter level while you gain temporary hit points equal to the same amount.
The creature repeats the Constitution saving throw every 10 minutes for the duration of the Brand, if a creature's saving throw is successful, the creature is immune to the Brand of Vital Hunger for the next 10 minutes. All levels of exhaustion gained from this brand are removed at the end of the brand's duration.
Blood Curse of Igneous Exsanguination (Level 15)
At 15th level you've unlocked the secret to simply manipulating the blood within other's veins to your needs, something you use to violent and visceral effect. You gain the Blood Curse of Igneous Exsanguination for your Blood Maledict feature. This does not count against your number of blood curses known.
Twisted Teachings (Level 18)
Starting at 18th level your pursuit for forbidden knowledge leads finally, to your enlightenment; the true realisation of your bloody power unfolds before you as easily as you might turn pages in a book. Depending on which order you chose for your stolen secrets feature, you gain one of the following:
Ghostslayer — Sinister Siphon
A terrible thought has plagued but broadened your mind as you've grown in power, what are the living but undead-in-waiting? Even you will one day perish and become nought but a plaything of some foul necromancer, unless...
As a bonus action you may choose one creature under your control and deal necrotic damage to it, which can't be reduced in any way, equal to your Blood Hunter level; you then regain hit points equal to the damage dealt. If the targeted creature is reduced to 0 hit points by this feature it dies instantly and turns to dust. Each time you use this feature you extend your life by 1 month, however your appearance becomes subtly more gaunt and pallid.
Additionally your cursed control feature can now affect any type of creature, not only undead.
Profane Soul — Soul Stealer
You learn how to use the souls of other creatures to power your magic, instead of just your own. You may use your action to touch a creature within your reach, the target must make a Charisma saving throw. If it fails, it takes 10d10 necrotic damage and you regain all your expended warlock spell slots. If it succeeds, it takes half as much necrotic damage and you regain one expended warlock spell slot. If a creature is reduced to 0 hit points by this damage it dies instantly as its soul is consumed. Once you use this feature, you can't use it again until you finish a short or long rest.
Mutant — Monstrous Mutagens
Continued and eager experimentation has unlocked the keys to mold your flesh like clay, allowing you to take on truly terrfying new forms. You learn one monstrous mutagen formula of your choice from the options listed at the end of this subclass; additionally you can choose one of the mutagen or exotic mutagen formulas you already know and replace it with a new monstrous mutagen formula.
When the effect of one of these mutagens ends roll 1d100, on a 1 you are permanently transformed into a Mutated Spawn. Your game statistics, including mental ability scores, are replaced by the statistics of the mutated spawn. You assume the hit points of your new form, and you are limited in the actions you can perform by the nature of your new form. Your gear falls to the ground.
This change can only be reverted by a spell such as reincarnate, true resurrection, or wish.
Lycan — Unstoppable Beast
You've felt the call of the wild growing inside you since you were first afflicted with lycanthropy, although no longer do you call it a curse but a blessing; your very soul becoming as feral as your countenance, surrendering control almost completely. While you are in your hybrid form you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered, and when you use the attack action to make an unarmed strike or an attack with your bite you can make two additional unarmed strikes as a bonus action rather than just one.
Additionally the bloodlust feature of your hybrid form is replaced entirely with the following: whenever a hostile creature damages you while you are in your hybrid form, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Order of the Ghostslayer
Order of the Ghostslayer (Level 3)
The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.
Rite of the Dawn
When you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).
Rite of the Dawn
Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
Your weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Whenever you hit an undead creature with a weapon using this rite, it takes extra radiant damage equal to your Intelligence modifier (minimum of 1).
Curse Specialist
Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Supernal Surge (Level 7)
At 7th level, you've learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action you can spend a use of this feature to make one additional weapon attack as a bonus action and become temporarily spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside a creature or an object. If you are inside a creature or an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
You can use this feature once. Beginning at 15th level, you can use your Supernal Surge feature twice. You regain all expended uses when you finish a long rest.
Brand of Sundering (Level 11)
Beginning at 11th level, your Brand of Castigation now exposes a fragment of your foe's essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can't move through creatures or objects.
Blood Curse of the Exorcist (Level 15)
At 15th level, you've honed your hemocraft to tear wicked influence from your allies, punishing those who would infiltrate their body and mind. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn't count against your number of blood curses known.
Vengeful Spirit (Level 18)
Upon reaching 18th level, you learn to project your spirit to continue fighting while on the edge of death. When you are reduced to 0 hit points but not killed outright, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and you continue to make death saving throws as per normal.
