{"name":"Blood Hunter","overview":"Often feared or misunderstood, and driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt to better stalk and survive their prey. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.\r\nSource: DMSGuild\r\n\r\nYou must have an Intelligence or Wistom score of 13 or higher and a Strength or Dexterity score of 13 or higher in order to multiclass in or out of this class.\r\n[table]\r\n[tr]\r\n[td]The Blood Hunter[\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Level[\/td]\r\n[td]Proficenecy[\/td]\r\n[td]Hemocraft[\/td]\r\n[td]Blood Curses[\/td]\r\n[td]Features[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]2[\/td]\r\n[td]Hunters bane, Blood maledict[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]2[\/td]\r\n[td]Fighting Style, Crimson Rite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]2[\/td]\r\n[td]Blood Hunter Order[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]1d4[\/td]\r\n[td]2[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]3[\/td]\r\n[td]Extra Attack[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]3[\/td]\r\n[td]Brand of Castigation, Maledict (2\/rest)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]3[\/td]\r\n[td]Order Feature, Primal Rite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]1d6[\/td]\r\n[td]3[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]1d6[\/td]\r\n[td]4[\/td]\r\n[td]Grim Pyscchometry[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]1d6[\/td]\r\n[td]4[\/td]\r\n[td]Dark Augmentation[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]1d8[\/td]\r\n[td]4[\/td]\r\n[td]Order Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]1d8[\/td]\r\n[td]4[\/td]\r\n[td]Ability Score Increases[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]5[\/td]\r\n[td]Brand of Tethering, Maledict (3\/rest)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]5[\/td]\r\n[td]Hardend Soul, Esoteric Rite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]5[\/td]\r\n[td]Order Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]1d8[\/td]\r\n[td]5[\/td]\r\n[td]Ability Score Increases[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]6[\/td]\r\n[td]Maledict (4\/rest)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]6[\/td]\r\n[td]Order Feature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]6[\/td]\r\n[td]Ability Score Increase[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]1d10[\/td]\r\n[td]6[\/td]\r\n[td]Sanguine Mastery[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hit_dice":"1d10 per Blood Hunter Level","hit_points_at_1st_level":"10 + Constituion Modifer","hit_points_at_higher_levels":"1d10 (or 6) +your constitution modifier per blood hunter level after 1st","armor_proficiencies":"Light, Medium, Sheild","weapon_proficiencies":"Simple, Martial","tools":"Alchemist Supplies","saving_throws":"Dexterity, Intelligence or Strength, Wisdom, based on your Hemocraft modifier","skills":"Choose three from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Religion, Perception and Survival","starting_equipment":"(a) a martial weapon or (b) two simple weapons\r\n(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts\r\n(a) studded leather armor or (b) scale mail armor\r\nan explorer's pack","spellcasting":"","class_features":"[b]Hunter's Bane[\/b]\r\nBeginning at 1st level, you have survived the Hunter\u2019s Bane, a dangerous, long-guarded ritual that alters your life\u2019s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, undead, or monstrosities, as well as on Intelligence ability checks to recall information about them.\r\n\r\nThe Hunter\u2019s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature\u2019s effects. The saving throw DC is calculated as follows:\r\n\r\nHemocraft save DC = 8 + your proficiency bonus + your Intelligence or Wistom modifier.\r\n\r\n[b]Blood Maledict[\/b]\r\nAt 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain two Blood Curses of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, and 17th level.\r\n\r\nWhen you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse\u2019s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.\r\n\r\nYou can use this feature twice. Beginning at 5th level, you can use your Blood Maledict feature twice, at 9th level you can use it three times between rests,\u00a0and at 13th level you can use it four times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a long rest.\r\n\r\n[b]Fighting Style[\/b]\r\nAt 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[b]Archery.[\/b] You gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[b]Blind Fighting. [\/b]You have blindsight with a range of 10 feet. Within that range,\u00a0you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.\r\n\r\n[b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[b]Great Weapon Fighting.[\/b] When you roll a 1 or 2 on a non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[b]Thrown Weapon Fighting.[\/b]\u00a0You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.\r\n\r\n[b]Tunnel Fighter.\u00a0[\/b]As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.\r\n\r\n[b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[b]Crimson Rite[\/b]\r\nAt 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.\r\n\r\nAs a bonus action, you activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren\u2019t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.