Blood Hunter, variant (5e Class)
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- 1 Blood Hunter
- 1.1 Class Features
- 1.1.1 Table: The Blood Hunter
- 1.1.2 Hunter's Bane
- 1.1.3 Crimson Rite
- 1.1.4 Blood Malediction
- 1.1.5 Fighting Style
- 1.1.6 Blood Hunter Order
- 1.1.7 Ability Score Improvement
- 1.1.8 Brand of Castigation
- 1.1.9 Grim Psychometry
- 1.1.10 Dark Augmentation
- 1.1.11 Brand of Tethering
- 1.1.12 Hardened Soul
- 1.1.13 Sanguine Mastery
- 1.1 Class Features
- 2 Blood Hunter Orders
- 2.1 Order of the Crimson Blade
- 2.2 Order of the Death Knights
- 2.3 Order of the Flagellant
- 2.4 Order of the Ghostslayer
- 2.5 Order of the Lycan
- 2.6 Order of the Mutant
- 3 Blood Hunter Multiclassing
In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow.
These folk are called ‘heroes.’
Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.
These folk are called ‘Blood Hunters.’
- Become the Enemy to Understand the Enemy
These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a blood hunter, and of the societies at large that shun them.
- Almost as Feared as their Prey
The nature of their abilities and training has bred many rumours across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.
- Creating a Blood Hunter
As you create your blood hunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and they wish to make amends for their folly? Or are they bent on vengeance for some past wound or loss that drove them to choose this dark warrior’s path?
While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the benefits of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A blood hunter without conviction is lost, and often an honest friend is enough to keep them from straying.
- Quick Build
You can make a Blood Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence, and then Constitution. Then, choose the Haunted One or Acolyte background. Next, choose Human (Variant) for your race, and take the Crossbow Expert feat. Now, for your starting equipment, choose a rapier and a shield, a hand crossbow and bolts, and studded leather armour.
As a Blood Hunter you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, and whips
Tools: Alchemist's Supplies
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, Insight, Investigation, Medicine, Perception, Sleight of Hand, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier and a shield or (b) two simple weapons
- (a) light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- an explorer's pack and a holy symbol
|Crimson Rite Damage Die||Blood Maledictions||Blood Curses Known||Features|
|1st||+2||1d4||—||—||Crimson Rite, Hunter's Bane|
|2nd||+2||1d4||1||2||Blood Malediction, Fighting Style|
|3rd||+2||1d4||1||2||Blood Hunter Order|
|4th||+2||1d4||1||2||Ability Score Improvement|
|6th||+3||1d6||2||3||Brand of Castigation|
|8th||+3||1d6||3||4||Ability Score Improvement|
|12th||+4||1d8||4||6||Ability Score Improvement|
|13th||+5||1d8||4||7||Brand Of Tethering|
|16th||+5||1d8||5||8||Ability Score Improvement|
|19th||+6||1d10||6||10||Ability Score Improvement|
Beginning at 1st level, you have survived the imbibing of the Hunter’s Bane, a poisonous alchemical concoction that alters your life’s blood, forever binding you to the darkness and honing your senses against it.
You gain a +2 bonus to damage rolls against Fey, Fiends, and Undead. You have advantage on Wisdom checks to track them, and Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
As a bonus action, you can 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’t 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.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s 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.
The damage type of your crimson rite is determined by your known rites. There are two types of rites; primal rites, and esoteric rites, detailed below. At 1st level, you learn one primal rite. You learn an additional Primal rite of your choice at 7th. At 14th level you choose an Esoteric Rite.
- Rite of the Fang: Your rite damage is poison type.
- Rite of the Flame: Your rite damage is fire type.
- Rite of the Frost: Your rite damage is cold type.
- Rite of the Storm: Your rite damage is lightning type.
- Rite of the Dawn: Your rite damage is radiant type.
- Rite of the Dead: Your rite damage is necrotic type.
- Rite of the Oracle: Your rite damage is psychic type.
- Rite of the Roar: Your rite damage is thunder type.
At 2nd level, you gain the knowledge to channel and sacrifice a part of your vital essence to manipulate your enemies, and cleanse your allies. You gain two blood curses of your choice, detailed below. You learn additional blood curses as you gain levels in this class, as shown in the Blood Curses Known column of the Blood Hunter table.
When you use your Blood Malediction, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to your crimson rite damage die. 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.
You can use this feature one time at 2nd level. You gain additional uses of this feature as you gain levels in this class, as shown in the Blood Maledictions column of the Blood Hunter table. You regain any expended uses whenever you finish a short or long rest.
- Blood Curses
The blood curses are presented in alphabetical order.
If a blood curse requires the target to make a saving throw, the save DC = 8 + your Intelligence modifier + your proficiency bonus.
