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The Bloodhunter
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Bloodhunter | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Bloodhunter](#p1)** - [1.1 Bloodhunter](#p3) - [1.1.1 One with the Enemy](#p3) - [1.1.2 Feared Destroyers of Evil](#p3) - [1.1.3 Creating a Bloodhunter](#p3) - [1.2 Class Features](#p3) - [1.2.1 Hunter’s Bane](#p4) - [1.2.2 Crimson Rite](#p5) - [1.2.3 Fighting Style](#p5) - [1.2.4 Blood Maledict](#p5) - [1.2.5 Bloodhunter Order](#p6) - [1.2.6 Ability Score Improvement](#p6) - [1.2.7 Extra Attack](#p6) - [1.2.8 Grim Psychometry](#p6) - [1.2.9 Empowered Rite](#p6) - [1.2.10 Dark Velocity](#p6) - [1.2.11 Hardened Soul](#p6) - [1.2.12 Esoteric Rites](#p6) - [1.2.13 Sanguine Mastery](#p7) - [1.3 Bloodhunter Orders](#p7) - [1.3.1 Order of the Ghostslayer](#p7) - [1.3.2 Order of the Profane Soul](#p8) - [1.3.3 Order of the Mutant](#p9) - [1.3.4 Order of the Lycan](#p11) - [1.3.5 Order of the Spellbreaker](#p12) - [1.3.6 Order of the Dark Spirit](#p13) - [1.4 Multiclassing](#p14)
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Bloodhunter | Introduction & Class Features
## Bloodhunter ##### A class designed by Matthew Mercer In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow. These people are called heroes Some, however, are so fanatical and bent on destroying the anethema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifIce some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question. These people are known as Bloodhunters. ### One with the Enemy These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many bloodhunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a bloodhunter, and of the societies at large that shun them. ### Feared Destroyers of Evil The nature of their abilities and training has bred many rumours across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a bloodhunter is to accept a life of solitude until proven trustworthy and dependable. ### Creating a Bloodhunter As you create your bloodhunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and they wish to make amends for their folly? Or are they bent on vengeance for a horrific past wound or loss that drove them to choose this dark path? While a bloodhunter begins their journey alone, they also acknowledge the strength in numbers and (he benefits of trusted companions. Many bloodhunters keep allies to both ensure that they succeed at their hunts, and to keep a watchful eye to prevent them from losing touch with their humanity. A bloodhunter without conviction is lost, and often an honest friend is enough to keep them from straying. #### Quick Build You can make a bloodhunter quickly by following these suggestions. First, make Strength or dexterity your highest ability score, depending on whether you want to focus on melee weapons, or ranged and finesse weapons. Make Wisdom your next highest if you Plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next if you wish to use Crimson Rite on multiple weapons or want to have extra hit points to burn on amplifying blood curses. ## Class Features As a bloodhunter, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per bloodhunter level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per bloodhunter level after 1st \pagebreakNum
Bloodhunter | Class Features
#### Proficiencies **Armour:** Light armour, medium armour, shields **Weapons:** Simple weapons, martial weapons **Tools:** Alchemical Supplies **Saving Throws:** Strength, Wisdom **Skills:** Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon and a shield, or *(b)* two martial weapons - *(a)* a light crossbow or *(b)* a hand crossbow - *(a)* leather armour or *(b)* scale mail armour - A monster hunter's pack Alternatively, you can purchase your starting equipment with a starting wealth of 4d4 x 10gp. ### Hunter’s Bane 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. \columnbreak
##### The Bloodhunter | Level | Proficiency Bonus | Crimson Rite Damage | Features | Blood Curses Known | |:---:|:---:|:---:|:---|:---:|:---:| | 1st | +2 | 1d4 | Hunter’s Bane, Crimson Rite | — | | 2nd | +2 | 1d4 | Fighting Style, Blood Maledict | 1 | | 3rd | +2 | 1d4 | Bloodhunter Order | 1 | | 4th | +2 | 1d4 | Ability Score Improvement | 1 | | 5th | +3 | 1d6 | Extra Attack | 2 | | 6th | +3 | 1d6 | — | 2 | | 7th | +3 | 1d6 | Mathematical Pharmacist | 2 | | 8th | +3 | 1d6 | Ability Score Improvement | 3 | | 9th | +4 | 1d6 | Grim Psychometry | 3 | | 10th | +4 | 1d8 | Dark Velocity | 3 | | 11th | +4 | 1d8 | Order Feature | 3 | | 12th | +4 | 1d8 | Ability Score Improvement | 4 | | 13th | +5 | 1d8 | — | 4 | | 14th | +5 | 1d8 | Hardened Soul, Esoteric Rites | 4 | | 15th | +5 | 1d8 | Order Feature | 4 | | 16th | +5 | 1d10 | Ability Score Improvement | 5 | | 17th | +6 | 1d10 | — | 5 | | 18th | +6 | 1d10 | Order Feature | 5 | | 19th | +6 | 1d12 | Ability Score Improvement | 5 | | 20th | +6 | 1d12 | Sanguine Mastery | 6 |
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 your crimson rite damage die to gain advantage on a Wisdom (Insight) check or Charisma (Intimidation) check. \pagebreakNum
Bloodhunter | Class Features & Bloodhunter Orders
