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Blood Maledict

  • casting time
  • rangeYou know one blood curse of your choice detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th 10th 14t and 18th level. Each time you learn a new blood curse you can also choose one of the blood curses you know and replace it with another blood curse. Each time you use your Blood Maledict feature you choose which curse to invoke from the curses you know. While invoking a blood curse but before it affects the target you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. Once you use this feature you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level three times starting at 13th level and four times starting at 17th level.

  • componentsBlood Hunter
  • duration

Other Ability

Crimson Rite (1 of 2)

  • casting time
  • rangeAlso at 2nd level you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite you take necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. While the rite is in effect attacks you make with this weapon are magical and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

  • componentsBlood Hunter
  • duration

Other Ability

Crimson Rite (2 of 2)

  • casting time
  • rangeYou choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level and again at 14th level. Rite of the Flame. The extra damage dealt by your rite is fire damage. Rite of the Frozen. The extra damage dealt by your rite is cold damage. Rite of the Storm. The extra damage dealt by your rite is lightning damage. Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level) Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level) Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

  • componentsBlood Hunter
  • duration

Other Ability

Brand of Castigation

  • casting time
  • rangeAt 6th level when you damage a creature with a weapon for which you have an active crimson rite you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it’s on the same plane as you. Further each time the branded creature deals damage to you or a creature you can see within 5 feet of you the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature you can’t use it again until you finish a short or long rest.

  • componentsBlood Hunter
  • duration

Other Ability

Grim Psychometry

  • casting time
  • rangeWhen you reach 9th level you gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History) check to recall information about the sinister or tragic history of an object you are touching or your current location you have advantage on the check. At the DM’s discretion a suitably high roll might cause your character to experience brief visions of the past connected to the object or location.

  • componentsBlood Hunter
  • duration

Other Ability

Blood Curse of the Anxious

  • casting time
  • rangeAs a bonus action you harry the body or mind of a creature within 30 feet of you making them susceptible to forceful influence. Until the end of your next turn Charisma (Intimidation) checks made against the cursed creature have advantage. Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

  • componentsBlood Hunter
  • duration

Other Blood Curses

Blood Curse of Binding

  • casting time
  • rangeAs a bonus action you attempt to bind a Large or smaller creature you can see within 30 feet of you which must make a Strength saving throw. On a failure the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn. Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns ending the curse on itself on a success.

  • componentsBlood Hunter
  • duration

Other Blood Curses

Blood Curse of Bloated Agony

  • casting time
  • rangeAs a bonus action you curse a creature that you can see within 30 feet of you causing its body to swell until the end of your next turn. For the duration the creature has disadvantage on Strength checks and Dexterity checks and takes 1d8 necrotic damage if it makes more than one attack during its turn. Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns ending the curse on itself on a success.

  • componentsBlood Hunter
  • duration

Other Blood Curses

Blood Curse of Exposure

  • casting time
  • rangeWhen a creature you can see within 30 feet of you takes damage from an attack or spell you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect). Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell but has resistance to those damage types until the end of its next turn.

  • componentsBlood Hunter
  • duration

Other Blood Curses

1 1
2 2
2 2
6 6
9 9
1 1
1 1
1 1
1 1

Blood Curse of the Eyeless

  • casting time
  • rangeWhen a creature you can see within 30 feet of you makes an attack you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition. Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack

  • componentsBlood Hunter
  • duration

Other Blood Curses

Blood Curse of the Fallen Puppet

  • casting time
  • rangeWhen a creature you can see within 30 feet of you drops to 0 hit points you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Other Blood Curses

Blood Hunter

Other

Blood Curse of the Marked

  • casting time
  • rangeAs a bonus action you mark a creature that you can see within 30 feet of you. Until the end of your turn whenever you hit the cursed creature with a weapon for which you have an active crimson rite you roll an additional hemocraft die when determining the extra damage from the rite. Amplify. The next attack roll you make against the target before the end of your turn has advantage.

  • componentsBlood Hunter
  • duration

Other Blood Curses

Blood Curse of the Muddled Mind

  • casting time
  • rangeAs a bonus action you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn. Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.

