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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.

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.

Other Ability

Hunter’s Bane

  • casting time
  • rangeAt 1st level you have survived the Hunter’s Bane—a dangerous long-guarded ritual 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 or undead as well as on Intelligence checks to recall information about such creatures.

    The Hunter’s Bane also empowers your body to control and shape hemocraft magic using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

    Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier
    (your choice between Intelligence or Wisdom)

Other Ability

Blood Maledict (1 of 2)

  • casting time
  • rangeAlso at 1st level you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You 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 14th 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.

Other Ability

Blood Maledict (2 of 2)

  • casting time
  • rangeOnce 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.

Other Ability

Crimson Rite

  • casting time
  • rangeAlso at 2nd level

  • components you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action
  • duration 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

Other Ability

Rite of the Flame

  • casting time
  • rangeThe extra damage dealt by your rite is fire damage.

Other Rite

Rite of the Frozen

  • casting time
  • rangeThe extra damage dealt by your rite is cold damage.

Other Rite

Rite of the Storm.

  • casting time
  • rangeThe extra damage dealt by your rite is lightning damage.

Other Rite

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