🦸‍♀️5e - Blood Hunter🦸‍♀️

Bildrechts

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RENAME TO SLAYER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Whether driven by the wish to make a difference, the need to take vengeance, or the hope of finding a place to belong in an uncaring world, every blood hunter has their own reasons for undertaking the ritual of the Hunter’s Bane that starts them on this path. In joining an order of blood hunters, one also joins a family bound by service to each other and a common cause. For many, this might be the only family they have left—or have ever known—making the kinship felt between blood hunters an all-but-unbreakable bond.

Outside the camaraderie of their orders, however, the life of a blood hunter is not an easy one. The ritual of the Hunter’s Bane can leave a character visibly changed, and prone to unsettling the people around them. Likewise, witnessing hemocraft can invoke superstitious fears from even the most learned scholars. While some cultures have come to accept the good deeds of many blood hunter orders, many blood hunters hide their calling unless absolutely necessary. They feel more comfortable in the wilds and wastes of the world, or drift through the outskirts of society, protecting the poor and defenseless from dark intention and the corrupting touch of fiends.

In choosing this path, every blood hunter irrevocably gives a part of themself to their cause—physically, emotionally, and sometimes morally. Each order of blood hunters practices its own ideals and methods, often employing techniques with dark origins that test the strength and will of those who employ them. Many wrestle with the fear of losing this struggle. And so a life of discipline and vigilance drives a blood hunter’s travels as they wander the countryside, in search of like-minded adventurers and whispers of dark deeds afoot.

Class Table

LevelPBHPHit DieAbility IncreaseRite DieFeatures
1st+212 + CON+1d12d4Blood Rites, Crimson Offering, Crimson Smite
2nd+2+7 + CON+1d12d4Class Feat, General Feat, Skill Feat
3rd+2+7 + CON+1d12d4Archetype
4th+2+7 + CON+1d12+1 (max +4)d4Class Feat, General Feat, Skill Feat
5th+3+7 + CON+1d12d6
6th+3+7 + CON+1d12d6Class Feat, General Feat, Skill Feat
7th+3+7 + CON+1d12d6Archetype Feature
8th+3+7 + CON+1d12+1 (max +5)d6Class Feat, General Feat, Skill Feat
9th+4+7 + CON+1d12d8
10th+4+7 + CON+1d12d8Class Feat, General Feat, Skill Feat
11th+4+7 + CON+1d12d8Archetype Feature
12th+4+7 + CON+1d12+1 (max +5)d8Class Feat, General Feat, Skill Feat
13th+5+7 + CON+1d12d10
14th+5+7 + CON+1d12d10Class Feat, General Feat, Skill Feat
15th+5+7 + CON+1d12d10Archetype Feature
16th+5+7 + CON+1d12+1 (max +5)d10Class Feat, General Feat, Skill Feat
17th+6+7 + CON+1d12d12
18th+6+7 + CON+1d12d12Class Feat, General Feat, Skill Feat
19th+6+7 + CON+1d12d12Archetype Feature
20th+6+7 + CON+1d12+1 (max +6)d12Epic Boon, Class Feat, General Feat, Skill Feat

Core Class Traits

Starting Proficiencies

Armor TrainingLight Armor, Medium Armor
Weapon ProficienciesAll
Saving Throw ProficienciesChoose one proficiency of each A and B: (A) Constitution OR Wisdom; (B) Strength OR Charisma
Skill ProficienciesChoose 3: Athletics, Acrobatics, Arcana, Culture, History, Insight, Investigation, Nature, Religion, and Survival
Tool ProficienciesAlchemist supplies, Herbalism Kit
Starting EquipmentChoose A or B: (A) ; (B) 150 SP

Martial Class

Maneuver Ability: Strength or Dexterity
Maneuver Attack: STR/DEX + Proficiency Bonus
Maneuver Save DC: 8 + STR/DEX + Proficiency Bonus
Combat Traditions: You gain proficiency in two of the following Combat Traditions: 🤺Attentiveness, 🤺Cunning, 🤺Prowess, 🤺Swiftness
Exertion: The Martial Table shows how much Exertion you have to use Manuevers. To use one of these Maneuvers, you must expend an amount of Exertion as defined by the Maneuver. You regain any spent Exertion at the end of a Short or Long Rest.
Maneuvers: You know a number of Maneuvers from Combat Traditions you are proficient in as shown in the Martial Table. The Maneuvers Known column of the Martial table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. Whenever you gain a Level in this Class you can replace one of your Maneuvers with another Maneuver of your choice.
Fighting Style: You gain one Fighting Style 🥇Class Feat of your choice.
Weapon Masteries: You can use the 🗡️Mastery Properties of all Weapons you are proficient in.
Extra Attack: Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 17th Level you can attack three times. This is shown in the Martial table below.