  • componentsBlood Hunter
  • duration

Other Blood Curses

Rite of the Dawn

  • casting time
  • rangeWhen you join this order at 3rd level you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn the extra damage dealt by your rite is radiant damage. Additionally while that rite is active on your weapon you gain the following benefits: Your weapon sheds bright light out to a range of 20 feet.

Other Ability

Blood Hunter (Order if the Ghostslayer)

Other

Curse Specialist

  • casting time
  • rangeStarting at 3rd level you learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition your blood curses can target any creature whether it has blood or not.

  • componentsBlood Hunter (Order of the Ghostslayer)
  • duration

Other Ability

Aether Walk

  • casting time
  • rangeUpon reaching 7th level at the start of your turn you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and objects as if they were difficult terrain as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. This feature lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). If you are inside an object when it ends you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you moved. Once you use this feature you must finish a short or long rest before you can use it again. You can use Aether Walk twice between rests starting at 15th level.

  • componentsBlood Hunter (Order of the Ghostslayer)
  • duration

Other Ability

1 1
1 1
Amplify. You can first cause the cursed creature to move up to half its speed and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1). Amplify. You can first cause the cursed creature to move up to half its speed and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).
1 1
1 1
3 3
When you hit an undead creature with a weapon for which the Rite of the Dawn is active you roll an additional hemocraft die when determining the extra damage from the rite. When you hit an undead creature with a weapon for which the Rite of the Dawn is active you roll an additional hemocraft die when determining the extra damage from the rite.
3 3
7 7

The Burden of Lycanthropy

  • casting time
  • rangeThose inducted into the Order of the Lycan choose this path with conviction understanding the terrible weight it imposes on them and the challenges it brings. Where most afflicted by the curse of lycanthropy grow wicked deranged and even murderous Lycan blood hunters accept the gifts of the beast while maintaining control through intense training and the power of their blood magic. A member of the Order of the Lycan cannot spread their curse through blood unless they wish to and one of the most sacred oaths of this order is to never infect another creature without the order’s sanction. If a member of the Order of the Lycan is ever cured of their lycanthropic curse it brings terrible shame to their name and the order. Members who have been cleansed against their will readily return to the order to undergo a renewed initiation of the Taming reintroducing the curse to their bodies and restoring their honor. Lycanthropy comes in many forms bound to specific beasts with wolf bear tiger boar and rat the best-known variations. The particular strain of the lycanthropic curse defines the physical traits that manifest in a Lycan blood hunter’s hybrid transformation even as the benefits the curse bestows remain relatively uniform.

  • componentsBlood Hunter (Order of the Lycan)
  • duration

Other Ability

Heightened Senses

  • casting time
  • rangeWhen you choose this archetype at 3rd level you gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

  • componentsBlood Hunter (Order of the Lycan)
  • duration

Other Ability

Hybrid Transformation

  • casting time
  • rangeAlso at 3rd level you learn to control the lycanthropic curse that courses through your veins. As a bonus action you transform into a special hybrid form for up to 1 hour. You can speak use equipment and wear armor while in this form and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. This feature replaces the rules for lycanthropy in the Monster Manual. Once you use this feature you must finish a short or long rest before you can use it again.

  • componentsBlood Hunter (Order of the Lycan)
  • duration

Other Ability

Hybrid Transformation Features

  • casting time
  • rangeWhile you are transformed you gain the following benefits and drawbacks: Feral Might. You have advantage on Strength checks and Strength saving throws and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level. Resilient Hide. You have resistance to bludgeoning piercing and slashing damage from nonmagical attacks not made with silvered weapons. Additionally while you are not wearing heavy armor you have a +1 bonus to AC. Predatory Strikes. You can apply your Crimson Rite feature to your unarmed strikes which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level. Additionally when you use the Attack action to make an unarmed strike you can make one additional unarmed strike as a bonus action. Bloodlust. If you start your turn with fewer hit points than half your hit point maximum you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature) you automatically fail this saving throw. If you have your Extra Attack feature you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you roll randomly to determine your target. Once your attack is resolved you regain control of yourself.