\r\n\r\nWhile active, attacks from this weapon deal an additional 1d4 damage of the chosen rite\u2019s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.\r\n\r\nYou learn an additional Primal Rite of your choice at 7th level, and choose an Esoteric Rite to learn at 14th level.\r\n\r\n[b]Primal Rites[\/b]\r\n[b]Rite of the Flame.[\/b] Your rite damage is fire damage.\r\n\r\n[b]Rite of the Frozen.[\/b] Your rite damage is cold damage.\r\n\r\n[b]Rite of the Storm.[\/b] Your rite damage is lightning damage.\r\n\r\n[b]Rite of the Miasma. [\/b]Your rite damage is poison damage.\r\n\r\n[b]Rite of the Corroding. [\/b]Your rite damage is acid damage.\r\n\r\n[b]Esoteric Rites[\/b]\r\n[b]Rite of the Dead.[\/b] Your rite damage is necrotic damage.\r\n\r\n[b]Rite of the Oracle.[\/b] Your rite damage is psychic damage.\r\n\r\n[b]Rite of the Roar.[\/b] Your rite damage is thunder damage.\r\n\r\n[b]Blood Hunter Order[\/b]\r\nAt 3rd level, you commit to an order of blood hunter martial focus. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.\r\n\r\n[b]Order Source[\/b]\r\n[b]Ghostslayer[\/b] DMSGuild\r\n\r\n[b]Lycan[\/b] DMSGuild\r\n\r\n[b]Mutant[\/b] DMSGuild\r\n\r\n[b]Profane Soul[\/b] DMSGuild\r\n\r\n[b]Ability Score Improvement[\/b]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th and 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.\r\n\r\n[b]Brand of Castigation[\/b]\r\nAt 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 (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of the branded creature, it suffers psychic damage equal to your Hemocraft\u00a0modifier (minimum of 1 damage).\r\n\r\nYour brand lasts until you dismiss it, or 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 half of your blood hunter level (maximum of 9th level spell).\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n\r\n[b]Grim Psychometry[\/b]\r\nWhen you reach 9th level, you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. At the DM\u2019s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.\r\n\r\n[b]Dark Augmentation[\/b]\r\nStarting at 10th level, the magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Hemocraft modifier (minimum of +1).\r\n\r\n[b]Brand of Tethering[\/b]\r\nStarting at 13th level, the psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can\u2019t 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.\r\n\r\n[b]Hardened Soul[\/b]\r\nWhen you reach 14th level, you have advantage on saving throws against being charmed and frightened.\r\n\r\n[b]Sanguine Mastery[\/b]\r\nUpon reaching 20th level, your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a blood hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.\r\nAdditionally, whenever you score a critical hit with a weapon for which you have an active crimson rite, you regain one expended use of your Blood Maledict feature.\r\n\r\n\r\n[b]Blood Curses[\/b]\r\nAs a blood hunter, you have access to a range of blood curses that can tax the resilience of any foe.\r\n\r\n[b]Blood Curse of the Anxious[\/b]\r\nAs a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.\r\n[i]Amplify.[\/i] The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.\r\n\r\n[b]Blood Curse of Binding[\/b]\r\nAs a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature\u2019s speed is reduced to 0 and it can\u2019t use reactions until the end of your next turn.\r\n[b][i]Amplify.[\/i][\/b] This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.\r\n\r\n[b]Blood Curse of Bloated Agony[\/b]\r\nAs a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.\r\n\r\n[b][i]Amplify.[\/i][\/b] This curse lasts for 1 minute. 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.\r\n\r\n[b]Blood Curse of Corrosion[\/b]\r\n[i]Prerequisite: 15th level[\/i]\r\n\r\nAs a bonus action, you cause a creature within 30 feet of you to become poisoned. The poisoned creature takes 1d6 poison damage at the start of each of its turns. 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.\r\n\r\n[b][i]Amplify. [\/i][\/b]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.\r\n\r\n[b]Blood Curse of the Exorcist[\/b]\r\n[i]Prerequisite: 15th level, Order of the Ghostslayer[\/i]\r\n\r\nAs a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed. The creature who initiated the effect takes 1d6 psychic damage when the effect ends.\r\n\r\n[b][i]Amplify.[\/i][\/b] A creature that charmed, frightened, or possessed the target of your curse takes 4d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.\r\n\r\n[b]Blood Curse of Exposure[\/b]\r\nWhen a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target\u2019s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).\r\n\r\n[b][i]Amplify.[\/i][\/b] The target instead gains vulnerability to those damage types until the end of its next turn.\r\n\r\n[b]Blood Curse of the Eyeless[\/b]\r\nWhen a creature you can see within 30 feet of you makes an attack, you can use your reaction to momentarily blind the creature, imposing disadvantage. You can choose to use this feature after the creature\u2019s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.\r\n\r\n[b][i]Amplify.[\/i][\/b] You apply this curse to all the creature\u2019s attack rolls until the end of the creature\u2019s turn. \r\n\r\n[b]Blood Curse of the Fallen Puppet[\/b]\r\nWhen a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.\r\n\r\n[b][i]Amplify.[\/i][\/b] You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).