Order of the Crimson Eye
Considered to be one of the most exclusive orders there is, the Order of the Crimson Eye share blood with one another. These blood hunters bear a deep crimson eye themselves which they use to invoke their hemocraft abilities. Their affinity with blood magic is infamous as is their burning passion, which often leads to gruesome confrontations when driven far enough.
| Blood Hunter Level |
Feature |
|---|---|
| 3rd | Insightful Senses, Crimson Prowess |
| 7th | Copy Eye, Crimson Wheel |
| 11th | Brand of Distortion |
| 15th | Crimson Kaleidoscope |
| 18th | Blood Curse of Eternity |
Insightful Senses
At the 3rd level, you gain proficiency in one skill of your choice from the following list: Insight, Investigation, or Perception. You can add double your proficiency bonus to any ability check you make that uses your chosen skill.
In addition, you gain darkvision out to a range of 60 feet, if you have an innate darkvision, you gain an additional 30 feet.
Crimson Prowess
At 3rd level, you can choose a Crimson Prowess from the following list of your choice and gain specific benefits based on your chosen crimson eyes.
When you cast a spell from the following options, Intelligence is your spellcasting modifier, and you can use your crimson eye as a spellcasting focus for spells that require a material component as long as you are not blinded.
If an option requires a saving throw, you use your Hemocraft save DC.
- Eye of Divination. You can cast a 2nd-level or lower divination spell that doesn’t have a material components with a cost of your choice. At the end of a long rest, you can prepare a different divination spell.
- Eye of Manifestation. You can cast the mage armor spell.
- Eye of Replication. As a reaction, when a creature you can see within 30 feet casts a 1st-level or lower evocation spell that doesn’t have material components with a cost, you can make an Intelligence (Arcana) check (DC 10 + the spell’s level) and hold a copy of that spell in your mind. During your turn, you can cast the same spell at the same level the triggering creature cast it in. You remember the spell until you use it, or until the end of your next long rest.
- Eye of Teleportation. You can cast the misty step spell.
You can use your Prowess option twice, and you regain all expended uses when you finish a short or long rest.
Copy Eye
At 7th level, when a creature you can see makes an ability check with a skill you aren’t proficient with, you can focus your senses and gain proficiency with that skill. You can gain up to 3 proficiencies using this feature. If you choose to gain a fourth proficiency, you lose proficiency with one of your choice that you already gained through this feature.
In addition, as a reaction, after a creature you can see makes a saving throw with an ability score you are not proficient with, you can gain proficiency with that ability score until you make a saving throw that requires it or the end of your next long rest.
Once you use this feature, you can’t do so again until you finish a short or long rest.
Crimson Wheel
At 7th level, your crimson eye evolves based on your chosen Prowess.
- Eye of Divination. You can cast up to a 3rd-level divination spell. When you reach 15th level, you can cast up to 4th-level spells.
- Eye of Manifestation. When you use your Crimson Rite, your melee weapon attacks have a reach that is 5 feet greater than normal. This doesn’t stack with features that already extend the normal range of weapons or attacks. When you reach 15th level, this range increases to 10 feet.
- Eye of Replication. You can replicate up to 2nd-level spells. In addition to evocation spells, these spells can be illusion spells. When you reach 15th level, you can replicate up to 3rd-level spells. In addition to evocation and illusion spells, these spells can be abjuration, conjuration, or enchantment spells.
- Eye of Teleportation. You can cast the misty step spell three times between a short or long rest. For you, when you cast misty step, you can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
Brand of Distortion
At 11th level, your hemocraft has altered your Brand of Castigation. In addition to the normal effects, you can brand 2 creatures and add your proficiency bonus to the psychic damage a branded creature suffers. When a creature takes psychic damage, the branded creature must make an Intelligence saving throw against your Hemocraft save DC, or suffer one of the following effects of your choice:
- During the branded creature’s next turn, they must attack an ally if one is within 5 feet of them with a melee weapon attack.
- It becomes frightened of you.
- It becomes charmed by you.
The selected effect lasts until the end of its next turn.
Crimson Kaleidoscope
At 15th level, your crimson eye reaches its peak form based on your chosen Prowess.
- Eye of Divination. As a bonus action, you can cast the true seeing spell without material components targeting yourself. Once you use this property, you can’t do so again until you finish a long rest.
- Eye of Manifestation. When you use your Crimson Rite, as an action, you can make a ranged spell attack against a creature within 120 feet. On hit, it deals damage equal to 6 rolls of your Hemocraft Die. Once you use this feature, you can't do so again until you finish a short or long rest.
- Eye of Replication. At the start of a long rest, you can permanently remember one spell you had cast that day, allowing you to cast it again up to 3rd-level. Once you cast it this way, you can’t do so again until you finish a long rest.
- Eye of Teleportation. As a bonus action, you can expend a use of casting misty step to cast the banishment spell.
Blood Curse of Eternity
At 18th level, your blood curse can paralyze a creature with a single glance, trapping them into a mental plane that bends to your will. You learn the blood curse of eternity Curse. It doesn’t count against the number of Blood Curses you know.
Additional Blood Curses
Below are the Blood Curses available to a blood hunter. Some have a level prerequisite and you must meet the prerequisite level in order to learn the Blood Curse or gain its increased benefits. You can learn a Blood Curse at the same time you meet its prerequisites. Your Blood Curses use your Hemocraft save DC.
Blood Curse of Hatred
As a bonus action, if you have taken damage since the end of your last turn, a creature you can see within 30 feet must make a Constitution saving throw, or it takes force damage equal to half of damage you had suffered since the end of your last turn.
Amplify. The cursed creature takes full damage instead on a failed save, and half as much damage on a successful one.
Blood Curse of the Inferno
As a bonus action, a creature you can see within 30 feet must make a Constitution saving throw, or it takes 1d6 fire damage at the start of each of its turn. At the end of each of its turns, the target can make another saving throw, ending the curse on a successful one.
Amplify. The cursed creature suffers 4d6 fire damage at the start of each of its turns.
Blood Curse of Eternity
Prerequisite: 18th level Crimson Eye blood hunter
As a bonus action, a creature you can see within 30 feet must make a Wisdom saving throw, or it becomes paralyzed. At the end of each of its turns, the target can make another saving throw, ending the curse on a successful one, or when they are hit by damage other than psychic damage.
Amplify. The cursed creature suffers 4d6 psychic damage every time it fails its Wisdom saving throw to end the curse at the end of its turn.
Art Credit
Sharingan — Rmz93
Q&A
- Q: Why Blood Hunter?
- A: An interesting choice given how the class uses hemocraft and the application of its blood curses felt intriguing enough to make a subclass for it.
Notes
Inspired by the many works of the subclass of similiar themes
- 5.30.22: Version 2
-- Crimson Prowess, Crimson Wheel, and Crimson Kaleidoscope (while they aren't named directly as "Sharingans", you can assume that they are. The four options they envelop symbolize various key aspects we can see from the series. I'll have to watch for feedback considering some of them and how things scale as I haven't crunched any numbers)
-- Additional Blood Curses (the Inferno and Eternity curses represent the Amaterasu jutsu and certain genjutsu from the series)