Martial Table

Martial Table

LevelExertionManeuvers KnownManeuver DegreeAttacks per Attack Action
1st211st1
2nd221st1
3rd321st1
4th331st1
5th431st2
6th541st2
7th642nd2
8th652nd2
9th752nd2
10th752nd2
11th862nd2
12th862nd2
13th963rd2
14th963rd2
15th973rd2
16th973rd2
17th1073rd3
18th1073rd3
19th1084th3
20th1084th3

Class Maneuvers

Showing 4 of 4 entries
NameDescriptionClasses
5e - Tradition of AttentivenessInsightful, Reactive, PerceptiveAdept, Blood Hunter, Fighter, Hunter, Marshal, Paladin, Rogue
5e - Tradition of CunningDiversion, Feinting, Mental, StealthAdept, Blood Hunter, Fighter, Hunter, Marshal, Rogue
5e - Tradition of ProwessTactical, Skilled, Confidence, Conviction, Resist MagicBarbarian, Blood Hunter, Fighter, Hunter, Marshal, Paladin
5e - Tradition of SwiftnessMobility, Speed, Fast Strikes, RangedAdept, Barbarian, Blood Hunter, Fighter, Hunter, Rogue

Fighting Style Feats

Showing 15 of 15 entries
NameCategoryLevelPrerequisiteRepeatableSource
5e - Fighting Style - ArcheryClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - Blind FightingClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - DefensiveClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - DuelingClass1Martial Class—Self
5e - Fighting Style - Featherweight FightingClass1Martial Class—Self
5e - Fighting Style - Great Weapon FightingClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - Heavyweight FightingClass1Martial Class—Self
5e - Fighting Style - Improvised FightingClass1Martial Class—Self
5e - Fighting Style - MountedClass1Martial Class——
5e - Fighting Style - OpportunistClass1Martial Class—Grim Hollow: Player's Guide (2024)
5e - Fighting Style - Shielded FightingClass1Martial Class—Self
5e - Fighting Style - Technical FightingClass1Martial Class——
5e - Fighting Style - Thrown Weapon FightingClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - Two-Weapon FightingClass1Martial Class—Player's Handbook 2024
5e - Fighting Style - Unarmed FightingClass1Martial Class—Player's Handbook 2024

Spellcaster Class

Spellcasting Ability: Constitution
Spell Attack: CON + Proficiency Bonus
Spell Save DC: 8 + CON + Proficiency Bonus
Spellcasting Focus: Any Weapon with an active Crimson Offering
Spell List: Blood Hunter Spell list, which includes the Occult Spell list
Spell Slots: The Spellcaster Table shows how many Spell Slots you have to cast Spells. 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.
Cantrips: Whenever you gain a Level in this Class, you can replace one of your cantrips with another cantrip of your choice from your Spell List.
Spells: You know a number of spells from your Spell List as shown in the Spellcaster Table. Whenever you gain a Level in this Class, you can replace one of your known spells with another spell of your choice from your Spell List for which you have Spell Slots.

Spellcaster Table

Spellcaster Table: Full Caster

LevelCantripsSpells KnownSpell SlotsSlot Level
1st1211
2nd1311
3rd2411
4th2511
5th2612
6th2612
7th2712
8th2712
9th3923
10th3923
11th31023
12th31023
13th31124
14th31124
15th31224
16th41224
17th41435
18th41435
19th41535
20th41535