- Blood Curse of Beguiling Influence
As an action, you can attempt to charm a humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute. You must concentrate(as if concentrating on a spell) to maintain the curse. The charmed target obeys your commands. If the target suffers any harm or receives a suicidal command, it repeats its saving throw, ending the effect on a success. When the curse ends, the target knows it was charmed by you. You must finish a long rest before invoking this blood curse again.
Amplify: The target makes their initial saving throw against this blood curse with disadvantage.
- Blood Curse of Binding
As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw or have their speed be reduced to 0 until the end of your next turn.
Amplify: This curse becomes ongoing, and can affect a creature regardless of their size category. You must concentrate on halting the target's movement(as if you were concentrating on a spell). The creature can use its action to make another Strength saving throw. On a success, this curse ends.
- Blood Curse of the Fallen Puppet
The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes one weapon attack against a target of your choice within its attack range.
Amplify: The creature makes two weapon attacks, instead of one.
- Blood Curse of Misdirection
When an enemy within 60 feet of you makes an attack against a friendly creature, you can use your reaction to choose another creature within 5 feet of the attacking creature. The chosen creature becomes the target of the attack instead.
Amplify: The creature has advantage on their attack roll.
- Blood Curse of Mutual Suffering
As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to the damage you suffered. This curse then ends.
Amplify: This curse instead deals twice the damage you suffered, and it ignores necrotic resistance.
- Blood Curse of Proliferation
As a bonus action, you can accelerate the healing of a creature within 60 feet. The target regains hit points equal to your crimson rite damage die rolled twice + your Intelligence modifier.
Amplify: The creature also gains a number of temporary hit points equal to your crimson rite damage die + your Intelligence modifier.
- Blood Curse of Pure Horror
As a bonus action, you can instil pure horror in an enemy within 60 feet. The target must succeed on a Wisdom saving throw or take psychic damage equal to your crimson rite damage die + your Intelligence modifier. The target must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the creature takes half as much damage and doesn't move away.
Amplify: The target is also Frightened of you for 1 minute.
- Blood Curse of Purgation
As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge corruption from their blood. The creature makes a saving throw against a Poisoned condition afflicting it.
Amplify: Your target makes its saving throw with advantage, or your target can instead make a saving throw against one other condition or disease afflicting it.
- Blood Curse of the Rending Rite
As a bonus action, you can enhance the blood within your crimson rite weapons. Until the end of your turn, all crimson rite damage you deal is doubled.
Amplify: All crimson rite damage you deal is doubled until the end of your next turn.
- Blood Curse of Spell Sunder
When a creature within 30 feet of you casts a spell, you can use your reaction to squelch them. The target must succeed on a Constitution saving throw, or the target's spell fails and has no effect. You must finish a long rest before invoking this blood curse again.
Amplify: If the level of the spell is equal to or less than your proficiency bonus, the spell automatically fails.
- Blood Curse of the Souleater
When a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack roll.
Amplify: In addition, you regain an expended warlock spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.
At 2nd level, you adopt a style of fighting as your specialty. 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.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Duelling: 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. Great Weapon Fighting: 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. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blood Hunter Order
At 3rd level, you conscript to an order of blood hunters that have delved deeper into the dark arts, gaining access to their secrets and skills. Choose from Order of the Crimson Blade, Order of the Death Knight, Order of the Flagellant, Order of the Ghostslayer, Order of the Lycan, or Order of the Mutant, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 5th, 7th, 11th, 15th, and 18th level.
Ability Score Improvement
When 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’t increase an ability score above 20 using this feature.
Brand of Castigation
At 6th level, your bonus to damage rolls against Fey, Fiends, and Undead increases to +4. You have advantage on saving throws against spells and abilities used by Fey, Fiends, and Undead.
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 (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 you, the branded creature suffers psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your 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).
Once you use this feature, you can’t use it again until you finish a short or long rest.
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 one).
Brand of Tethering
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 can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
When you reach 14th level, you gain immunity to the Frightened condition, and you have advantage on saving throws against magical Charm effects.
Upon becoming 20th level, your ability to harness the power of your blood, and the pain of your foes, is perfected. Whenever you score a critical hit or kill a hostile creature with a crimson rite weapon, you regain one use of your Blood Malediction feature. In addition, you suffer no damage from invoking blood bargains or amplifying blood curses while you are below one half of your total maximum hit points.
Blood Hunter Orders
There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it’s within these small, enigmatic sects that the real power of a blood hunter is learned.
Order of the Crimson Blade
The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness.
A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Crimson Blade.
|Spell Slots per Spell Level||Invocations |
Crimson Pact Magic
When you reach 3rd level, you strike a bargain with any otherworldly patron that will heed your call. As part of your pact, you gain the ability to cast spells. The pact you've garnered is a fickle one, as your patron grants and revokes powers on a whim, with promises of ultimate power should you truly submit to their pact.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 7th, and 13th levels.