### Crimson Rite At 1st 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 on your turn, you imbue a single weapon with the elemental energy of a known rite for up to 8 hours. While active, attack from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage changes as you gain levels in the bloodhunter class, as shown in the bloodhunter table above. Should your weapon leave your person, the rite fades immediately. An active rite on a thrown weapon fades directly after the attack is complete. When a crimson rite is activated, it reduces your maximum hit points by a number 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 regain as part of the restoring of maximum hit points. A crimson rite can be active on more than one weapon at once, costing additional hit point loss. Most weapons can only be subject to a rite at a given time. Each end of a polearm, quarterstaff or staffblade are considered separate weapons for the purposes of this feature. A rite can be allowed to fade at any time (no action required). You learn one additional crimson rite at 6th level, and another at 11th level. #### Primal Rites Choose from the following: ***Rite of the Corrosion.*** Your rite damage is acid type. ***Rite of the Flame.*** Your rite damage is fire type. ***Rite of the Ice.*** Your rite damage is cold type. ***Rite of the Pestilence.*** Your rite damage is poison type. ***Rite of the Storm.*** Your rite damage is lightning type. ### Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Duelling When you are wielding a weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Blood Maledict 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 two blood curses of your choice from the list below. You learn an additional blood curse of your choice at 6th, 9th, 13th, and 17th level. When you learn a blood curse, you can also replace one blood curse you know with another available curse. 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* the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gain 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 a number of times equal to your Wisdom modifier, regaining all spent uses after a long rest. ***Blood curse DC =*** 8 + your proficiency bonus + your Wisdom modifier #### Blood Curses The blood curses are presented in alphabetical order. ***Blood Curse of Binding.*** As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed a Strength saving throw, or have their speed reduced to 0 until the beginning of your next turn. *Amplify.* This curse lasts for 1 hour, and can affect a creature of any size. 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 as a free action. ***Blood Curse of the Eyeless.*** When an enemy with eyes within 60 feet of you make a weapon attack against you, you can use your reaction to impose disadvantage on the attack. A creature that is immune to the blinded condition is unaffected by this blood curse. *Amplify.* Following the triggered attack, the affected enemy has disadvantage on the next attack roll they make. ***Blood Curse of the Fallen Puppet.*** The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. *Amplify.* 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.*** 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 can 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.* You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well. ***Blood Curse of the Marked.*** As a bonus action, you can mark an enemy with 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled. \pagebreakNum
Bloodhunter | Class Features
*Amplify.* You cause the marked target to also lose resistance to your rite damage until the beginning of your next turn. ***Blood Curse of Mutual Suffering.*** As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict on you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to cursed creature equal to half the damage you suffered. This curse then ends. *Amplify.* This curse instead deals damage equal to the damage you suffered and ignores Necrotic resistance. ***Blood Curse of Purgation.*** 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 condition affecting it. *Amplify.* Your target can instead immediately make a saving throw against one other condition affecting it. This condition can be blinded, deafened or paralyzed. ***Blood Curse of Spell Sundering.*** 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, impose disadvantage on the spell attack roll. If a spell that requires several spell attack rolls is made against you (i.e. scorching ray), you may only impose disadvantage on one of the attack rolls. *Amplify.* You make a Wisdom saving throw, on a success, the creature’s spell automatically misses you. ### Bloodhunter Order At 3rd level, you commit to an order of bloodhunter martial focus. Choose Order of the Mutant, Order of the Ghostslayer, Order of the Profane Soul, Order of the Lycan, or Order of the Spellbreaker, all detailed at the end of the class description. ### Ability Score Improvement When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Grim Psychometry 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 (Insight) check; based on the result, the DM may reveal obscure information about dark events surrounding that may have previously surround the object, or hints towards a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be subjected by this feature once, and all future attempts reveal no further details. Once you have used this feature, you must complete a long rest before you may use it again. \columnbreak
