[[],[],[],[],[],[],[],[{"id":7266,"name":"Blood Hunter","type":"base","hit_die":"1d10","alignment":"Any","full_text":"

Blood Hunter\"Blood<\/h1>

Type:<\/strong> base
Hit Die:<\/strong> 1d10
Hit Points at 1st Level:<\/strong> 10 + Constitution Modifier<\/p>

Class Skills<\/h3>

Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival<\/p>

Proficiencies<\/h3>

Armor: <\/strong>Light Armor, Medium Armor<\/p>

Weapons: <\/strong>Simple Weapons, Martial Weapons<\/p>

Tools: <\/strong>Alchemist's Tools<\/p>

Saving Throws: <\/strong>Strength, Wisdom<\/p>

Equipment<\/strong><\/p>

You start with the following equipment, in addition to the equipment granted by your background:<\/p>

• (a)<\/em> a martial weapon or (b)<\/em> two simple weapons
• (a)<\/em> a light crossbow and 20 bolts or or (b)<\/em> a hand crossbow and 20 bolts
• (a)<\/em> studded leather armor (b)<\/em> scale mail armor
• (a)<\/em> explorer's pack<\/p>

 <\/p>


 <\/p>
The Blood Hunter<\/strong><\/td><\/tr>
Level<\/strong><\/td>Proficiency
Bonus<\/strong><\/td>
Crimson Rite
Damage Die<\/strong><\/td>
Features<\/strong><\/td>Blood Curse
Known<\/strong><\/td><\/tr>
1<\/td>+2<\/td>1d4<\/td>Hunter's Bane, Crimson Rite<\/td>
<\/td><\/tr>
2<\/td>+2<\/td>1d4<\/td>Fighting Style, Blood Maledict<\/td>1<\/td><\/tr>
3<\/td>+2<\/td>1d4<\/td>Blood Hunter Order<\/td>1<\/td><\/tr>
4<\/td>+2<\/td>1d4<\/td>Ability Score Enhancement<\/td>1<\/td><\/tr>
5<\/td>+3<\/td>1d4<\/td>Extra Attack<\/td>2<\/td><\/tr>
6<\/td>+3<\/td>1d6<\/td>Blood Maledict (2\/rest)<\/td>2<\/td><\/tr>
7<\/td>+3<\/td>1d6<\/td>Order Feature<\/td>2<\/td><\/tr>
8<\/td>+3<\/td>1d6<\/td>Ability Score Enhancement<\/td>2<\/td><\/tr>
9<\/td>+4<\/td>1d6<\/td>Grim Psychometry<\/td>3<\/td><\/tr>
10<\/td>+4<\/td>1d6<\/td>Dark Velocity<\/td>3<\/td><\/tr>
11<\/td>+4<\/td>1d8<\/td>Order Feature, Blood Maledict (3\/rest)<\/td>3<\/td><\/tr>
12<\/td>+4<\/td>1d8<\/td>Ability Score Improvement<\/td>3<\/td><\/tr>
13<\/td>+5<\/td>1d8<\/td>
<\/td>
4<\/td><\/tr>
14<\/td>+5<\/td>1d8<\/td>Hardened Soul<\/td>4<\/td><\/tr>
15<\/td>+5<\/td>1d8<\/td>Order Feature<\/td>4<\/td><\/tr>
16<\/td>+5<\/td>1d10<\/td>Ability Score Improvement<\/td>4<\/td><\/tr>
17<\/td>+6<\/td>1d10<\/td>Blood Maledict (4\/rest)<\/td>5<\/td><\/tr>
18<\/td>+6<\/td>1d10<\/td>Order Feature<\/td>5<\/td><\/tr>
19<\/td>+6<\/td>1d10<\/td>Ability Score Enhancement<\/td>5<\/td><\/tr>
20<\/td>+6<\/td>1d10<\/td>Sanguine Mastery<\/td>6<\/td><\/tr><\/tbody><\/table>

Hunter's Bane<\/h3>

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 have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on 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.
        Upon reaching 11th level, you can flare the internal toxic scars from the ritual, using the pain to give clarity, or promote anger. You can choose to suffer damage equal to a roll of your crimson rite damage die to gain advantage on a Wisdom (Insight) check or (Charisma) Intimidation check<\/p>

