A Monster to Fight Monsters
Primary Ability | Dexterity and Intelligence |
|---|---|
Hit Point Die | D10 per Blood Hunter level |
Saving Throw Proficiencies | Dexterity and Intelligence |
Skill Proficiencies | Choose 3: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Tool Proficiencies | Alchemist's Supplies |
Armor Training | Light and Medium armor and Shields |
Starting Equipment | Choose A or B: (A) Studded Leather, 2 Daggers, Shortsword, Alchemist's Supplies, Explorer's Pack, and 11GP; or (B) 130GP |
Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows--even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.
| Level | Proficiency Bonus | Features | Hemocraft Die | Brand of Castigation Multiplier |
|---|---|---|---|---|
| 1 | +2 | Blood Curses, Hunter's Bane | d4 | |
| 2 | +2 | Crimson Rite, Fighting Style | d4 | |
| 3 | +2 | Blood Hunter Order, Morose Focus | d4 | |
| 4 | +2 | Ability Score Improvement | d4 | |
| 5 | +3 | Extra Attack | d6 | |
| 6 | +3 | Brand of Castigation, Hunter's Tinge | d6 | 1 |
| 7 | +3 | d6 | 1 | |
| 8 | +3 | Ability Score Improvement | d6 | 1 |
| 9 | +4 | Grim Psychometry, Rebuttal of Body | d6 | 1 |
| 10 | +4 | Dark Augmentation | d6 | 1 |
| 11 | +4 | Hunter in Dark Places | d8 | 1 |
| 12 | +4 | Ability Score Improvement | d8 | 1 |
| 13 | +5 | Brand of Tethering | d8 | 2 |
| 14 | +5 | Hardened Soul | d8 | 2 |
| 15 | +5 | d8 | 2 | |
| 16 | +5 | Ability Score Improvement | d8 | 2 |
| 17 | +6 | Sangunior | d10 | 2 |
| 18 | +6 | d10 | 2 | |
| 19 | +6 | Ability Score Improvement | d10 | 2 |
| 20 | +6 | Rite of the Dead, Rite of the Devourer, Rite of the Flame, Rite of the Frozen, Rite of the Oracle, Rite of the Roar, Rite of the Storm, Sanguine Mastery | d10 | 2 |
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 two 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 5th, 9th, 13th, and 17th level. Each time you level in this class, you can also choose one of the blood curses you know and replace it with another blood curse.
At 20th level in this class, whenever you complete a Long Rest you can replace one of your blood curses you know and replace it with another blood curse.
Each time you use your Blood Curse 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 into a Blood Maledict by taking necrotic damage equal to one roll of your hemocraft die. This damage cannot 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.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
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 aberrations, 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 Intelligence modifier
You have learned to invoke a rite of hemocraft that infuses your weapon strikes or Unarmed Strikes with elemental energy. As a Bonus Action, you can activate any rite you know on one weapon you are holding or your Unarmed Strikes, which you treat as one weapon. 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 cannot be reduced in any way.
While the rite is in effect, attacks you make with this weapon or Unarmed Strikes 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 cannot gain the benefit of your rite.
You 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 Devourer
Rite of the Flame
Rite of the Frozen
Rite of the Storm
The following rites become available at 14th level in Blood Hunter:
Rite of the Dead
Rite of the Oracle
Rite of the Roar
At 20th level in Blood Hunter, you know all the Crimson Rite options available to you.
Foundry Note
The Rite Damage activity on this feature applies the appropriate damage for any Crimson Rite.
Each rite has its own enchantment activity to infuse the weapon which adds the appropriate damage bonus to the weapon.
You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended.
Whenever you gain a level in this class, you can replace the feat you chose with a different Fighting Style feat.
At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.
When you roll a hemocraft die to deal damage to yourself, as per your Blood Curse amplification into a Blood Maledict, activating your Crimson Rite, or a similar Blood Hunter feature, you gain clarity and focus. You gain an amount of focus equal to your Intelligence modifier (minimum of 1), and cannot have more at any given time. When you take certain actions you can expend one focus to gain an additional benefit:
Your unused focus lasts until you complete a Long Rest, after which it is lost.
Foundry Notes
Each of the actions above has an activity which will spend the focus accordingly.
The Reset Focus activity consumes all of the available focus you have and can be used when you complete a Long Rest to reset it.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
When you damage a creature with a weapon or Unarmed Strike 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 Intelligence modifier (minimum of 1).
Your brand lasts until you dismiss it (no action required) 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 cannot use it again until you finish a Short or Long Rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
Foundry Note
The Brand Creature activity consumes the one use per rest.
The Psychic Damage activity can be used for the damage for when the branded creature damages someone within 5 feet of you.
The Brand Creature (Damage Self) activity allows you to brand a creature while damaging yourself, and grants a Morose Focus point. The damage rolled as part of this activity is the damage you take.
Your ability to harness the darkness has granted you supernatural sense. As a Magic action, you can open your awareness to magically detect aberrations, fey, fiends, and undead. Until the end of your next turn, you are able to see invisible aberrations, fey, fiends, and undead and you know the location of any these creature within 60 feet of you even through total cover. This sense does not tell you anything about a creature's capabilities or identity.