### Empowered Rite Also at 9th level, when you invoke a Primal Rite, it gains the following benefits depending on which Rite you select: ***Rite of the Corrosion.*** When you score a critical hit whilst this rite is active,
the target takes a -1 penalty to its AC. This effect lasts for 1 minute, and cannot reduce the target's AC below 10 + the creatures Dexterity modifier. ***Rite of the Flame.*** Once per turn, when you deal rite damage to a creature whilst this rite is active, you can choose another creature within 5 feet of the target. Roll an attack roll against the target, on a hit the target takes half the rite damage dealt to the first target. ***Rite of the Ice.*** When you deal rite damage to a creature whilst this rite is active, the target's speed is reduced by 5 feet until the end of its next turn. A creature can only be subjected to this effect once per round. ***Rite of the Pestilence.*** When you score a critical hit whilst this rite is active, the target is poisoned until the end of its next turn. ***Rite of the Storm.*** When you score a critical hit whilst this rite is active, you can select two creatures within 30 feet of the target, those creatures take crimson rite damage. ### Dark Velocity Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness and senses on the battlefield. Whilst in dim light or darkness, you gain darkvision out to 30 feet, or if you have darkvision, it extends another 30 feet. Also, whilst in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage. ### Hardened Soul When you reach 14th level, you can no longer become frightened, and you have advantage on saving throws against magical Charm effects. ### Esoteric Rites Also at 14th level, you learn one Esoteric Rite, which you can activate when you use your crimson rite feature. Esoteric Rites function in the same fashion as Primal Rites. Choose from the following: \pagebreakNum
Bloodhunter | Class Features & Bloodhunter Orders
***Rite of the Dead.*** Your rite damage is necrotic type. Additionally, when you deal rite damage to a creature whilst this rite is active, you regain hit points equal to half the necrotic damage dealt. ***Rite of the Oracle.*** Your rite damage is psychic type. Additionally, when you deal rite damage to a creature whilst this rite is active, if that creature has to make a saving throw before the start of its next turn, it takes an additional 1d4 psychic damage. ***Rite of the Power.*** Your rite damage is force type. Additionally, when you score a critical hit against a creature whilst this rite is active, the creature is knocked prone, and push it back 10 feet. ***Rite of the Roar.*** Your rite damage is thunder type. Additionally, when you score a critical hit against a creature whilst this rite is active, all hostile creatures within 5 feet of the target creature take crimson rite damage. ### Sanguine Mastery Once you have reached 20th level, your ability to harness your own pain, and the pain of others, is perfected. Whilst you are below one fourth of your current maximum hit points and are still conscious, all of your crimson rites’ damage dice are maximized. In addition, when you critically hit with a weapon attack that bears your crimson rite, and you have no uses of your Blood Maledict feature left, you regain one use. ## Bloodhunter Orders There are a handful of secretive orders of bloodhunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it’s within these small, enigmatic sects that the real power of a bloodhunter is learned. ### Order of the Ghostslayer The Order of the Ghostslayer is the oldest and most driven of the orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, whilst others go so far as to deliberately have a near-death experience, allowing them to tune their bodies and senses to the ethereal realms beyond. #### Razing Rite When you join this order at 3rd level, you gain the power to strike down undeath with strength and power. Once per turn, when you hit an undead creature with your crimson rite active, you can choose one of the following additional effects: ___ - ***Primal Rite.*** The creature takes additional rite damage equal to your Wisdom modifier. - ***Esoteric Rite.*** The creature must make a Wisdom saving throw. On a failure the bonus effects of your rite are doubled. ___ You can invoke these additional effects when you make a successful attack roll against a creature that does not have the undead type. You can do so by taking damage equal to your crimson rite damage die. You can still only use this feature once per turn, regardless of your targets. When you reach 15th level, you do not need to suffer damage to add these additional effects to your weapon attacks against creatures without the undead type. #### Hallowed Veins Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence, whilst you own blood becomes rich with radiant energy. Your blood curses can now affect any creature, regardless of their form or lack of blood, and you gain immunity to poison and disease. In addition, when you amplify a blood curse, you can choose to reroll the damage you take, taking either the original result, or the