Spell List

No data found.
Showing 104 of 104 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Blade Ward (Spell)0AbjurationR Self—DISADV
5e - Blink Step (Spell)0ConjurationBA Self—Teleportation
5e - Blood Bolt (Spell)0NecromancyA 90 ft.RangedNecrotic, Temp. HP, Blood Magic
5e - Calling Card (Spell)0IllusionA Touch—Communication
5e - Chill Touch (Spell)0NecromancyA TouchMeleeNecrotic, Wounded
5e - Concussion (Spell)0EvocationA 60 ft.CONThunder, Deafened
5e - Confounding Shadows (Spell)0ConjurationA 120 ft.RangedPsychic
5e - Contagious Thoughts (Spell)0EnchantmentA Self (10 ft. Emanation)INTPsychic
5e - Eldritch Blast (Spell)0EvocationA 120 ft.RangedForce
5e - Friends (Spell)0EnchantmentAx10 ft.WISCharmed
5e - Frightful Start (Spell)0IllusionA 30 ft.WISFrightened
5e - Hellfire Flare (Spell)0EvocationA 120 ft.CHAFire, Necrotic
5e - Hemokinesis (Spell)0TransmutationA 30 ft.CONBlinded, Frightened, Rattled, Blood Magic
5e - Illusory Instrument (Spell)0IllusionA TouchControl
5e - Infestation (Spell)0ConjurationA 30 ft.CONPoison, Move
5e - Lightning Lure (Spell)0EvocationA 15 ft.STRLightning, Pulling
5e - Mage Hand (Spell)0ConjurationA 30 ft.—Utility
5e - Magic Fling (Spell)0TransmutationBA TouchRangedBludgeoning, Piercing, Slashing
5e - Message (Spell)0DivinationA 120 ft.—Communication, Utility
5e - Mind Sliver (Spell)0EnchantmentA 60 ft.INTPsychic, Debuff
5e - Minor Illusion (Spell)0IllusionA 30 ft.—Control
5e - Poison Spray (Spell)0EvocationA 30 ft.RangedPoison
5e - Prestidigitation (Spell)0TransmutationA 10 ft.—Control
5e - Rend Flesh (Spell)0NecromancyA 60 ft.CONPoisoned, Necrotic, Blood Magic
5e - Sapping String (Spell)0NecromancyA 30 ft.CONNecrotic, Prone, Blood Magic
5e - Sword Burst (Spell)0EvocationA Self (5 ft. Emanation)DEXForce, AOE
5e - Thaumaturgy (Spell)0TransmutationA 30 ft.—Control
5e - Thunderclap (Spell)0EvocationA Self (5 ft. Emanation)CONThunder, AOE
5e - Toll the Dead (Spell)0NecromancyA 60 ft.WISNecrotic
5e - True Strike (Spell)0DivinationA SelfWeaponRadiant
5e - Vicious Mockery (Spell)0EnchantmentA 60 ft.WISPsychic, Taunted
5e - Void Maw (Spell)0NecromancyA 60 ft.RangedNecrotic
5e - Absorb Blood (Spell)1NecromancyR 30 ft.—Healing
5e - Acidic Fumes (Spell)1TransmutationA Self (15 ft. Cone)CONAcid
5e - Armor of Agathys (Spell)1AbjurationA Self—Temp. HP, Cold, Fire, Lightning, Necrotic, Radiant
5e - Arms of Hadar (Spell)1ConjurationA Self (10 ft. Emanation)STRNecrotic
5e - Bane (Spell)1EnchantmentAx30 ft.CHADebuff, Curse
5e - Captivate Undead (Spell)1NecromancyAx60 ft.CHACharmed
5e - Cause Fear (Spell)1IllusionAx60 ft.WISFrightened
5e - Charm Person (Spell)1EnchantmentA 30 ft.WISCharmed
5e - Cloak of Shadow (Spell)1IllusionBAxSelf—Buff
5e - Clue (Spell)1DivinationA [R] Self (30 ft. Emanation)—Exploration, Ritual
5e - Color Spray (Spell)1IllusionA 15 ft. ConeCONBlinded
5e - Command (Spell)1EnchantmentA 60 ft.WISControl
5e - Comprehend Languages (Spell)1DivinationA [R] Self—Social, Ritual
5e - Detect Magic (Spell)1DivinationA [R]xSelf (30 ft. Emanation)—Detection, Ritual
5e - Disguise Self (Spell)1IllusionA Self—Utility, Social
5e - Disrupting Note (Spell)1EnchantmentBA 60 ft.CONDebuff, Psychic
5e - Dissonant Whispers (Spell)1EnchantmentA 60 ft.WISPsychic, Movement
5e - Elevated Sight (Spell)1DivinationAxSelf—Exploration
5e - Envenom (Spell)1TransmutationAx60 ft.CONPoison, Poisoned
5e - Expeditious Retreat (Spell)1TransmutationBAxSelf—Movement