  • componentsBlood Hunter (Order of the Lycan)
  • duration

Other Ability

Stalker's Prowess

  • casting time
  • rangeAt 7th level your speed increases by 10 feet and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following additional benefit. Improved Predatory Strikes. You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level and to +3 at 18th level. Additionally when you have an active crimson rite on your unarmed strike while in your hybrid form your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • componentsBlood Hunter (Order of the Lycan)
  • duration

Other Ability

Mutagencraft

  • casting time
  • rangeWhen you choose this archetype at 3rd level you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities. As a bonus action you consume a mutagen whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you you can use an action to focus and flush all mutagens from your system ending their effects and side effects. Mutagens are designed for the specific biology of the character who concocted them and your mutagens have no effect on other creatures. They are also unstable by nature losing their potency over time and becoming inert if not used before you finish your next short or long rest.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Ability

Mutagencraft

  • casting time
  • rangeBlood Hunter Level 3rd 7th 11th 15th 18th Mutagens Created 1 2 2 3 3 Formulas Known 4 5 6 7 8

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Ability

Formulas

  • casting time
  • rangeThe number of mutagens you can concoct when you finish a rest and the number of formulas you know increases as you gain levels in the blood hunter class as shown on the Mutagencraft table above. Additionally when you learn a new mutagen formula you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description and you can concoct one mutagen when you finish a short or long rest.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Ability

Strange Metabolism

  • casting time
  • rangeWhen you reach 7th level your body begins to adapt to toxins and venoms ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. Additionally you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so you can’t do so again until you finish a long rest.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Ability

3 3
3 3
3 3
3 3
7 7
3 3
3 3
3 3
7 7

Alluring

  • casting time
  • rangeYour skin and voice become malleable allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However you have disadvantage on initiative rolls.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Celerity

  • casting time
  • rangeYour Dexterity score increases by 3 as does your maximum for that score. However you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level and by 5 at 18th level.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Conversant

  • casting time
  • rangeYou have advantage on Intelligence checks. However you have disadvantage on Wisdom checks.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Deftness

  • casting time
  • rangeYou have advantage on Dexterity checks. However you have disadvantage on Wisdom checks.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Embers

  • casting time
  • rangeYou have resistance to fire damage and vulnerability to cold damage.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Gelid

  • casting time
  • rangeYou have resistance to cold damage and vulnerability to fire damage.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Impermeable

  • casting time
  • rangeYou have resistance to piercing damage and vulnerability to slashing damage.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Mobility

  • casting time
  • rangeYou have immunity to the grappled and restrained conditions. However you have disadvantage on Strength checks. At 11th level you are also immune to the paralyzed condition.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Nighteye

  • casting time
  • rangeYou have darkvision out to a range of 60 feet. If you already have darkvision its range increases by 60 feet. However you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you the target of your attack or whatever you are trying to perceive is in direct sunlight.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Percipient

  • casting time
  • rangeYou have advantage on Wisdom checks. However you have disadvantage on Charisma checks.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Potency

  • casting time
  • rangeYour Strength score increases by 3 as does your maximum for that score. However you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level and by 5 at 18th level.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Rapidity

  • casting time
  • rangeYour speed increases by 10 feet. However you have disadvantage on Intelligence checks. At 15th level your speed increases by an additional 5 feet.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Reconstruction

  • casting time
  • rangePrerequisite: 7th level For 1 hour at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum you regain hit points equal to your proficiency bonus. However your speed is reduced by 10 feet during this time.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Sagacity

  • casting time
  • rangeYour Intelligence score increases by 3 as does your maximum for that score. However you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level and by 5 at 18th level.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Shielded

  • casting time
  • rangeYou have resistance to slashing damage and you have vulnerability to bludgeoning damage.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Unbreakable

  • casting time
  • rangeYou have resistance to bludgeoning damage and you have vulnerability to piercing damage.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Vermillion

  • casting time
  • rangeYou gain an additional use of your Blood Maledict feature. However you have disadvantage on death saving throws.