- Preparing and Casting Spells
The Crimson Blade table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. When you do so, choose a number of warlock spells equal to one-third of your blood hunter level (round up) + your wisdom modifier. The spells must be of a level for which you have spell slots.
For example, if you are an 11th-level crimson blade, you have one 1st-level, one 2nd-level, and one 3rd-level spell slots. With a Wisdom score of 18, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination. If you prepare the 1st-level spell Hex, you can cast it using a 1st-level, 2nd-level, or 3rd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent bargaining with your patron: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Spellcasting Focus
You can use your crimson rite weapon as a spellcasting focus for your warlock spells.
Pact of the Crimson Blade
When you join this order at 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.
You can use your action to create a crimson pact weapon in your empty hand. Your pact weapon takes on the form of a weapon that you are proficient with each time you create it. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. Your pact weapon also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
If you imbue your crimson pact weapon with your Crimson Rite feature, your crimson rite doesn't fade when your pact weapon disappears. Instead, the next time you create a crimson pact weapon, it will be already be imbued with your crimson rite. You can still allow your rite to fade at any time (no action required).
You can transform one magic weapon that you have proficiency with into your crimson pact weapon by performing a special ritual that can be completed as part of a short rest. If done so your crimson pact weapon will keep the magical properties of the magic weapon used. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears in the form of a weapon which you are proficient with each time you create your crimson pact weapon thereafter. The weapon ceases being your crimson pact weapon if you die, if you perform the ritual on a different weapon, or if you break your bond to it (no action required). When the bond breaks, the weapon reverts to its true form. If it is in the extradimensional space when the bond breaks, the weapon appears at your feet.
At 5th level, in your study of occult lore, you have unearthed sanguine invocations, a type of forbidden blood magic that imbues you with an abiding magical ability. You learn two sanguine invocations of your choice, detailed below. As you gain levels in this class, you learn additional invocations of your choice, as shown in the Invocations Known column of the Crimson Blade table or/and change out a know invocation for another.
If a sanguine invocation has prerequisites, you must meet them to learn it. You can learn an invocation at the same time that you meet its prerequisites. A level prerequisite refers to your levels in this class.
- Sanguine Invocation List
These invocations are presented in alphabetical order.
Any one-handed melee weapon you create with your Pact of the Crimson Blade feature gains the throwing property, with a normal range of 20 feet, and a long range of 60 feet.
- Crimson Blade
When you use your action to create a crimson pact weapon, you can make one attack with the weapon you create.
In addition, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
- Crimson Dualist
You can use your Pact of the Crimson Blade feature to create two weapons you are proficient with which have the light property, instead of only one weapon. You decide what form each of the weapons take, and the weapons needn't take the same form. These weapons are considered a single weapon in regards to your Pact of the Crimson Blade, and Crimson Rite features. If you have a magic weapon as your pact weapon, it takes on the form of one of the weapons you create.
Special: If you also know the Master Dualist invocation or have the Dual Wielder Feat, the weapons you create may be any one-handed weapons you are proficient with.
- Crimson Hex
You always have the spell Hex prepared, and it doesn't count against the number of warlock spells you have prepared.
You can cast Hex once per long rest without using a spell slot. In addition, you automatically succeed on Constitution saving throws to maintain concentration on Hex.
Finally, when a creature you can see dies while cursed by your Hex, you can use your reaction to curse another creature within 90 feet of you.
- Crimson Occultist
When you use your action used to create a crimson pact weapon, you can use your Crimson Rite feature to imbue your pact weapon as part of that action.
While your crimson pact weapon is imbued by your crimson rite, you can use your wisdom, instead of Strength or Dexterity, for the attack and damage rolls of that weapon.
- Hemovore Prerequisite: 11th level
When you hit a creature with your crimson pact weapon, the creature takes extra necrotic damage equal to your wisdom modifier (minimum 1).
Once per turn when you deal this extra damage to a creature, you regain hit points equal to the extra damage dealt.
- Improved Crimson Pact Weapon
Your pact of the crimson blade weapons gain a +1 bonus to their attack and damage rolls, increasing to +2 at 9th level, and to +3 at 15th level.
- Initiate of the Eldritch Path
You can cast Find Familiar at will, without expending a spell slot or material components.
In addition, when you learn this invocation, you choose one cantrip from any class's spell list. While you know this invocation, you can cast the chosen cantrip at will.
The chosen cantrip doesn't count against your number of cantrips known. Even if it doesn't appear on the warlock spell list, it is treated as a warlock spell for you.
- Master Dualist Prerequisite: 7th level
You gain proficiency with battleaxes, longswords, tridents, and warhammers. You can engage in two-weapon fighting while wielding any one-handed melee weapons.
In addition, when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.