5e - Find Familiar (Spell)1Conjuration1h [R] 10 ft.—Summoning
5e - Flawed Reconstruction (Spell)1TransmutationA Touch—Healing
5e - Furys Chorus (Spell)1EnchantmentAx60 ft. (20 ft. Sphere)CHAControl
5e - Hellish Rebuke (Spell)1EvocationR 60 ft.DEXFire
5e - Hex (Spell)1EnchantmentBAx90 ft.—Necrotic, Impaired, Curse
5e - Hideous Laughter (Spell)1EnchantmentAx30 ft.WISProne, Incapacitated
5e - Illusory Script (Spell)1Illusion1m [R] Touch—Communication, Ritual
5e - Mark of Fate (Spell)1AbjurationR 30 ft.—ADV, Buff
5e - Neutralize Aura (Spell)1Abjuration1mxTouch—Buff
5e - Protection from Evil and Good (Spell)1AbjurationAxTouch—Buff
5e - Shield (Spell)1AbjurationR Self—AC
5e - Silent Image (Spell)1IllusionAx60 ft. (15 ft. Cube)—Control
5e - Sleep (Spell)1IllusionAx60 ft. (5 ft. Sphere)WISIncapacitated
5e - Speak with Animals (Spell)1DivinationA [R] Self—Communication, Ritual
5e - Spray of Cards (Spell)1ConjurationA Self (15 ft. Cone)DEXForce, Hindered
5e - Unseen Servant (Spell)1ConjurationA [R] 60 ft.—Social, Ritual
5e - Witch Bolt (Spell)1EvocationAx60 ft.RangedLightning
5e - Augury (Spell)2Divination1m [R] Self—Foreknowledge, Ritual
5e - Battle Familiar (Spell)2ConjurationA 10 ft.—Summoning
5e - Blindness-Deafness (Spell)2TransmutationA 120 ft.CONBlinded, Deafened
5e - Borrowed Knowledge (Spell)2DivinationA Self—Utility, Proficiency
5e - Chain of Conviction (Spell)2ConjurationBA 30 ft.STRForce, Pulling, Tethered, ADV
5e - Chorus of the Lost (Spell)2NecromancyAx60 ft. (15 ft. Sphere)WISPsychic, Frightened
5e - Cloud of Daggers (Spell)2ConjurationAx60 ft. (5 ft. Cube)—Slashing
5e - Crown of Madness (Spell)2EnchantmentAx120 ft.WISCharmed
5e - Darkness (Spell)2EvocationAx60 ft. (15 ft. Sphere)—Darkness
5e - Detect Thoughts (Spell)2DivinationA [R]xSelf (30 ft. Emanation)WISDetection, Utility, Ritual
5e - Dueling Ground (Spell)2Abjuration10m [R] Touch—Social, Ritual
5e - Enthrall (Spell)2EnchantmentAx60 ft.WISDebuff
5e - Fortunes Favor (Spell)2Divination1m 60 ft.—ADV
5e - Freezing Grasp (Spell)2NecromancyA TouchMeleeCold, Movement
5e - Grasping Ghost (Spell)2NecromancyA 60 ft.STRNecrotic, Pushing
5e - Harrowing Ballad (Spell)2EnchantmentBAx120 ft.INTCharmed, Psychic, DISADV
5e - Hold Person (Spell)2EnchantmentAx60 ft.WISParalyzed
5e - Invisibility (Spell)2IllusionAxTouch—Invisible
5e - Magic Weapon (Spell)2TransmutationBA Touch—Buff
5e - Mind Spike (Spell)2DivinationAx120 ft.WISPsychic, Detection
5e - Mind Whip (Spell)2EnchantmentA 90 ft.INTPsychic, Dazed
5e - Mirror Image (Spell)2IllusionA Self—Buff
5e - Misty Step (Spell)2ConjurationBA Self—Teleportation
5e - Mockerys Snare (Spell)2AbjurationBAxTouchWISNecrotic, Restrained
5e - Protect Threshold (Spell)2AbjurationA [R] TouchWISPsychic, Utility, Ritual
5e - Ray of Enfeeblement (Spell)2NecromancyAx60 ft.CONHindered, Weakened
5e - Sanguine Secrets (Spell)2DivinationBA 30 ft.—Foreknowledge, Advantage, Blood Magic
5e - Shadows Veil (Spell)2IllusionBAxSelf—Invisible
5e - Spider Climb (Spell)2TransmutationAxTouch—Movement
5e - Suggestion (Spell)2EnchantmentAx30 ft.WISCharmed
5e - Uncertain Footing (Spell)2IllusionAx120 ft.INTSlowed
5e - Unraveling Whisper (Spell)2EnchantmentA 30 ft.WISPsychic, Frightened, Vulnerability
5e - Concussive Burst (Spell)3EvocationA Self (100 ft. Line)CONThunder, Deafened
5e - Wish (Spell)10ConjurationA Self—Creation
5e - Stars Grace (Spell)—AbjurationR Self—Buff