Crimson Rite<\/h3>

At first level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. Choose to learn one rite from the Primal Rites list below. You cannot change this choice.
        As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an addition 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.
        When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of the restoring of maximum hit points.
        Crimson rite can be used on multiple weapons, costing addition hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at anytime on your turn (no action required).
        You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.<\/p>

Primal Rites<\/h4>

Choose from the following:<\/p>

   Rite of the Flame:<\/em> <\/strong>Your rite damage is fire type.
   Rite of the Frozen:<\/em> <\/strong>Your rite damage is ice type.
   Rite of the Storm:<\/em> <\/strong>Your rite damage is lightning type.<\/p>

Esoteric Rites<\/h4>

Choose from the following:<\/p>

   Rite of the Roar: <\/em><\/strong>Your rite damage is thunder type.
   Rite of the Oracle: <\/em><\/strong>Your rite damage is psychic type.
   Rite of the Dead: <\/em><\/strong>Your rite damage is necrotic type.<\/p>

Fighting Style<\/h3>

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.<\/p>

Archery<\/h4>

You gain a +2 bonus to attack rolls you make with ranged weapons.<\/p>

Dueling<\/h4>

When you are wildin ga melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<\/p>

Great Weapon Fighting<\/h4>

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 hav ethe two-handed or versatile property for you to gain this benefit.<\/p>

Blood Maledict<\/h3>

At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. you gain one blood curse of your choice, detailed in the \"Blood Curses\" section below. You learn one additional blood curse of your choice at 5th, 9th, 13th, 16th, and 20th level
        When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify <\/em>the curse by suffering damage equal to a roll of 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 (DM's discretion).
        You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.<\/p>

Blood Curses<\/h4>

The blood curses are presented in alphabetical order.
        Blood Curse of Binding: <\/strong><\/em>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 (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.
        Amplify:<\/em> This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).
        Blood Curse of the Eyeless:<\/em><\/strong> When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.
        Amplify: <\/em>Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.
        Blood Curse of the Fallen Puppet: <\/strong><\/em>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 a single weapon attack against a creature of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.
        Amplify: <\/em>You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum of 1).
        Blood Curse of the Fending Rite: <\/em><\/strong>When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom Modifier (minimum of 1). This curse is invoked before the saving throw is rolled.
        Amplify: <\/em>You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.
<\/strong>        Blood Curse of the Marked: <\/em><\/strong>As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled.
        Amplify: <\/em>You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn
        Blood Curse of the Mutual Suffering: <\/em><\/strong>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 deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.
        Amplify: <\/em>This curse instead deals damage equal to the damage you suffered and it ignores Necrotic resistance.
        Blood Curse of the Purgation: <\/em><\/strong>As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned<\/em> condition affliction it.
        Amplify: <\/em>Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, <\/em>or paralyzed.<\/em>
        Blood Curse of the Spell Sunder: <\/em><\/strong>When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.
        Amplify: <\/em>You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically.

<\/p>

Blood Hunter Order<\/h3>

At 3rd level, you commit to an order of blood hunter martial focus. Choose Order of teh Mutant, Order of the Ghostslayer, or Order of the Profane Soul, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.<\/p>

Ability Score Improvement<\/h3>

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.<\/p>

Extra Attack<\/h3>

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p>

Grim Psychometry<\/h3>

When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details.<\/p>

Dark Velocity<\/h3>

Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.<\/p>

Hardened Soul<\/h3>

When you reach 14th level, you can no longer become frightened, <\/em>and you have advantage on saving throws against magical Charm effects.<\/p>

Sanguine Mastery<\/h3>

Upon reaching 20th level, your ability to harness your pain, and the pain of your foes, is perfected. When you are below one fourth of your current maximum hit points, all your crimson rite damage dice are maximized.
        In addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of your blood maledict feature.<\/p>

Blood Hunter Orders<\/h2>

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 a 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.<\/p>

Order of the Ghostslayer<\/h3>

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 far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond.<\/p>

Rite of the Dawn<\/h4>

When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn<\/em> (detailed below).<\/p>

        Rite of the Dawn:<\/strong> <\/em>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, any creature you hit with your Rite of the Dawn suffers this additional radiant damage.<\/p>