new one. You can use this feature once, before you must complete a short or long rest to use it again. #### Supernal Surge Upon reaching 11th level, you can spend a bonus action to allow your body to take on a swift, ghostly form. This effect lasts a number of rounds equal to your Wisdom modifier (minimum of 1). While this surge lasts, you can make three attacks as a part of your Attack action. In addition, you become spectral for the duration, allowing you to move through other creatures and objects as if they were difficult terrain. You however take 1d10 force damage if you end your turn inside an object or creature, and you are immediately shunted onto the nearest unoccupied space that you can occupy and 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. #### Gravesight At 15h level, you can see through magical or non-magical darkness out to a range of 10 feet, and can see all invisible creatures out to this range also. #### Vengeful Spirit 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 you 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 armour 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 other than your blood maledict feature. If you have not already used your Supernal Surge feature, you may activate it as a free action on the turn your soul emerges. If you regain any hit points, your spirit form vanishes, dropping your weapons in its space. \pagebreakNum
Bloodhunter | Bloodhunter Orders
##### Order of the Profane Soul Spells | Level | Cantrips Known | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 2 | 1 | 1st | | 4th | 2 | 2 | 1 | 1st | | 5th | 2 | 3 | 2 | 1st | | 6th | 2 | 3 | 2 | 1st | | 7th | 2 | 4 | 2 | 2nd | | 8th | 2 | 4 | 2 | 2nd | | 9th | 2 | 5 | 2 | 2nd | | 10th | 3 | 5 | 2 | 2nd | | 11th | 3 | 6 | 2 | 2nd | | 12th | 3 | 6 | 2 | 2nd | | 13th | 3 | 7 | 2 | 3rd | | 14th | 3 | 7 | 3 | 3rd | | 15th | 3 | 8 | 3 | 3rd | | 16th | 3 | 8 | 3 | 3rd | | 17th | 3 | 9 | 3 | 3rd | | 18th | 3 | 9 | 3 | 3rd | 19th | 3 | 10 | 3 | 4th | | 20th | 3 | 11 | 3 | 4th |
### Order of the Profane Soul The magics adopted by the wayward bloodhunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness. A small sect of bloodhunters 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. #### Otherworldly Patron When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend the Great Old One, the Ice Queen, The Shadow, or the Undying Light, each detailed in the Warlock class description. Your choice augments some of your order’s features. #### Pact Magic When you reach 3rd level, you can augment your combat techniques with the ability to cast spells; see chapter 10 (phb) for the general rules of spellcasting and chapter 11 (phb) 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. 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 in 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 gain a level in this class and order, 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.*** Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. **Spell save DC =** 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier =** your proficiency bonus + your Wisdom modifier #### Rite Focus Begining 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, player’s handbook) for your spells. Your chosen pact also enhances your rite (outlined below). ***The Archfey.*** 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.*** While using the Rite of the Flame, if you roll less than half your maximum damage on your rite damage roll, you may treat it as if you rolled half the maximum. You may only use this feature once per turn. If you do not have Rite of the Flame, you may replace one of your Primal Rites with Rite of the Flame. ***The Great Old One.*** 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 of you until the end of your next turn. ***The Undying Light.*** 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. \pagebreakNum
Bloodhunter | Bloodhunter Orders
***The Ice Queen.*** While using the Rite of the Frost, if you roll less than half your maximum damage on your rite damage roll, you may treat it as if you rolled half the maximum. You may only use this feature once per turn. If you do not have Rite of the Frost, you may replace one of your Primal Rites with Rite of the Frost. ***The Shadow.*** Your rite damage increases by one die if you had advantage on the attack roll against the creature you attacked. ***The Keeper of the Depths.*** When you critically strike a creature with your crimson rite, they take additional psychic damage equal to your Charisma modifier. ***The Weaver of Lies.*** When you attack a creature with your crimson rite and have advantage. You score a critical hit on a 19 or a 20. ***The Storm Lord.*** Whenever you deal a critical hit to a creature, that creature must make a Constitution saving throw against your spell save DC. On a failure, the creature is stunned until the start of your next turn. ***The Ashen Wolf.*** When you hit a creature with your crimson rite, you can spend your reaction to move up to half your speed. Attacks of opportunity are made against you with disadvantage during this movement. ***The Archlich.*** When you score a critical hit against a creatre with your crimson rite, that creature takes addtional necrotic damage equal to your Wisdom modifier. You gain temporary hit points equal to the damage dealt + 2. ***The Celestial Scribes.