\r\n\r\n[b]Blood Curse of the Howl[\/b]\r\n[i]Prerequisite: 18th level, Order of the Lycan[\/i]\r\n\r\nAs an action, you unleash a bloodcurdling howl. Each creature within 60 feet of 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.\r\n\r\nYou can choose any number of creatures you can see to be unaffected by the howl.\r\n\r\n[b][i]Amplify.[\/i][\/b] Any failure results in the creature being stunned.\r\n\r\n[b]Blood Curse of the Marked[\/b]\r\nAs a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed 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.\r\n\r\n\r\n[b][i]Amplify.[\/i][\/b] The next attack roll you make against the target before the end of your turn has advantage.\r\n\r\n[b]Blood Curse of the Muddled Mind[\/b]\r\nAs a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.\r\n\r\n[b][i]Amplify.[\/i][\/b] The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.\r\n\r\n[b]Blood Curse of the Soul Eater[\/b]\r\n[i]Prerequisite: 18th level, Order of the Profane Soul[\/i]\r\n\r\nWhen a creature that isn\u2019t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you make attacks with advantage and you have resistance to all damage.\r\n\r\n[b][i]Amplify.[\/i][\/b] Additionally, you regain an expended warlock spell slot. Once you\u2019ve amplified this blood curse, you must finish a long rest before you can amplify it again.","subclass_options":"[b]Order of the Ghostslayer[\/b]\r\nThe 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.\r\n\r\n[b]Rite of the Dawn[\/b]\r\nWhen you join this order at 3rd level, you learn the Rite of the Dawn esoteric rite.\r\n\r\n[b]Rite of the Dawn.[\/b] Your rite damage is radiant damage.\r\n\r\nWhile the rite is active, you gain the following benefits:\r\n\r\n\u2022 Your weapon sheds bright light out to a radius of 20 feet.\r\n\u2022 You have resistance to necrotic damage.\r\n\u2022 Your weapon deals one additional hemocraft die of rite damage when you hit an undead.\r\n\r\n[b]Curse Specialist[\/b]\r\nBeginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature, and learn one more Blood Curse. In addition, your blood curses can target any creature, whether it has blood or not.\r\n\r\n[b]Ethereal Step[\/b]\r\nUpon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you aren\u2019t incapacitated. 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.\r\nThis feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.\r\n\r\n[b]Brand of Sundering[\/b]\r\nStarting at 11th level, your Brand of Castigation exposes a fragment of your foe\u2019s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a 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\u2019t move through creatures or objects while branded.\r\n\r\n[b]Blood Curse of the Exorcist[\/b]\r\nAt 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies\u2014and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn\u2019t count against your number of blood curses known.\r\n\r\n[b]Rite Revival[\/b]\r\nUpon reaching 18th level, 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\u2019t die outright, you can choose to have all your active crimson rites end and regain a roll of your hemocraft die for each rite ended in hit points instead.\r\n\r\n\r\n\r\n[b]Order of the Ly[\/b][b]can[\/b]\r\nOf 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 \u201cThe Taming,\u201d 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\u2019s own willpower, combined with the secrets of the order\u2019s 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.\r\n\r\n[b]Heightened Senses[\/b]\r\nStarting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.\r\n\r\n[b]Hybrid Transformation[\/b]\r\nAlso at 3rd level, you learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special 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.\r\nThis feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nWhile you are transformed, you gain the following features:\r\n\r\n[i]Feral Might.[\/i] You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level.\r\n\r\n[i]Resilient Hide. [\/i]You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.\r\n\r\n[i]Predatory Strikes.[\/i] You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one 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 11th level.\r\n\r\nAdditionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action.\r\n\r\nYour unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level and to 1d10 at 18th level.\r\n\r\n[i]Bloodlust.\u00a0[\/i]If you start your turn with fewer hit points than half your hit point maximum, 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\u2019re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian\u2019s Rage feature), you automatically fail this saving throw.\r\n\r\nIf 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.\r\n\r\n\r\n[b]Stalker's Prowess[\/b]\r\nAt 7th level, your speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit.\r\n\r\n[i]Improved Predatory Strikes. [\/i]You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally, when you have an active crimson rite on your unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[b]Advanced Transformation[\/b]\r\nAt 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. Your hybrid form also gains the following additional benefit.\r\n\r\n[i]Lycan Regeneration.[\/i] At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, 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.