- Repeating Shot Prerequisite: 7th level
If your crimson pact weapon has the ammunition property, the weapon conjures one piece of ammunition each time you make an attack with it, unless it is already loaded. The conjured ammunition vanishes instantly after the attack hits or misses.
Additionally, you ignore the loading property of any weapon you create with your Pact of the Crimson Blade feature.
- Returning Throw Prerequisite: 7th level
If your crimson pact weapon has the thrown property, it disappears instantly after making a ranged attack with it, reappearing in your hand.
In addition, you gain a +1 bonus to all ranged attack rolls with your crimson pact weapon.
- Sanguine Smite
Once per turn when you hit a creature with your crimson pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller.
If your crimson pact weapon is a hand crossbow, shortbow, or sling, you can use a bonus action to make one attack with your pact weapon on each of your turns.
In addition, ranged weapon attacks with your crimson pact weapon aren't subject to disadvantage due to attacking at long range, or for being within 5 feet of a hostile creature.
Versatile Pact Magic
Beginning at 5th level, your patron has begun allowing you to freely pick and choose what powers they have bestowed upon you.
Whenever you finish a long rest, you can choose one warlock cantrip you know, and replace it with another cantrip from the warlock spell list.
Additionally, when you cast a cantrip through a rite-enhanced weapon, roll a crimson rite damage die, and you gain a bonus to the spell's damage rolls equal to the number rolled.
Starting at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 11th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can imbue your rite-enhanced weapon with one warlock spell you can cast, and then immediately make an attack with that weapon. If the attack hits, all spell attack rolls hit the target automatically and the target automatically fails on its initial saving throw against the spell. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot. Area spells originate from the target’s space. If the attack misses, the spell has no effect.
The spell must have a casting time of 1 action.
When you reach 15th level, your patron bestows you with the ephemeral knowledge of spells normally beyond your grasp. Whenever you finish a long rest, you choose one spell that is of a level for which you have spell slots from any class's spell list. You can cast the chosen spell by expending a spell slot of the spell's level or higher. The chosen spell is treated as a warlock spell for you, even if it doesn't appear on the warlock spell list. Your knowledge of the spell fades when you finish a long rest.
Upon reaching 18th level, whenever you score a critical hit or kill a hostile creature with your crimson rite weapon, you recover the highest level spell slot you have expended.
If you have no expended spell slots to recover, you can instead use your reaction to cast one of your prepared spells. The spell must have a casting time of 1 action, and be of a spell level for which you have spell slots. You cast the spell as a 4th level spell without expending a spell slot, or material components.
Order of the Death Knights
The scourge of undeath that has plagued the land for millenia was the very origin of blood hunters. Most bore a deep hatred for the undead, having lost family and friends to the wicked creatures. While most undead were created with crude magics that simply reanimated the corpse, there existed a more complex ritual calling for a portion of the caster's blood that bound a spirit to bones. Some fledgling blood hunters untouched by the horrors of the undead sought out this ancient ritual, discovering their accursed blood further empowered the enchantment. Although unable to bind the spirits of intelligent creatures, they surmised that it was possible to bind the bones of beasts to their service.
In the years that followed, a small subset of blood hunters established the Order of the Death Knights. In their quest to vanquish evil, they saw no tool invalid. As a rite of passage, all fledgling death knights would hunt down skeletons with which to assemble their servant. From the bones of the fallen, they would construct the approximation of a warhorse and bind it with their blood. An unmistakable indicator of the order they follow, a death knight rides their unholy steed into battle. Most death knights endlessly seek conflict on the borders of civilization, wandering from town to town and vanquishing any evil that plagues the land. Despite their earnest efforts, death knights are the most reviled order of blood hunters, even being shunned by the Ghostslayers. To a death knight, though, the choice is obvious; a loyal companion is a boon to be had, regardless of the form it takes.
Horseman of Death
At 3rd level, you learn to use your blood magic to create a skeletal steed. With 8 hours of work and an expenditure of 50 gp worth of rare bones and fresh blood, you call forth a spirit from beyond the grave to serve as your skeletal steed. At the end of the 8 hours, the bones become animate, and your steed takes on the form of a Warhorse Skeleton. When it appears, it gains all of the benefits of your Skeletal Steed ability. You can only have one skeletal steed at a time. Your steed is friendly to you and your companions.
Your skeletal steed takes its turns on your initiative, though it takes no actions on its own. On your turn, you can verbally command it to move, or take the Dash, Disengage, Dodge, Help, or Hide actions(no action required by you). You can use a bonus action on your turn to verbally command it to take the Attack action. If you are incapacitated or absent, your steed acts on its own, and it rolls for initiative like any other creature.