*** When you activate a crimson rite, your movement increases by 5 feet, and you gain temporary hit points equal to your bloodhunter level. ***The Hexblade.*** 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 attack. #### Mystic Frenzy Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Revealed Arcana At 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact. Add one spell to your list of spells known; this spell counts as a profane soul spell and does not count against your number of spells known. ***The Archfey.*** You learn the spell *detect thoughts*. ***The Fiend.*** You learn the spell *scorching ray*. ***The Great Old One.*** You learn the spell *phantasmal force*. ***The Undying Light.*** You learn the spell *auminair’s luminous chains*. ***The Glacial Monarch.*** You learn the spell *snilloc’s snowball storm*. ***The Shadow.*** You learn the spell *darkness*. ***The Keeper of the Depths.*** You learn the spell *zone of truth*. ***The Weaver of Lies.*** You learn the spell *web*. ***The Storm Lord.*** You learn the spell *gust of wind*. ***The Ashen Hunter.*** You learn the spell *pass without trace*. ***The Archlich.*** You learn the spell *spectral scythe*. ***The Celestial Scribes.*** You learn the spell *augury*. ***The Hexblade.*** You learn the spell *branding smite*. \columnbreak #### Diabolic Channel 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 spell you can cast or is already active, then make a single attack with that weapon. If that attack hits, all spell attack rolls for I he 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 have a level of 1st level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell. #### Unsealed Arcana At 15th level, your dark patron grants you the rare use of an additional dangerous arcane spell based on your pact. Add one spell to your list of spells known; this spell counts as a profane soul spell and does not count against your number of spells known. ***The Archfey.*** You learn the spell *blink*. ***The Fiend.*** You learn the spell *fireball*. ***The Great Old One.*** You learn the spell *clairvoyance*. ***The Undying Light.*** You learn the spell *daylight*. ***The Glacial Monarch.*** You learn the spell *sleet storm*. ***The Shadow.*** You learn the spell *umbral form*. ***The Keeper of the Depths.*** You learn the spell *tidal wave*. ***The Weaver of Lies.*** You learn the spell *feign death*. ***The Storm Lord.*** You learn the spell *call lightning*. ***The Ashen Hunter Monarch.*** You learn the spell *haste*. ***The Archlich.*** You learn the spell *animate dead*. ***The Archlich.*** You learn the spell *revivify*. ***The Hexblade.*** You learn the spell *blink*. #### Soul Syphon At 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. ### Order of the Mutant The process of consuming the Hunter’s Bane is a painful, scarring, and often fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one’s own physiology through corrupted alchemy. Over generations of experimentation, a splinter order of bloodhunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time become something beyond human. They called themselves the Order of the Mutant. #### Formulas You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. \pagebreakNum
Bloodhunter | Bloodhunter Orders
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. #### Mutagen Craft 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 take a short or long rest to meditate and flush the toxins from your system. 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 instil it with as you grow in power and experience. These advancing mutations may be signified by your Mutation score. **Mutation Score =** your bloodhunter level divided by 4, rounded up. #### Advanced Mutagen Craft 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 he ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe. Once you reach 15th level, you can create three mutagens during a short rest. \columnbreak
#### Strange Metabolism Beginning at 11th level, you can use a bonus action to instil 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. #### Robust Physiology 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 condition. #### Exalted Mutagen At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits of this mutagen permanently, at all times, ignoring its side effects. You cannot change this choice of formula after this feature is acquired. #### Mutagens These mutagens are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites. ***Aether (11th Level Required).*** You gain a flying speed of 20 feet, if you already have a fly speed, it increases by 20 feet. *Side effect.* You have disadvantage on all Strength and Dexterity ability checks. ***Celerity.*** Your dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum. *Side effect.* Your Strength score decreases by an amount equal to your mutation score. ***Conversant.*** You gain advantage on Intelligence ability checks. *Side effect.* You have disadvantage on Charisma ability checks. ***Cruelty (11th Level Required).*** You can make a single weapon attack as a bonus action on each of your turns. *Side effect.* You have disadvantage on all saving throws. ***Impermeable.*** You gain resistance to piercing damage. *Side effect.* You have vulnerability to bludgeoning damage. \pagebreakNum
Bloodhunter | Bloodhunter Orders