\r\n\r\n[b]Brand of the Voracious[\/b]\r\nStarting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter\u2019s ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.\r\n\r\n[b]Hybrid Transformation Mastery[\/b]\r\nAt 18th level, you have mastered your inner predator. 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.\r\nYou also gain the Blood Curse of the Howl for your Blood Maledict feature. This doesn\u2019t count against your number of blood curses known.\r\n\r\n\r\n\r\n[b]Order of the Profane Soul-[\/b]\r\nThose 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 their resilience 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\u2019ve drawn the attention of the Order of the Profane Soul.\r\n\r\n[b]Profane Soul Spellcasting[\/b]\r\nBlood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level\r\n3rd 2 2 1 1st\r\n4th 2 2 1 1st\r\n5th 2 3 1 1st\r\n6th 2 3 2 1st\r\n7th 2 4 2 2nd\r\n8th 2 4 2 2nd\r\n9th 2 5 2 2nd\r\n10th 3 5 2 2nd\r\n11th 3 6 2 2nd\r\n12th 3 6 2 2nd\r\n13th 3 7 2 3rd\r\n14th 3 7 2 3rd\r\n15th 3 8 2 3rd\r\n16th 3 8 2 3rd\r\n17th 3 9 2 3rd\r\n18th 3 9 2 3rd\r\n19th 3 10 2 4th\r\n20th 3 10 2 4th\r\n\r\n[b]Otherworldly Patron[\/b]\r\nWhen you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the Player\u2019s Handbook, the Undying within the Sword Coast Adventurer\u2019s Guide, and the Celestial or Hexblade in Xanathar\u2019s Guide to Everything. Your choice augments some of your order features.\r\n\r\n[b]Pact Magic[\/b]\r\nWhen you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player\u2019s Handbook for the general rules of spellcasting and chapter 11 of the Player\u2019s Handbook for the Warlock spell list.\r\n\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.\r\n\r\n[b]Spell Slots.[\/b] 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.\r\n\r\nFor 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.\r\n\r\nSpells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe 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\u2019s shown in the table\u2019s 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.\r\n\r\nAdditionally, 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.\r\n\r\n[b]Spellcasting Ability.[\/b] Intelligence is your spellcasting 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.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Intelligence modifier.\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier.\r\n\r\n\r\n[b]Rite Focus[\/b]\r\nBeginning 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\u2019s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).\r\n\r\n[b]The Archfey.[\/b] When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can\u2019t benefit from half cover, three-quarters cover, or being invisible.\r\n\r\n[b]The Fiend.[\/b] When you hit a creature with your Rite of the Flame, if you roll a 1 or 2 on your hemocraft die, you can reroll the die and choose which roll to use.\r\n\r\n[b]The Great Old One.[\/b] When you score a critical hit against a creature while using the weapon, that creature is frightened of you until the end of your next turn.\r\n\r\n[b]The Undying.[\/b] Whenever you reduce a hostile creature to 0 hit points using a weapon, you regain a number of hit points equal to one roll of your hemocraft die.\r\n\r\n\r\n[b]The Celestial.[\/b] 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. They regain a number of hit points equal to one roll of your hemocraft damage die + your Intelligence modifier (minimum of 1).\r\n\r\n[b]The Hexblade.[\/b] Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.\r\n\r\n[b]Mystic Frenzy[\/b]\r\nStarting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.\r\n\r\n[b]Revealed Arcana[\/b]\r\nAt 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.\r\n\r\n[b]The Archfey.[\/b] You can cast Blur once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Fiend.[\/b] You can cast Scorching Ray once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n\r\n[b]The Great Old One.[\/b] You can cast Detect Thoughts once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Undying.[\/b] You can cast Blindness\/Deafness once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Celestial.[\/b] You can cast Lesser Restoration once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Hexblade.[\/b] You can cast Branding Smite once using a pact magic spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]Brand of the Sapping Scar[\/b]\r\nUpon reaching 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against your warlock spells.\r\n\r\n[b]Unsealed Arcana[\/b]\r\nAt 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.\r\n\r\n[b]The Archfey.[\/b] You can cast Slow once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Fiend.[\/b] You can cast Fireball once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Great Old One.[\/b] You can cast Haste once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Undying.[\/b] You can cast Bestow Curse once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Celestial.[\/b] You can cast Revivify once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]The Hexblade.[\/b] You can cast Blink once without expending a spell slot. You can\u2019t do so again until you finish a long rest.\r\n\r\n[b]Blood Curse of the Souleater[\/b]\r\nStarting 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.\r\n","table_data":"","source":"","jsondata":"","tags":"Blood Hunter, Class, modified","templateId":"5460","blockId":"982047","world":"","isShared":"on"}