If your skeletal steed is ever slain, the blood magic binding its spirit to your service allows you to reanimate your steed. With 8 hours of work and the expenditure of 25 gp worth of rare bones and fresh blood, you call forth your steed's spirit and use your blood magic to create a new body for it. You can return a skeletal steed to your service in this manner even if you do not possess any part of its body.
- Skeletal Steed
- Through your blood magic, your skeletal steed gains a variety of benefits while it is linked to you.
- Your skeletal steed has a number of hit die equal to your level in this class, and its maximum hit points are adjusted accordingly.
- Your skeletal steed gains the benefits of your Crimson Rite feature.
- Your skeletal steed uses its number of hit die, instead of its blood hunter level, for determining its rites known and crimson rite damage die.
- Your skeletal steed's hooves are considered a single weapon in regards to its Crimson Rite feature.
- Your skeletal steed uses your proficiency bonus rather than its own for attack rolls, ability checks, and saving throws.
- Your skeletal steed gains proficiency in two skills of your choice, and proficiency with all saving throws.
- Your skeletal steed adds your proficiency bonus to its AC, and it gains proficiency with all armor.
- Your skeletal steed can increase one ability score by 2, or two ability scores by 1, whenever you gain the Ability Score Improvement class feature.
Trampled Under Hoof
Beginning at 5th level, when you use the Attack action on your turn, if your steed can see you, it can use its reaction to make a melee attack against any creature within range.
Beginning at 7th level, you skeletal steed's spirit has become entwined with yours. At the start of each of your turns, you and your skeletal steed regain hit points equal to your proficiency bonus if your skeletal steed is within 60 feet of you. You don't gain this benefit while at 0 hit points.
Beginning at 11th level, your skeletal steed can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
Branded by Blood
Upon reaching 15th level, whenever you invoke a blood bargain or amplify a blood curse, you can choose to have your skeletal steed take the damage instead of you.
Additionally, you gain Blood Bargain of Servitude for your Empowered Blood feature.
- Blood Bargain of Sacrifice
Your skeletal steed takes half damage from attacks. This effect ends when your skeletal steed takes damage from an attack, or at the end of your next turn.
- Special: When your skeletal steed is targeted by an attack, you can use your reaction to invoke this blood bargain.
Horseman Against the Apocalypse
At 18th level, you have attained full control over your skeletal steed, gaining the ability to alter its physical form to better suit your needs. You can use your action to alter the form of your steed, restructuring its body and altering the magic binding it to your service. When you use this feature, your skeletal steed gains the benefits of one of the following features of your choice until you finish a short or long rest. Your skeletal steed can only benefit from one of the following features at a time. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest.
Your skeletal steed's Strength and Constitution scores increase by 4, and its maximum for those scores is now 24.
Your steed is a hulking mass of bone, a pair of deformed horns sprouting from its crown. As a result of its increased mass, its speed is reduced by 10 feet.
As a bonus action, each creature of your steed's choice that is within 30 feet of it must succeed on a Constitution saving throw (DC = 8 + its Constitution modifier + your proficiency bonus) or become Poisoned until the start of your next turn.
A dense black fog drifts to the ground from your steed, spreading out around it. If your target can see your steed, you have advantage on Intimidation (Charisma) checks against them, and disadvantage on all other Charisma checks.
While your skeletal steed's hooves are sheathed in the elemental energy of its Crimson Rite, it gains a flying speed equal to its movement speed.
The elemental energy of its rite roils violently, entirely consuming your steed. While it is sheathed in the energy of its rite, creatures have advantage on Wisdom (Perception) checks to spot it, and it has disadvantage on Dexterity (Stealth) checks.
Your skeletal steed's speed increases by 20 feet, and it can use a bonus action on each of its turn to take the Dash or Disengage actions.
Your steed appears ragged and decrepit, held together purely by magic. Its Strength and Constitution scores are reduced by 2, and its maximum for those scores are now 18.
If damage reduces your skeletal horse to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken. On a success, it drops to 1 hit point instead.
Your steed is pallid and rotting, teetering on the brink of life. It has a -1 penalty to its Armor Class and saving throws.
Order of the Flagellant
Through careful study of the blood that flows throw the veins of all blood hunters, the blood hunters of the Order of the Flagellant have discovered some latent magical power locked away within them. Only through ritualistic self inflicted mutilation and intense training is one capable of achieving this pinnacle of power.
When you join this order at 3rd level, your crimson rite becomes relentless, taking on some of the properties of your cursed blood. Your crimson rite damage die becomes a d6, instead of a d4. This increases to a d8 at 5th level, a d10 at 9th level and a d12 at 17th level
At 3rd level, when you hit with a crimson rite weapon attack, you can expend one use of your Blood Malediction feature to deal rite damage to the target, in addition to the weapon's damage. The extra rite damage is equal to your crimson rite damage die rolled 4 times. The damage increases by 1 crimson rite damage die if the target is Fey, Fiend, or Undead.