***Mobility.*** You gain immunity to the grappled condition. At 11th level, you are also immune to the paralyzed condition. *Side effect.* You gain a penalty to initiative equal to 2 times your mutation score. ***Nighteye.*** 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.*** Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum. *Side effect.* Your Dexterity score decreases by an amount equal to your mutation score ***Precision (11th Level Required).*** Your weapon attacks score a critical hit on a roll of 19-20. *Side effect.* All healing you receive is halved. ***Rapidity.*** Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead. *Side effect.* You have disadvantage on Dexterity ability checks. ***Reconstruction (7th Level Required).*** While conscious and in combat, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above O hit points. *Side effect.* Your speed decreases by 10 ft. ***Sagacity.*** Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum. *Side effect.* Your armour class is reduced by an amount equal to your mutation score. ***Shielded.*** You gain resistance to slashing damage. *Side effect.* You gain vulnerability to bludgeoning damage. ***Unbreakable.*** You gain resistance to bludgeoning damage. Side effect. You gain vulnerability to piercing damage. ***Wariness.*** You gain a bonus to initiative equal to 2 times your mutation score. *Side effect.* You have disadvantage on Wisdom (Perception) checks. ### Order of the Lycan Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wild beast. Those that shun the curse spend their lives burying their wild, bestial urges deep inside. However, the power of a rising full moon makes the curse too strong to resist, and the host transforms into a terrifying animal-humanoid hybrid controlled by murderous impulse. Those that embrace the dark nature of their curse learn to harness their bestial gifts, but also succumb to the evil, vicious temperament that drives the beast within. The Order of the Lycan is a proud order of bloodhunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbour without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of bloodhunters can temporarily lose themselves to the bloodlust. #### Heightened Senses Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell. #### Hybrid Transformation Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy within the *Monster's Manual*. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features: ***Feral Might.*** You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws. ***Resilient Hide.*** You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC. ***Predatory Strikes.*** Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level. ***Cursed Weakness.*** Your have vulnerability to damage from silvered weapons. ***Bloodlust.*** At the start of your turn, if you've taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you've taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the Barbarian's rage feature), you automatically fail this saving throw. \pagebreakNum
Bloodhunter | Bloodhunter Orders
#### Stalker's Prowess At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature. ***Improved Predatory Strikes.*** When you have an active rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. #### Advanced Transformation Starting at 11 th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and your hybrid transformation now lasts for up to 30 minutes. In addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features. ***Lycan Regeneration.*** At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. ***Beastly Precision.*** You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down). #### Iron Volition Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage. In addition, your hybrid form gains the Pack Hunter feature. ***Pack Hunter.*** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. #### Hybrid Transformation Mastery At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation feature three times between rests. You also gain the Blood Curse of the Howl for your blood malediction feature. This does not count against your blood curses known. ***Blood Curse of the Howl.*** As an action, you howl at a creature within 30 feet, chilling their blood and stunning them with fear. If the target creature can hear you, they must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned instead until the end of your next turn. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours. *Amplify.