Hallowed Veins<\/h4>

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, when you target an undead creature with a blood curse, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or it cannot target you with an attack until the end of your next turn.<\/p>

Supernal Surge<\/h4>

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, you can make one weapon attack as a bonus action, 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. You may expend a use of this feature as a bonus action instead of making an attack.
        You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.<\/p>

Gravesight<\/h4>

At 15th level, you can see in magical darkness up to 30 feet, as well as see invisible creatures and objects up to 30 feet.<\/p>

Vengeful Spirit<\/h4>

Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, 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. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and 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 armor class, as well as your weapons and ammunition, 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 your Crimson Rite feature.
        If your spirit form takes any damage, your body dies. If you regain any hit points, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.<\/p>

Order of the Profane Soul<\/h3>

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 ancien twell 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 Profane Soul.<\/p>

Otherworldly Patron<\/h4>

At 3rd level, you strike a bargain with an other-worldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed on page 109 of the PHB, the Undying on page 139 of the Sword Coast Adventurer's Guide, and the Hexblade or Celestial on page 54 of Xanathar's Guide to Everything. Your choice augments some of your order features<\/p>

Pact Magic<\/h4>

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 (PHB) for general rules of spellcasting and chapter 11 (PHB) for the Warlock spell list.
        Cantrips:<\/strong><\/em> You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
        Spell Slots:<\/strong> <\/em>The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
        For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt<\/em>, you must expend one of those slots, and you cast it as a 2nd-level spell.
        Spells Known of 1st Level and Higher: <\/strong><\/em>At 3rd level, you know two 1st level spells of your choice from the warlock spell list.
        The Spells known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown on the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
        Additionally, when you gian a level in this class and order, you can choose one of teh warlock spells you know an dreplace it with another spell form the warlock spell list, which also must be of a level fo rwhich you have spell slots.
        Spellcasting Ability: <\/strong><\/em>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<\/strong> + your profiency bonus + your Wisdom modifier
        Spell attack modifier<\/strong> = your proficiency bonus + your Wisdom modifier<\/p>
Profane Soul Spellcasting<\/strong><\/td><\/tr>
Blood Hunter
Level<\/td>
Cantrips
Known<\/td>
Spells
Known<\/td>
Spell
Slots<\/td>
Slot
Level<\/td><\/tr>
3rd<\/td>2<\/td>2<\/td>1<\/td>1st<\/td><\/tr>
4th<\/td>2<\/td>2<\/td>1<\/td>1st<\/td><\/tr>
5th<\/td>2<\/td>3<\/td>2<\/td>1st<\/td><\/tr>
6th<\/td>2<\/td>3<\/td>2<\/td>1st<\/td><\/tr>
7th<\/td>2<\/td>4<\/td>2<\/td>2nd<\/td><\/tr>
8th<\/td>2<\/td>4<\/td>2<\/td>2nd<\/td><\/tr>
9th<\/td>2<\/td>5<\/td>2<\/td>2nd<\/td><\/tr>
10th<\/td>3<\/td>5<\/td>2<\/td>2nd<\/td><\/tr>
11th<\/td>3<\/td>6<\/td>2<\/td>2nd<\/td><\/tr>
12th<\/td>3<\/td>6<\/td>2<\/td>2nd<\/td><\/tr>
13th<\/td>3<\/td>7<\/td>2<\/td>3rd<\/td><\/tr>
14th<\/td>3<\/td>7<\/td>3<\/td>3rd<\/td><\/tr>
15th<\/td>3<\/td>8<\/td>3<\/td>3rd<\/td><\/tr>
16th<\/td>3<\/td>8<\/td>3<\/td>3rd<\/td><\/tr>
17th<\/td>3<\/td>9<\/td>3<\/td>4th<\/td><\/tr>
18th<\/td>3<\/td>9<\/td>3<\/td>4th<\/td><\/tr>
19th<\/td>3<\/td>10<\/td>3<\/td>4th<\/td><\/tr>
20th<\/td>3<\/td>11<\/td>3<\/td>4th<\/td><\/tr><\/tbody><\/table>