Starting at 5th level, your crimson rite tears at the very essence of creatures. Once per turn when you hit with an attack made with a crimson rite weapon, the target takes additional rite damage equal to your crimson rite damage die + your Wisdom modifier.
Additionally, you gain Blood Bargain of Wounding for your Empowered Blood feature.
- Blood Bargain of Wounding
When you miss with a weapon attack, you can use your reaction to make one attack with the same weapon.
When you reach 7th level, you have mastered your cursed blood. You can now invoke two blood bargains before the start of your next turn, instead of one. You can take the Use an Object action as a bonus action on each of your turns, which you can use to invoke a blood bargain. Otherwise, you must obey all restrictions for invoking blood bargains, and you cannot invoke the same blood bargain more than once before the start of your next turn.
In addition, once per turn when you invoke a blood bargain, you can regain hit points equal to your crimson rite damage die instead of suffering damage.
At 11th level, you gain one of the following features of your choice.
- Crimson Storm: You can use your action to make a melee attack against each creature of your choice within 5 feet of you. You make a separate attack roll for each target.
- Raining Blood: You can use your action to make a ranged attack against each creature of your choice within 10 feet of a point you can see within your weapon's range. You make a separate attack roll for each target.
Puddle of Blood
When you reach 15th level, as an action you can transform your body into blood, or back into your true form. Anything being worn or carried by you transforms with you.
While in blood form, you can't take any actions, speak, or manipulate objects. Your size changes to small, you have a movement speed of 20 feet, a climbing speed of 20 feet, and you can enter a hostile creature's space and stop there. Your statistics, other than size and speed, stay the same. In addition, if water can pass through a space, you can do so. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage.
Additionally, when you drop to 0 Hit Points, you can transform into blood (as in the Puddle of Blood class feature) instead of falling unconscious. If you can't transform, you fall unconscious as normal. While you have 0 hit points in blood form, you can't revert to your true form. Once you complete a short rest, or regain at least 1 hit point, you can revert back to your true form. Once you use this feature, you must complete a long rest before using it again.
Bathed in Blood
Beginning at 18th level, whenever you score a critical hit or kill a hostile creature, you enter a Bloodthirst for 1 minute. It ends early if your turn ends and you haven’t dealt damage to a hostile creature since your last turn or taken damage since then. You can also end your Bloodthirst early by using a bonus action on your turn.
While you are in a Bloodthirst, you gain the following benefits.
- Your attacks score a critical hit on a roll of 19 or 20 on the d20.
- You can deal additional damage with your Crimson Rend feature on every attack that hits, instead of only once per turn.
- You gain resistance to all damage types, but all healing you receive is reduced by one-half(round down, minimum 1).
Additionally, you gain Blood Bargain of the Bloodthirsty for your Empowered Blood feature.
- Blood Bargain of the Bloodthirsty
You become Bloodthirsty (as in the Bathed in Blood feature). You can't invoke this blood bargain if you are already Bloodthirsty. You suffer double damage from invoking this blood bargain.
Order of the Ghostslayer
The Order of the Ghostslayer is the oldest and most driven of the orders, having 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. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.
Rite of the Dawn
When you join this order at 3rd level, you learn an additional crimson rite, the Rite of the Dawn (detailed below).
- Rite of the Dawn Your rite damage is radiant type.
If you hit an undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. Upon reaching 11th level, you deal this additional damage when you hit any creature with your Rite of the Dawn.
Additionally, you gain Blood Bargain of Brilliance for your Empowered Blood feature.
- Blood Bargain of Brilliance
When you hit a creature with your Rite of the Dawn, you can use your reaction to release a burst of blinding light. Each creature within 5 feet of the target must succeed on a Constitution saving throw or be Blinded until the start of your next turn. A creature that succeeds on its saving throw is immune to this feature for 24 hours.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.
In addition, once per turn when you hit a creature with a weapon attack, you regain hit points equal to 1 + your Wisdom modifier.
Upon reaching 11th level, you’ve learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become 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 an object. If you are inside 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.
Alternatively, you can use a bonus action and expend a of this feature to temporarily become spectral(as in the Supernal Surge feature).
You can use this feature a number of times equal to your Wisdom modifier(minimum 1). You regain any expended uses when you finish a short or long rest.
At 15th level, you can feel the connection all beings share with the spirit world. While under the effects of Supernal Surge or Vengeful Spirit, you gain blindsight out to 60 feet.
Additionally, you gain Blood Bargain of Second Sight for your Empowered Blood feature.
- Blood Bargain of Second Sight
You gain blindsight out to 30 feet. This effect lasts until the end of your next turn.
Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever you start your turn with 0 hit points, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. You manifest a spirit form in your space that continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and equipment, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities, and suffers no damage from invoking blood bargains or amplifying a blood curses.