Showing 32 of 32 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Blade Ward (Spell)0AbjurationR Self—DISADV
5e - Blink Step (Spell)0ConjurationBA Self—Teleportation
5e - Blood Bolt (Spell)0NecromancyA 90 ft.RangedNecrotic, Temp. HP, Blood Magic
5e - Calling Card (Spell)0IllusionA Touch—Communication
5e - Chill Touch (Spell)0NecromancyA TouchMeleeNecrotic, Wounded
5e - Concussion (Spell)0EvocationA 60 ft.CONThunder, Deafened
5e - Confounding Shadows (Spell)0ConjurationA 120 ft.RangedPsychic
5e - Contagious Thoughts (Spell)0EnchantmentA Self (10 ft. Emanation)INTPsychic
5e - Eldritch Blast (Spell)0EvocationA 120 ft.RangedForce
5e - Friends (Spell)0EnchantmentAx10 ft.WISCharmed
5e - Frightful Start (Spell)0IllusionA 30 ft.WISFrightened
5e - Hellfire Flare (Spell)0EvocationA 120 ft.CHAFire, Necrotic
5e - Hemokinesis (Spell)0TransmutationA 30 ft.CONBlinded, Frightened, Rattled, Blood Magic
5e - Illusory Instrument (Spell)0IllusionA TouchControl
5e - Infestation (Spell)0ConjurationA 30 ft.CONPoison, Move
5e - Lightning Lure (Spell)0EvocationA 15 ft.STRLightning, Pulling
5e - Mage Hand (Spell)0ConjurationA 30 ft.—Utility
5e - Magic Fling (Spell)0TransmutationBA TouchRangedBludgeoning, Piercing, Slashing
5e - Message (Spell)0DivinationA 120 ft.—Communication, Utility
5e - Mind Sliver (Spell)0EnchantmentA 60 ft.INTPsychic, Debuff
5e - Minor Illusion (Spell)0IllusionA 30 ft.—Control
5e - Poison Spray (Spell)0EvocationA 30 ft.RangedPoison
5e - Prestidigitation (Spell)0TransmutationA 10 ft.—Control
5e - Rend Flesh (Spell)0NecromancyA 60 ft.CONPoisoned, Necrotic, Blood Magic
5e - Sapping String (Spell)0NecromancyA 30 ft.CONNecrotic, Prone, Blood Magic
5e - Sword Burst (Spell)0EvocationA Self (5 ft. Emanation)DEXForce, AOE
5e - Thaumaturgy (Spell)0TransmutationA 30 ft.—Control
5e - Thunderclap (Spell)0EvocationA Self (5 ft. Emanation)CONThunder, AOE
5e - Toll the Dead (Spell)0NecromancyA 60 ft.WISNecrotic
5e - True Strike (Spell)0DivinationA SelfWeaponRadiant
5e - Vicious Mockery (Spell)0EnchantmentA 60 ft.WISPsychic, Taunted
5e - Void Maw (Spell)0NecromancyA 60 ft.RangedNecrotic
Showing 37 of 37 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Absorb Blood (Spell)1NecromancyR 30 ft.—Healing
5e - Acidic Fumes (Spell)1TransmutationA Self (15 ft. Cone)CONAcid
5e - Armor of Agathys (Spell)1AbjurationA Self—Temp. HP, Cold, Fire, Lightning, Necrotic, Radiant
5e - Arms of Hadar (Spell)1ConjurationA Self (10 ft. Emanation)STRNecrotic
5e - Bane (Spell)1EnchantmentAx30 ft.CHADebuff, Curse
5e - Captivate Undead (Spell)1NecromancyAx60 ft.CHACharmed
5e - Cause Fear (Spell)1IllusionAx60 ft.WISFrightened
5e - Charm Person (Spell)1EnchantmentA 30 ft.WISCharmed
5e - Cloak of Shadow (Spell)1IllusionBAxSelf—Buff
5e - Clue (Spell)1DivinationA [R] Self (30 ft. Emanation)—Exploration, Ritual
5e - Color Spray (Spell)1IllusionA 15 ft. ConeCONBlinded
5e - Command (Spell)1EnchantmentA 60 ft.WISControl
5e - Comprehend Languages (Spell)1DivinationA [R] Self—Social, Ritual
5e - Detect Magic (Spell)1DivinationA [R]xSelf (30 ft. Emanation)—Detection, Ritual
5e - Disguise Self (Spell)1IllusionA Self—Utility, Social
5e - Disrupting Note (Spell)1EnchantmentBA 60 ft.CONDebuff, Psychic
5e - Dissonant Whispers (Spell)1EnchantmentA 60 ft.WISPsychic, Movement
5e - Elevated Sight (Spell)1DivinationAxSelf—Exploration
5e - Envenom (Spell)1TransmutationAx60 ft.CONPoison, Poisoned
5e - Expeditious Retreat (Spell)1TransmutationBAxSelf—Movement