* This curse affects every creature within 60 feet of you. ### Order of the Spellbreaker The Order of the Spellbreaker is nothing to be taken lightly. Those who become breakers are usually those who have lost someone dear to them at the hands of a cruel arcanist or a fool believing themselves to be a practitioner of the arcane arts. The Order is not a tool for petty revenge - it is a lifelong devotion to protecting those that are unable to protect themselves. Seen as cruel and heartless by many, Spellbreaker choose the path of committing a lesser evil to stop a greater evil. Their strict adherence to the Creed and unwavering will in carrying out punishments to arcane offenders makes them feared and hated by many. Though, not all despise members of the Order and recognise the service that they provide to society, regardless of political border or race. #### Predator's Symbol When you choose this order at 3rd level, you gain the ability to place a binding symbol of your eldritch contract upon your designated prey. This symbol may be a simple rune or an ornate emblem that sears itself into the face of the creature. As a bonus action, you may place this symbol upon a creature that you can see within 30 feet of you. The eldritch symbol lasts for one hour. Until the effect ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points before this effect ends, you can use a bonus action to mark a new creature. You may use this feature a number of times per day equal to your Wisdom modifier (minimum 1). #### Arcane Interference Beginning at 7th level, your ability to bring down dangerous magic-users grows. As a bonus action, you can cause a creature that you can see within 60 feet to make a concentration check with disadvantage on a spell they are currently concentrating on. On a success, the target’s spell continues as normal. On a failure, their spell ends. Alternatively, you may cast *counterspell* at 3rd level as a reaction. You may use either of these features, a number of times per day equal to your Wisdom modifier. \pagebreakNum
Bloodhunter | Bloodhunter Orders
#### Cryptic Trance Starting at 11th level when you take a long rest, you enter into a trance. This trance grants you one of the following benefits that lasts until you are knocked unconscious or until your next long rest. ***Arcane Lockdown.*** Creatures within 30 feet of you that attempt to teleport themselves by use of magic, such as the *dimension door* spell, must make a Charisma saving throw. The saving throw DC for this equals 8 + your proficiency bonus + your Wisdom modifier. On a failure, their spell fails and the spell slot is wasted. ***Eldritch Eye.*** You gain advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks to disbelieve effects that are created by illusions. ***Etheral Fog.*** You and a number of creatures equal to your Wisdom modifier (minimum 1) can’t be targeted by divination magic or perceived through magical scrying sensors. Targeted creatures must remain within 30 feet of you to retain this benefit. Should a creature move more than 30 feet away, you may designate another creature to gain this benefit. ***Hunter’s Ward.*** Should the target of your Predator’s symbol class feature target you with an attack or harmful spell, it must first make a Wisdom saving throw. On a failure, your eldritch prey must choose a new target or lose the attack. ***Stalwart Mind.*** You gain proficiency with Intelligence, Wisdom, and Charisma saving throws against spells. Additionally, magic cannot put you to sleep. ***Valiant Physique.*** You gain proficiency with Strength, Constitution, and Dexterity saving throws against spells. Additionally, you are immune to spells that would alter your form, such as the polymorph spell. #### Abomination Hunter At 15th level, you hone your prowess in slaying the magi the magical monstrosities conjured forth by mages. When you make a weapon attack against an aberration, elemental, or undead, you score a critical hit on a roll of 19 or 20. Additionally, the effectiveness of the binding symbol that you inscribe onto your eldritch prey improves. Your Predator’s Symbol now lasts 8 hours. Should you use your Predator’s Symbol against a summoned creature, like one created by the conjure elementals spell, it must make a Charisma saving throw. The DC for this equals 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target disappears from this plane as if subject to the banishment spell. #### Magebane By 18th level, you have harnessed the ability to make magic wither away in your presence. As an action you can create an aura centred upon yourself that causes the affected area to be deprived of magical energies. Within this 10 foot radius, spells cannot be cast, summoned creatures must succeed on a Charisma saving throw or disappear, and magical items become mundane. This feature lasts requires concentration and lasts one minute. The saving throw DC for this equals 8 + your proficiency bonus + your Wisdom modifier. If a creature is under the effect of creature is under the effect of your Predator’s Symbol feature, they have disadvantage on this saving throw. You can choose yourself or one creature within the area to not be affected by this feature. Once you use this feature, you can’t use it again until you finish a long rest. ### Order of the Dark Spirit ##### A Subclass by Jack Weighill Bloodhunters of the Dark Spirit see the world not as others do, for they have had a glimpse of death. Not like some adventurers, who die, see spirits, are revived and remember little. Those who chose the dark spirit were ritualistically killed and revived simultaneously, their souls strung in the ethereal plane for hours, as they saw beyond the mundane world. Those that survive, and managed to draw their souls back to their body are changed forever. Their souls have become disassociated with their bodies, allowing them to reap the souls from others, and warp them to their own devises. #### Umbral Resilience Starting when you choose this order at 3rd level, you gain proficiency in heavy armour. #### Reap the Damned Also at 3rd level, destroying an enemy reaps a fragment of their soul from their form, allowing you to utilise it as you choose. When a creature you have damaged in the last round with a weapon attack, or single target spell dies, if the creature is not of the construct, fiend, or undead type, you reap a soul fragment, up to a maximum equal to your crimson rite die. You can consume or expell the soul to grant one of the following effects: ***Soul Drain.