Your spirit form vanishes if it takes any damage, if you regain any hit points, or if your body dies.
Order of the Lycan
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 wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark Nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within.
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.
Starting at 3rd level, you gain proficiency in the Perception and Stealth skills. If you already have proficiency in either skill, then your proficiency bonus is doubled for any ability check you make with that skill. In addition, you gain advantage on any Wisdom (Perception) check that relies on hearing or smell.
Upon joining this order 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. The alchemical concoction you imbibed has hardened your will, allowing brief periods of control over the beast within.
As a bonus action, you can transform into your lycanthrope form, taking on the hybrid form of a werewolf. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
The benefits of this form replace the rules for Lycanthropy within the Monster’s Manual. You can use this feature a number of times equal to your Constitution modifier. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features.
As a bonus action, you can transform into a wolf, or back into a your hybrid form. Your game statistics are the same for each form, although you are unable to speak while in wolf form. Any equipment worn or carried by you falls to the ground when you transform into a wolf.
- Feral Agility
Your Dexterity score increases by 2, to a maximum of 22 Dexterity. In addition, your speed increases by 10 feet.
When you reach 11th level in this class, your Dexterity score increases by an additional 2, to a maximum of 24; and again at 17th level in this class, to a maximum of 26.
- Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
While you are wearing no armor and you aren't wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
You are proficient with your bite, which is a melee weapon with the Finesse property. When you hit a creature that is Large or smaller with a Bite, the target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone.
Your bite deals 2d4 piercing damage. The damage die increases to 2d6 at 17th level.
You are proficient with your claws, which are melee weapons with the Finesse property. Your claws are considered a single weapon in regards to your crimson rite feature. When you use the Attack action with a Bite, you can make an attack with your claws as a bonus action.
Your claws deal 1d6 slashing damage. The damage die increases to 1d8 at 11th level, and to 1d10 at 17th level.
- Cursed Weakness
Your have vulnerability to damage from silvered weapons.
Upon reaching 5th level, your lycanthrope form gains the Multiattack feature.
When you use the Attack action, you make two attacks with your claws as a bonus action, instead of one.
At 7th level, your reflexes and agility have been enhanced by your lycanthropic curse. You add 10 feet to your long jump distance and 3 feet to your high jump distance, and you can use your Dexterity, instead of Strength, for determining how far you can jump. In addition, your lycanthrope form gains the Hunter's Evasion feature.
- Hunter's Evasion
When you make a Dexterity saving throw to take half damage from a spell or ability, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your lycanthrope form as part of your movement, and your transformation now lasts for up to 30 minutes. In addition, your lycanthrope 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). You don't gain this benefit if you have 0 hit points.
The Beast Within
When you reach 15th level, you gain a climbing speed equal to your movement speed, and moving through difficult terrain costs you no extra movement. In addition, your lycanthrope form gains the Pack Hunter feature.
- Pack Hunter
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Lycanthrope Transformation Mastery
At 18th level, you have wrestled with your inner predator and mastered it, gaining full control over your curse. You can transform into your lycanthrope form an unlimited number of times, and your transformation lasts until you use a bonus action to revert to your normal form, or you die.
In addition, you gain the Blood Curse of the Howl for your Blood Malediction feature. This does not count against your blood curses known.
- Blood Curse of the Howl
As an a bonus action, you howl at each creature of your choice within 60 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.
- Amplify. Creatures make their saving throw with disadvantage.
Order of the Mutant
The process of consuming the Hunter’s Bane is a painful, scarring, and often 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 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, over time become something beyond human. They called themselves the Order of the Mutant.
You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
Beginning at 3rd level, you learn three mutagen formulas of your choice. You gain an additional formula of your choice at 5th, 7th, 11th, 15th, and 18th levels.
Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with another mutagen formula you could learn.
- Mutagens List
These mutagens are presented in alphabetical order. A level prerequisite refers to your level in this class. You can learn a mutagen at the same time you meet its prerequisites.
- Aether Prerequisite: 7th level
You gain a flying speed of 30 feet.
Side effect: You have disadvantage on Strength and Dexterity ability checks.
- Aether (Enhanced) Prerequisite: 15th level
You gain a flying speed of 60 feet.
Side effect: You have disadvantage on Strength and Dexterity ability checks.
- Brutality Prerequisite: 7th level
You gain a bonus to damage rolls equal to half your mutation score(round up).
Side effect: You have disadvantage on Charisma ability checks.
Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.
Side effect: You gain a penalty to Wisdom ability checks equal to your mutation score.
You can use a bonus action to make a weapon attack on each of your turns.
Side effect: You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.
You gain resistance to piercing, slashing, and bludgeoning damage.
Side effect: Whenever another creature hits you, you take 1 additional damage. This additional damage can't be reduced, prevented, or increased in any way.
You gain immunity to the grappled, restrained, and paralyzed conditions.