At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and acts on each of your turns under your control. Your spirit form shares your game statistics, can move through other creatures and objects as if they were difficult terrain, and is immune to cold, necrotic and nonmagical damage.
If your spirit form takes any damage, your body dies, your spirit moves more than 30 feet away from your body or you regain at least 1 hit point, your spirit form vanishes and drops your weapons in its space.
Once you use this feature, you can't use it again until you finish a long rest.
Order of the Lycan
Order of the Lycan (Level 3)
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo "The Taming," a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one's own willpower, combined with the secrets of the order's blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.
Heightened Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hybrid Transformation
Upon choosing this archetype at 3rd level, you begin to control the lycanthropic curse that now flows through your blood. As an action, you can transform into your Hybrid form for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 Hit Points, or die. Once you use this feature, you must finish a short or long rest before you can use it again.
While you are transformed, you gain the following features:
Feral Might
You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +1 bonus to the damage roll. This bonus increases to +2 at 11th level and to +3 at 18th level.
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. While you are not wearing heavy armor or wielding a shield, you gain a +1 bonus to your AC.
Predatory Strikes
You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. Your unarmed strikes deal 1d4 bludgeoning or slashing damage (your choice). This damage increases to 1d6 at 7th level and 1d8 at 11th level.
Additionally, when you transform into your hybrid form and whenever you use the Attack action to make an unarmed strike, you can make one unarmed strike as a bonus action.
Cursed Weakness
You have vulnerability to damage from silvered weapons.
Bloodlust
If you've taken damage since the start of your last turn, you must make a Wisdom saving throw to maintain control of yourself at the start of your turn. The DC equals 10, or half of the total damage you've taken since the start of your previous turn, whichever number is higher.
On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature; if you can make extra attacks as part of the Attack action, you use those extra attacks. If there is more than one possible target, the DM chooses between the targets. You then regain control of your character for the remainder of your turn.
If you are under an effect that prevents you from concentrating (like the barbarian's Rage feature), you automatically fail this saving throw.
The benefits of this feature replace the rules for Lycanthropy within the Monster Manual.
The Onus of Lycanthropy
Those inducted into the Order of the Lycan choose this path with conviction, understanding the terrible burden it is and the challenges it brings. Where most who embrace this curse grow wicked, mad, even murderous, these blood hunters accept the gifts of the beast while maintaining control through intense training and blood magic. These factors enable a member of the Order of the Lycan to prevent the spread of their curse through blood, should they wish to. One of the most sacred oaths of this order is to never infect another without the order's sanction.
Should a member of the Order of the Lycan be cured of the lycanthropic curse, it is a terrible shame on their name, the order, and those who carry the curse still. There have been passages written about members being cleansed against their will, but those brothers and sisters readily return to the order to undergo a renewed initiation of The Taming, reintroducing the curse to their bodies and restoring their honor.
Lycanthropy comes in many forms. Each version of the curse is bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations. The strain of the curse defines the beast a hybrid form will share, but the features the curse bestows remain relatively uniform across strains.
Stalker's Prowess (Level 7)
At 7th level, your speed increases by 10 feet while you aren't wearing heavy armor. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.
Improved Predatory Strikes
While in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Transformation (Level 11)
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.
Lycan Regeneration
At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left.
Iron Volition (Level 15)
At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form.
Brand of the Voracious (Level 15)
Also at 15th level, your Brand of Castigation now binds your foe to your hunter's thirst for savagery. While in your hybrid form, your attacks have advantage against a creature branded by you.
Hybrid Transformation Mastery (Level 18)
At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid form feature three times instead of two, and your hybrid form now lasts for up to 1 hour.
Blood Curse of the Howl (Level 18)
Also at 18th level you gain the Blood Curse of the Howl for your Blood Maledict feature. This does not count against your number of blood curses known.
Order of the Mutant
Order of the Mutant (Level 3)
The process of the Hunter's Bane is a painful, scarring, and sometimes fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one's own physiology through a combination of hemocraft and corrupted alchemy. Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, overtime, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.
Formulas
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you choose to learn four mutagen formulas. Your formula options are detailed on the "Other Options & Features" page. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.
Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.
Mutagencraft
At 3rd level, you can concoct a two mutagens when you finish a long rest. Starting at 7th level, the number of mutagens you can create when you finish a long rest increases to three, and you can create four mutagens at 15th level.
As a bonus action you can consume a single mutagen, and the effects and side effects last for 1 hour. While one or more mutagens are affecting you, you can use an action to focus and flush the toxins from your system, ending the effects and side effects of all mutagens.
Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used within 24 hours.
Mutagens
You can find the descriptions for each mutagen on the "Other Options & Features" page.
Strange Metabolism (Level 7)
Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain advantage on saving throws against poison, and you have resistance against poison damage.
In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As an action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.
Once you use this feature to resist side effects, you can't do so again until you finish a long rest.
Brand of Axiom (Level 11)
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature.
If a creature branded by you is under the effect of any illusion spell, the polymorph spell, the Change Shape action, the Shapechanger trait, the Wild Shape feature, or a similar effect, it must succeed on a Wisdom saving throw. On a failed save the illusion spell (if any) ends, it reverts to its true form (if changed) and is stunned until the end of your next turn.
If a creature's saving throw is successful, the creature is immune to the Brand of Axiom for the next 10 minutes.
Blood Curse of Corrosion (Level 15)
Starting at 15th level, your blood curse can wrack a creature's body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This does not count against your number of blood curses known.
Exalted Mutation (Level 18)
At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
Or instead you can spend two uses of this feature to gain the effects and side effects of one mutagen you know the formula for, as if you had consumed the mutagen normally.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.
Order of the Profane Soul
Order of the Profane Soul (Level 3)
Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in the irresilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul.
Otherworldly Patron
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:
The Archfey, the Fiend, or the Great Old One, detailed in the Player's Handbook
The Undying, from Sword Coast Adventurer's Guide
The Celestial or the Hexblade, from Xanathar's Guide to Everything
The Fathomless or the Genie, from Tasha's Cauldron of Everything
The Undead, from Van Richten's Guide to Ravenloft
The choice you make augments some of your subclass features, as noted below.
Pact Magic
When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spell casting and chapter 11 of the Player's Handbook for the Warlock spell list.
Cantrips
You learn two cantrips of your choice from the Warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
Spell Slots
The Profane Soul 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 Warlock 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 witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Warlock spell list.
The Spells Known column of the Profane Soul table shows when you learn more Warlock spells of your choice of 1st level and higher. 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 learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spell casting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Rite Focus
Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. 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 warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).
The Archfey
When you damage a creature with a weapon for which you have an active crimson rite, that creature glows with faint light until the end of your next turn. For the duration the creature can't benefit from being invisible or from any cover, except for full cover.
The Celestial
You can expend a use of your Blood Maledict feature as a bonus action to heal one creature that you can see within 60 feet of you other than yourself. They regain a number of hit points equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1).
The Fathomless
You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon for which you have an active crimson rite, you can reduce that creature's speed by 10 feet until the start of your next turn.
The Fiend
When you damage a creature with a weapon for which you have an active crimson rite, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use.
The Genie
As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts until the end of your next turn.
The Great Old One
When you score a critical hit against a creature, that creature and any other creatures of your choice within 5 feet of it are frightened of you until the end of your next turn.
The Hexblade
When you successfully target a creature with a blood curse, the next time you hit that creature with an attack while the curse is in effect, the attack deals additional damage equal to your proficiency bonus.
The Undead
When you take necrotic damage, you can use your reaction to halve that damage. In addition, your appearance changes to reflect some aspect of your patron while you have any crimson rite active.
The Undying
Whenever you reduce a hostile creature with a CR equal to half your character level (rounded up) or higher to 0 hit points, you regain a number of hit points equal to one roll of your hemocraft die.
Mystic Frenzy (Level 7)
Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.
Revealed Arcana (Level 7)
At 7th level, your patron grants you the use of a distinctive spell based on your pact. You can cast this spell without expending a spell slot, and can't do so again until you finish a long rest.
The Archfey
You can cast blur.
The Celestial
You can cast lesser restoration.
The Fathomless
You can cast gust of wind.
The Fiend
You can cast scorching ray.
The Genie
You can cast phantasmal force.
The Great Old One
You can cast detect thoughts.
The Hexblade
You can cast branding smite.
The Undead
You can cast blindness/deafness.
The Undying
You can cast silence.
Brand of the Sapping Scar (Level 11)
Upon reaching 11th level, 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.
Unsealed Arcana (Level 15)
At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can't do so again until you finish a long rest.
The Archfey
You can cast slow.
The Celestial
You can cast revivify.
The Fathomless
You can cast lightning bolt.
The Fiend
You can cast fireball.
The Genie
You can cast protection from energy.
The Great Old One
You can cast haste.
The Hexblade
You can cast blink.
The Undead
You can cast speak with dead.
The Undying
You can cast bestow curse.
Blood Curse of the Souleater (Level 18)
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.