Rite Focus<\/h4>

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. while you have an active rite, you can use your weapon as a spellcasting focus (found in chapter 5, PHB) for your spells. Your chosen pact also enhances your rite (outlined below).
        The Archfey: <\/strong>If you deal rite damage to a creature, that creature loses any half or three-quarters cover bonuses, as well as invisibility, until the beginning of your next turn.
        The Fiend: <\/strong>While using the Rite of Flame, if you roll a 1 on your rite damage die, you may reroll the die. You may reroll only once per attack.
        The Great Old One: <\/strong>Whenever you deal a critical hit to a creature, that creature must make a Wisdom saving throw against your spell save DC. On a failure, the creature is frightened<\/em> of you until the end of your next turn.
        The Undying: <\/strong>Whenever you reduce a hostile creature to 0 hit points with a weapon attack, and kill it, you regain hit points equal to your crimson rite damage die.
        The Celestial: <\/strong>You can expend a use of your blood maledict feature as a bonus action to heal one creature within 60 feet of you. They regain hit points equal to your crimson rite damage die rolled twice + your Wisdom modifier (minimum of 1).
        The Hexblade: <\/strong>Whenever you target a creature with a blood curse, your next attack against the cursed creature is a critical hit on a roll of 19 or 20 on the d20.<\/p>

Mystic Frenzy<\/h4>

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.<\/p>

Revealed Arcana<\/h4>

At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.
        The Archfey: <\/strong>You can cast blur<\/em> once using a profane soul spell slot. you can't do so again until you finish a long rest.
        The Fiend: <\/strong>You can cast scorching ray<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        The Great Old One: <\/strong>You can cast detect thoughts<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        <\/strong>The Undying: <\/strong>You can cast blindness\/deafness<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        The Celestial: <\/strong>You can cast lesser restoration<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest
        The Hexblade: <\/strong>You can cast branding smite<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.<\/p>

Diabolic Channel<\/h4>

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 or is already active, then make a single attack with that weapon. The spell must be using a warlock or profane soul spell slot. If the attack hits, all spell attack rolls for the imbued spell hit the target automatically and are considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot accordingly. If the attack has advantage, the target's initial saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space.
        The spell must be of 1st level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell.<\/p>

Unsealed Arcana<\/h4>

At 15th level, your dark patron grants you the rare use of an additional arcane spell based on your pact.
        The Archfey: <\/strong>You can cast slow <\/em>once using a profane soul spell slot. you can't do so again until you finish a long rest.
        The Fiend: <\/strong>You can cast fireball<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        The Great Old One: <\/strong>You can cast haste<\/i> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        <\/strong>The Undying: <\/strong>You can cast bestow curse<\/em> once using a profane soul spell slot. You can't do so again until you finish a long rest.
        The Celestial: <\/strong>You can cast revivify<\/i> once using a profane soul spell slot. You can't do so again until you finish a long rest
        The Hexblade: <\/strong>You can cast blink<\/i> once using a profane soul spell slot. You can't do so again until you finish a long rest.<\/p>

Soul Siphon<\/h4>

When you reach 18th level, you learn to sacrifice the souls of powerful foes to your dark patron in exchange for immediate power. When you reduce a creature to 0 hit points with an attack, kill the creature, and they have a challenge rating of 15 or above, you recover an expended spell slot.<\/p>

Order of the Mutant<\/h3>

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 focues on brewing toxic elixers to modify their capabilities in battle, altering their blood and, over time, become something beyond human. They called themselves the Order of the Mutant.<\/p>

Formulas<\/h4>

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
        Beginning at 3rd level, you choose to learn three mutagen formulas. Your formula options are detailed at the end of this order description. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.
        Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula.<\/p>

Mutagen Craft<\/h4>

At 3rd level, you can take a short rest to 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 to meditate and flush the toxins from your system.
        <\/strong>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 = <\/strong>your blood hunter level divided by 4, rounded up.<\/p>

Advanced Mutagen Craft<\/h4>

Upon reaching 7th level, when you take a short rest to concoct a mutagen, you can now create 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 requires a separate bonus action to imbibe.
        <\/strong>Once you reach 15th level, you can now create three mutagens during a short rest.<\/p>

Strange Metabolism<\/h4>

Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can choose to ignore the side effect of a mutagen affecting you for 1 minute.
        Once you use this feature, you must finish a short or long rest before you can use it again.<\/p>