5e - Find Familiar (Spell)1Conjuration1h [R] 10 ft.—Summoning
5e - Flawed Reconstruction (Spell)1TransmutationA Touch—Healing
5e - Furys Chorus (Spell)1EnchantmentAx60 ft. (20 ft. Sphere)CHAControl
5e - Hellish Rebuke (Spell)1EvocationR 60 ft.DEXFire
5e - Hex (Spell)1EnchantmentBAx90 ft.—Necrotic, Impaired, Curse
5e - Hideous Laughter (Spell)1EnchantmentAx30 ft.WISProne, Incapacitated
5e - Illusory Script (Spell)1Illusion1m [R] Touch—Communication, Ritual
5e - Mark of Fate (Spell)1AbjurationR 30 ft.—ADV, Buff
5e - Neutralize Aura (Spell)1Abjuration1mxTouch—Buff
5e - Protection from Evil and Good (Spell)1AbjurationAxTouch—Buff
5e - Shield (Spell)1AbjurationR Self—AC
5e - Silent Image (Spell)1IllusionAx60 ft. (15 ft. Cube)—Control
5e - Sleep (Spell)1IllusionAx60 ft. (5 ft. Sphere)WISIncapacitated
5e - Speak with Animals (Spell)1DivinationA [R] Self—Communication, Ritual
5e - Spray of Cards (Spell)1ConjurationA Self (15 ft. Cone)DEXForce, Hindered
5e - Unseen Servant (Spell)1ConjurationA [R] 60 ft.—Social, Ritual
5e - Witch Bolt (Spell)1EvocationAx60 ft.RangedLightning
Showing 32 of 32 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Augury (Spell)2Divination1m [R] Self—Foreknowledge, Ritual
5e - Battle Familiar (Spell)2ConjurationA 10 ft.—Summoning
5e - Blindness-Deafness (Spell)2TransmutationA 120 ft.CONBlinded, Deafened
5e - Borrowed Knowledge (Spell)2DivinationA Self—Utility, Proficiency
5e - Chain of Conviction (Spell)2ConjurationBA 30 ft.STRForce, Pulling, Tethered, ADV
5e - Chorus of the Lost (Spell)2NecromancyAx60 ft. (15 ft. Sphere)WISPsychic, Frightened
5e - Cloud of Daggers (Spell)2ConjurationAx60 ft. (5 ft. Cube)—Slashing
5e - Crown of Madness (Spell)2EnchantmentAx120 ft.WISCharmed
5e - Darkness (Spell)2EvocationAx60 ft. (15 ft. Sphere)—Darkness
5e - Detect Thoughts (Spell)2DivinationA [R]xSelf (30 ft. Emanation)WISDetection, Utility, Ritual
5e - Dueling Ground (Spell)2Abjuration10m [R] Touch—Social, Ritual
5e - Enthrall (Spell)2EnchantmentAx60 ft.WISDebuff
5e - Fortunes Favor (Spell)2Divination1m 60 ft.—ADV
5e - Freezing Grasp (Spell)2NecromancyA TouchMeleeCold, Movement
5e - Grasping Ghost (Spell)2NecromancyA 60 ft.STRNecrotic, Pushing
5e - Harrowing Ballad (Spell)2EnchantmentBAx120 ft.INTCharmed, Psychic, DISADV
5e - Hold Person (Spell)2EnchantmentAx60 ft.WISParalyzed
5e - Invisibility (Spell)2IllusionAxTouch—Invisible
5e - Magic Weapon (Spell)2TransmutationBA Touch—Buff
5e - Mind Spike (Spell)2DivinationAx120 ft.WISPsychic, Detection
5e - Mind Whip (Spell)2EnchantmentA 90 ft.INTPsychic, Dazed
5e - Mirror Image (Spell)2IllusionA Self—Buff
5e - Misty Step (Spell)2ConjurationBA Self—Teleportation
5e - Mockerys Snare (Spell)2AbjurationBAxTouchWISNecrotic, Restrained
5e - Protect Threshold (Spell)2AbjurationA [R] TouchWISPsychic, Utility, Ritual
5e - Ray of Enfeeblement (Spell)2NecromancyAx60 ft.CONHindered, Weakened
5e - Sanguine Secrets (Spell)2DivinationBA 30 ft.—Foreknowledge, Advantage, Blood Magic
5e - Shadows Veil (Spell)2IllusionBAxSelf—Invisible
5e - Spider Climb (Spell)2TransmutationAxTouch—Movement
5e - Suggestion (Spell)2EnchantmentAx30 ft.WISCharmed
5e - Uncertain Footing (Spell)2IllusionAx120 ft.INTSlowed
5e - Unraveling Whisper (Spell)2EnchantmentA 30 ft.WISPsychic, Frightened, Vulnerability
Showing 1 of 1 entries
NameLevelSchoolTimeCRange-AreaSave-AttEffect
5e - Concussive Burst (Spell)3EvocationA Self (100 ft. Line)CONThunder, Deafened
No data found.
No data found.