  • componentsBlood Hunter (Order of the Mutant)
  • duration

Other Mutagens

Otherworldly Patron

  • casting time
  • rangeWhen you reach 3rd level you strike a bargain with an otherworldly being of your choice: The Archfey the Fiend or the Great Old One detailed in the Player’s Handbook The Undying from Sword Coast Adventurer’s Guide The Celestial or the Hexblade from Xanathar’s Guide to Everything The Fathomless or the Genie from Tasha’s Cauldron of Everything The Undead from Van Richten’s Guide to Ravenloft The choice you make augments some of your subclass features as noted below.

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

3 3
3 3
3 3
7 7
3 3
3 3
3 3
3 3
3 3

Pact Magic (1 of 3)

  • casting time
  • rangeAlso at 3rd level you augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the warlock spell list. Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example when you are 8th level you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt you must spend one of those slots and you cast it as a 2nd-level spell. Spells Known of 1st Level and Higher. At 3rd level you know two 1st-level spells of your choice from the warlock spell list.

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

Pact Magic (2 of 3)

  • casting time
  • rangeThe Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level for example you learn a new warlock spell which can be 1st 2nd or 3rd level. Additionally when you gain a level in this class you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list which also must be of a level for which you have spell slots. Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition you use your Hemocraft 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 Hemocraft modifier Spell attack modifier = your proficiency bonus + your Hemocraft modifier

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

Pact Magic (3 of 3)

  • casting time
  • rangeProfane Soul Spellcasting BLOOD HUNTER LEVEL 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th CANTRIPS KNOWN 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 SPELLS KNOWN 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 11 SPELL SLOTS 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 SLOT LEVEL 1st 1st 1st 1st 2nd 2nd 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 3rd 3rd 4th 4th

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

Rite Focus

  • casting time
  • rangeStarting at 3rd level your weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite you can use your weapon as a spellcasting focus for your warlock spells and you gain a specific benefit based on your chosen pact. The Archfey. When you damage a creature with a weapon for which you have an active crimson rite that creature glows with faint light until the end of your next turn. For the duration the creature gains no benefit from any cover or from being invisible. The Celestial. As a bonus action you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1). The Fathomless. You can breathe underwater. Additionally once per turn when you damage a creature with a weapon for which you have an active crimson rite you can reduce that creature’s speed by 10 feet until the start of your next turn. The Fiend. While using the Rite of the Flame if you roll a 1 or 2 on a damage die when you roll the extra damage from the rite you can reroll the die and choose which roll to use. The Genie. As a bonus action you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round). The Great Old One. When you score a critical hit against a creature that creature and any other creatures of your choice within 10 feet of it are frightened of you until the end of your next turn. The Hexblade. When you successfully target a creature with a blood curse the next time you hit that creature with an attack while the curse is in effect the attack deals additional damage equal to your proficiency modifier. The Undead. When you take necrotic damage you can use your reaction to halve that damage. In addition your appearance changes to reflect some aspect of your patron while you have any crimson rite active. The Undying. When you reduce a hostile creature of at least mild threat (DM’s discretion) to 0 hit points you regain a number of hit points equal to one roll of your hemocraft die.

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

Mystic Frenzy

  • casting time
  • rangeStarting at 7th level when you use your action to cast a cantrip you can immediately make one weapon attack as a bonus action.

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

Revealed Arcana

  • casting time
  • rangeAt 7th level your patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot and can’t do so again until you finish a long rest. The Archfey. You can cast blur. The Celestial. You can cast lesser restoration. The Fathomless. You can cast gust of wind. The Fiend. You can cast scorching ray. The Genie. You can cast phantasmal force. The Great Old One. You can cast detect thoughts. The Hexblade. You can cast branding smite. The Undead. You can cast blindness/deafness. The Undying. You can cast silence.

  • componentsBlood Hunter (Order of the Profane Soul)
  • duration

Other Ability

3 3
3 3
3 3
3 3
7 7
7 7