Robust Physiology<\/h4>

At 15th level your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned<\/em> condition.<\/p>

Exalted Mutation<\/h4>

At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently, at all times. You cannot change this choice of formula after this feature is acquired.<\/p>

Mutagens<\/h4>

These mutagens are presented in alphabetical order. Some mutagens require a number of levels in blood hunter before you can learn and create the formula.<\/p>

        Aether:<\/em><\/strong> <\/em>Prerequisite: 11th level. <\/em>You gain a flying speed of 20 feet. Side effect: <\/em>You have disadvantage on all Strength and Dexterity ability checks.
        Celerity:<\/em><\/strong> <\/em>Your Dexterity score increases by an ammount equal to your mutation score, as does your Dexterity maximum. Side effect:<\/em> Yor Wisdom score decreases by an amount equal to your mutation score.
        Conversant:<\/em><\/strong> <\/em>You gain advantage on Intelligence ability checks. Side effect:<\/em> You have disadvantage on Charisma ability checks.
        Cruelty:<\/strong><\/em> Prerequisite: 11th level. <\/em>You can make a single weapon attack as a bonus action on each of your turns. Side effect: <\/em>You have disadvantage on all saving throws.
        Impermeable: <\/strong><\/em>You gain resistance to piercing damage. Side effect:<\/em> You gain vulnerability to slashing damage.
        Mobility: <\/strong><\/em>You gain immunity to the grappled<\/em> and restrained<\/em> conditions. At 11th level, you are also immune to the paralyzed<\/em> condition. Side effect:<\/em> You gain a penalty to initiative equal to two times your mutation score.
        Nighteye: <\/strong><\/em>You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. Side effect: You gain sunlight sensitivity (PHB, pg. 24)
        Potency: <\/strong><\/em>Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum. Side effect:<\/em> Your Dexterity score decreases by an amount equal to your mutation score.
        Precision: <\/strong>Prerequisite: 11th level. <\/em>Your weapon attacks score a critical hit on a roll of 19-20. Side effect:<\/em> All healing you receive is halved.
        Rapidity: <\/strong><\/em>Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead. Side effect:<\/em> You have disadvantage on Dexterity ability checks.
        Reconstruction: <\/strong>Prequisite: 7th level. <\/em>While conscious and in combat, you regenerate hit points equal to two times your mutation score at the start of your turn as long as you are above 0 hit points. Side effect:<\/em> Your speed decreases by 10 feet.
        Sagicity: <\/strong><\/em>Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum. Side effect:<\/em> Your armor class is reduced by an amount equal to your mutation score.
        Shielded: <\/strong><\/em>You gain resitance to slashing damage. Side effect:<\/em> You gain vulnerability to bludgeoning damage.
        Unbreakable: <\/strong><\/em>You gain resitance to bludgeoning damage. Side effect:<\/em> You gain vulnerability to piercing damage.
        Wariness: <\/strong><\/em>You gain a bonus to initiative equal to two times your mutation score. Side effect: <\/em>You have disadvantage on Wisdom (Perception) checks.<\/p>

Blood Hunter Multiclassing<\/h2>

Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.<\/p>

Blood Hunter Multiclassing Prerequisites<\/h3>

Ability Score Minimum
<\/strong>Strength 13 or Dexterity 13, and Wisdom 13<\/p>

Blood Hunter Multiclassing Proficiencies<\/h3>

Proficiencies Gained<\/strong>
Light armor, medium armor, shields, simple weapons, martial weapons, alchemical supplies<\/p>

Blood Hunter Multiclassing with Warlock<\/h3>

If multiclassing Order of the Profane Soul with Warlock levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table (PHB, pg. 106) for total Spell Slots, and Spell Slot Level. To decide your spell casting ability for your warlock, choose that of the class with teh higher level (choose between the two if levels are equal).<\/p>


Reference: Critical Role - Matt Mercer<\/strong><\/h5>","reference":"Usergen","class_skills":"Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival","proficiencies":"A Blood Hunter is proficient with Light and Medium Armor, Shields, Simple and Martial Weapons, Alchemist's Supplies, Strength and Wisdom Saving Throws"}],[],[],[]]