Class Features

Level 1: Blood Rites (Flavor)

You have survived the Hunter’s Bane, a dark alchemical ritual that suffuses your blood with sinister blood magic. You learn to draw upon the sinister power within your bloodstream to invoke the dark magic of Blood Rites. You gain the following benefits:

Blood Magic Maneuvers: You gain proficiency with the 🤺Tradition of Blood Rites. Blood Rites can only be used against creatures with blood. However, when you make a Vital Sacrifice (Detailed in the Crimson Offering feature) to empower a Rite, you can target any creature, regardless if it has blood or not.

Inherent Blood Magic: You learn 2 Maneuvers from the 🤺Tradition of Blood Rites. Those Maneuvers don’t count against your maximum number of known maneuvers.

Level 1: Crimson Offering

You gain the following benefits:

Rite Die: Some Blood Hunter features use your Rite Die, which starts as a d4. At certain Blood Hunter levels, this die grows, as indicated in the Rite Die column above.

Vital Sacrifice: Some Blood Hunter features allow you to sacrifice your own life to fuel additional effects. When you make a Vital Sacrifice, you take true damage equal to one roll of your Rite Die.

Infuse Weapon: As a Bonus Action, you can make a Vital Sacrifice to empower one Weapon you are holding for 1 hour. When you do so, choose either Acid, Cold, Fire, Lightning, or Poison damage. When you hit a creature with an attack with the empowered weapon, the creature takes bonus damage of the type you selected equal to one roll of your Rite Die.

Level 1: Crimson Smite

Level 2: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 3: Archetype (Subclass)

Choose one Archetype, which represents you best. Your Archetpye grants you new abilities at 3rd, 7th, 11th, 15th, and 19th level.

ArchetypeDescription

Level 4: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 5: Blood Hunter

Use Vital sacrifice for Exertion!

Level 5: Blood Hunter

Level 6: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 7: Archetype Feature

You gain the 7th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 8: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 9: Blood Hunter

Level 10: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 11: Archetype Feature

You gain the 11th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 12: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 13: Blood Hunter

Level 14: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 15: Archetype Feature

You gain the 15th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 16: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 17: Blood Hunter

Level 18: Feats

You gain one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Level 19: Archetype Feature

You gain the 19th-level Archetype Feature of the Archetype you chose at 3rd level in this class.

Level 20: Blood Hunter

Level 20: Feats

You gain one 🥇Epic Boon Feat, one 🥇Class Feat, one 🥇General Feat and one 🥇Skill Feat for which you qualify.

Inspiration/Quelle

Inspiration/Quelle

Class Artwork:

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