*** As an action on your turn, you can expend a soul and roll your crimson rite die, adding your Wisdom modifier. You regain hit points equal to the number rolled as you destroy the fragment, draining its essence. ***Syphon Knowledge.*** When you make an attack roll, or ability check, you can expend a soul to add your Wisdom modifier to the roll as you extract guidance from the soul. You must do this after you make your attack roll, but before the DM declares whether you hit or missed. You lose all of your souls when you fall unconcious. #### Soul Warp At 7th level, your ability to mould soul fragments to your will has enhanced. Choose one of the following effects, you can expend souls to active that effect. ***Bloodshape.*** When you use your blood maledict feature to amplify one of your bloodcurses, you can expend a soul to not take damage as you transmute the soul, using it as fuel for your bloodcurse. ***Pneumatic Strike.*** When you hit a creature with an attack roll using a weapon with which you have activated your crimson rite, you can expend a soul to roll an additional rite damage die when determining the rite damage the target creature takes ***Sacrificial Anima.*** When you fail a saving throw, you can expend 2 souls to reroll the saving throw as you use the souls to bolster your ability to withstand effects. You must use the new result. You gain access to one additional ability listed in this feature at 11th and 18th level. \pagebreakNum
Bloodhunter | Bloodhunter Orders & Multiclassing
#### Spirit Sight Beginning at 11th level, your seperated soul allow you to see into the ghost realm. As an action, you can see into both the ethereal plane, and the material plane at the same time, out to a range of 60 feet. Whilst you do this, you cannot see anything beyond this range, on either plane. You can end this effect as a bonus action. #### Grand Soul At 18th level, you can combine weaker souls together to create a grand soul, a powerful concentrated essence of life that you can bend to your will. During a short or long rest in which you do not fall unconcious, you can expend 6 souls to form a grand soul. This soul does not go away when you fall unconcious, and does not count against the maximum number of souls you can possess at any given time. You can expend your grand soul as you would any other, but expending a grand soul augments your abilities in the following ways: ***Bloodshape.*** You take no damage from the bloodcurse, any saving throw an enemy creature is forced to make is made with disadvantage, and you add your Wisdom modifier to any positive effects it grants you (such as temporary hit points, reduced damage, etc.) ***Pneumatic Strike.*** You roll two additional damage die instead of one, and add your Wisdom modifer to the result. ***Sacrificial Anima.*** You can use this feature before, or after you roll your saving throw, and you can choose to succeed instead of rolling again. ***Soul Drain.*** Using this feature takes only a bonus action, and restores hit points equal to 3 rolls of your crimson rite die, plus your Wisdom modifier. ***Syphon Knowledge.*** When you use this feature, you can choose to grant yourself advantage on the roll, and can add your crimson rite die to the higher total. You can only have one grand soul at a time, and a grand soul will leave you if you die. ## Multiclassing ***Ability Score Minimum.*** Strength 13 or Dexterity 13, Wisdom 13 ***Proficiencies Gained.*** Light armour, medium armour, simple weapons, martial weapons, alchemical supplies ***Multiclassing with Warlock.*** If multiclassing Order of the Profane Soul with Warlock levels, add a third of your bloodhunter levels (rounded down) to your Warlock level and consult the Warlock progression table (pg 106 of the PHB) for total Spell Slots and Slot Level. To decide your spellcasting ability of your warlock spells, choose that of the class with the higher level (choose if equal). \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
Whilst Matthew Mercer's balance abilities leave a ***lot*** to be desired, his ability to craft something interesting and fun most certainly is not. Born from the one shot with Vin Diesel in 2016 as he promoted his new movie, The Last Witch Hunter (ignore the fact that more people have probably seen the one shot than have seen The Last Witch Hunter). The class started off very simple, with a huge amount of significant problems, but over time it evolved into something actually playable, still with a multitude of problems, most of which I have hopefully fixed with my rebalancing.
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