Side effect: You gain a penalty to initiative rolls equal to your mutation score.
You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side effect: You have disadvantage on Wisdom ability checks.
Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.
Side effect: You gain a penalty to Dexterity ability checks equal to your mutation score.
- Precision Prerequisite: 7th level
Your weapon attacks score a critical hit on a roll of 19-20.
Side effect: All healing you receive is reduced by one-fourth(round up).
You gain a bonus to your AC equal to your mutation score as long as you're not wielding a shield.
Side effect: You gain a penalty to Intelligence ability checks equal to your mutation score.
Your speed increases by 15 feet.
Side effect: You gain a penalty to Strength ability checks equal to half your mutation score(round up).
- Rapidity (Enhanced) Prerequisite: 11th level
Your speed increases by 30 feet.
Side effect: You gain a penalty to Strength ability checks equal to your mutation score.
- Reconstruction Prerequisite: 7th level
While conscious, you regenerate hit points equal to your mutation score at the start of your turn as long as you are above 0 hit points.
Side effect: Your speed decreases by 5 ft.
- Reconstruction (Enhanced) Prerequisite: 15th level
While conscious, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.
Side effect: Your speed decreases by 10 ft.
Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.
Side effect: You gain a penalty to your armor class equal to half your mutation score(round up).
- Savagery Prerequisite: 5th level
You can attack twice, instead of once, when you take the attack action on your turn.
Side effect: You gain a penalty to damage rolls equal to half your mutation score(round up).
- Savagery(Enhanced) Prerequisite: 11th level
You can attack three times, instead of twice, when you take the attack action on your turn. You only gain this benefit if you have also concocted and imbibed the Savagery mutagen.
Side effect: You gain a penalty to damage rolls equal to your mutation score. This replaces the penalty to damage from the Savagery mutagen.
Your Constitution score increases by an amount equal to your mutation score, as does your Constitution maximum.
Side effect: You have disadvantage on Intelligence ability checks.
You gain a bonus to initiative rolls equal to your mutation score.
Side effect: You gain a penalty to your maximum hit points equal to your mutation score.
- Wariness (Enhanced) Prerequisite: 7th level
You gain a bonus to initiative rolls equal to 2 times your mutation score.
Side effect: You gain a penalty to your maximum hit points equal to 2 times your mutation score.
Novice Mutagen Craft
At 3rd level, you can concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. You must complete a short or long best before concocting mutagens again.
Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.
Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.
- Mutation Score = 1 + your blood hunter level divided by 4(round up).
Adept Mutagen Craft
When you reach 5th level, you can now concoct two mutagens, instead of one. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
Advanced Mutagen Craft
Upon reaching 7th level, you can now concoct three mutagens, instead of two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
Beginning at 11th level, you gain the Blood Bargain of Virility for your Empowered Blood feature.
- Blood Bargain of Virility
You ignore the side effects of all mutagens affecting you for 1 minute.
Master Mutagen Craft
Upon reaching 15th level, you can now concoct four mutagens, instead of three. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.
At 18th level, your body is capable of producing toxins naturally. As a bonus action, you gain the benefits and side effects of one mutagen you know until you complete a short or long rest. Once you use this feature, you must complete a short or long rest before using it again.
Blood Hunter Multiclassing
Ability Score Minimum: Dexterity 13 and Intelligence 13
Proficiencies Gained: Light armor, medium armor, shields, simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, whips, one skill from the blood hunter skill list, and alchemical supplies.
Blood Hunter Multiclassing with Spellcasting Classes
When multiclassing Order of the Crimson Blade with another class which has the Spellcasting or Pact Magic class features, you can use the spell slots you gain from the Crimson Pact Magic feature to cast spells you know or have prepared from another class feature, and you can use the spell slots you gain from another class feature to cast warlock spells you have prepared. You determine your number of spell slots, and what spells you know or can prepare, for each class individually, as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. If you are multiclassing with Warlock, you use the higher of your Wisdom or Charisma scores for the spellcasting ability of your Warlock spells.
For example, if you are a crimson blade 3/cleric 5, you know three warlock cantrips, and four cleric cantrips. With a Wisdom score of 16, you can prepare four warlock spells of 1st level, and you can prepare eight cleric spells of 1st, 2nd, or 3rd level, in any combination. From your crimson blade levels, you have one 1st level spell slot. From your cleric levels, you have a four 1st, three 2nd, and two 3rd level spell slots. You can cast any of the spells you have prepared by expending a spell slot of the spell's level or higher.
If you are multiclassing Order of the Crimson Blade with Warlock, you cannot gain Pact of the Blade from the Pact Boon feature. If you already have Pact of the Blade when you join the Order of the Crimson Blade, you must choose one of the other pact boons available to you. Your Pact of the Blade is replaced by the chosen boon.