Additionally, you can choose to take necrotic damage equal to one roll of your hemocraft die (this damage cannot be reduced in any way) and this will extend the duration to one minute.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed to you while you see it.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
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.
You can refute many attacks on your body. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
The magic of hemocraft suffuses your body to permanently reinforce your resilience. You have Darkvision with a range of 60 feet, or if you have Darkvision, extend it out an additional 30 feet. Your Speed increases by 5 feet, and you have a bonus to Strength, Dexterity, and Constitution saving throws equal to your Intelligence modifier (minimum of +1).
Your weapon or Unarmed Strikes for which you have an active crimson rite score a critical on a roll of 19 or 20. Furthermore, you can roll one additional weapon or Unarmed Strikes damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 15th level and three additional dice at 18th level.
The psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2). Additionally, a branded creature cannot take the Dash action, and if it attempts to teleport or to leave its current plane by any means, it takes a number of hemocraft die equal to your Intelligence modifier (minimum of 1) as psychic damage and must make a Charisma saving throw. On a failure, the attempt to teleport or leave the plane fails.
You have advantage on saving throws to avoid or end being Charmed, Frightened, Possessed, or Weakened.
Your Blood Curses and amplified Blood Maledicts have their range increased by 30 feet.
The extra damage dealt by your rite is necrotic damage.
The extra damage dealt by your rite is acid damage
The extra damage dealt by your rite is fire damage.
The extra damage dealt by your rite is cold damage.
The extra damage dealt by your rite is psychic damage.
The extra damage dealt by your rite is thunder damage.
The extra damage dealt by your rite is lightning damage.
Your mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a Blood Hunter feature requires you to roll a hemocraft die, you can reroll the die and use either roll.
Additionally, when you roll initiative you gain the maximum focus you can have per your Morose Focus.
Furthermore, whenever you score a critical hit with a weapon or unarmed strikes for which you have an active crimson rite, you regain one expended use of your Blood Curse feature.
The Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life's work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.
| Level | Features |
|---|---|
| 3 | Curse Specialist, Rite of the Dawn |
| 7 | Aether Walk |
| 15 | Blood Curse of the Exorcist |
| 18 | Rite Revival |
When you join this order at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Curse feature. In addition, your blood curses can target any creature, whether it has blood or not.
Starting 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:
Upon reaching 7th level, at the start of your turn, you can magically step into the veil between the planes as long as you are not incapacitated. You move in this way until the end of your next turn and gain the following benefits:
You take 1d10 force damage if you end your turn inside a creature or an object.
Once you take this feature, you cannot do so again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
Prerequisite: 15th level, Order of the Ghostslayer
As a bonus action, you choose one creature you can see within 30 feet of you that is charmed, or frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.
Amplify. A creature that charmed, frightened, or possessed the target of your curse takes a number of hemocraft die equal to your Intelligence modifier (minimum of 1) as psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.
Upon reaching 18th level, you learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0 hit points but do not die outright, you can choose to end one of your active crimson rites and drop to 1 hit point instead.
If you have any focus, then you can expend any number of them up to your Intelligence modifier (minimum of 1). When you do this, roll a hemocraft die for each focus expended, add them together and regain hit points equal to the total.
The ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud group of blood hunters who undergo "the Taming" - the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it.
Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms 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 blood hunters can temporarily lose themselves to their own hunger.
| Level | Features |
|---|---|
| 3 | Heightened Senses, Hybrid Transformation |
| 7 | Stalker's Prowess |
| 11 | Lycan Regeneration |
| 15 | Brand of the Voracious, Blood Curse of the Howl |
| 18 | Hybrid Transformation Mastery |
When you join this order 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.
Also 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. You can use this feature a number of times equal to your proficiency bonus modifier. You regain all expended uses when you finish a long rest.
Hybrid Transformation Features
While you are transformed, you gain the following benefits and drawbacks:
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 are 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.
Starting at 15th level, you have advantage on the saving throw for your bloodlust while in hybrid form.
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.
Predatory Strikes. 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.
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.
At 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 Heightened Senses. You can expend one focus you make a Wisdom (Perception) check. When you do so, you can roll a hemocraft die and add the result to the check.
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.
Beginning at 11th level, at the start of each of your when you have at least 1 hit point but fewer hit points than half your hit point maximum you can expend one Hit Die to regain health.
If you are in hybrid form, you gain these hit points before you must make the saving throw for your bloodlust.
You can regain health this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Upon reaching 15th level, your Brand of Castigation can now bind a foe to your hunter's ferocity. While in your hybrid form, you have advantage on attack rolls against a creature branded by you.
You also gain the Blood Curse of the Howl for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Lycan
As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
You can choose any number of creatures you can see to be unaffected by the howl.
Amplify. Allied creatures of your choice within range gain a bonus to their movement speed equal to a number of feet 5 times your Intelligence modifier (minimum of 1) until the end of your next turn.
At 18th level, you have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert to your normal form, fall unconscious, or die.
The process of undertaking the Hunter's Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed - and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.
| Level | Features |
|---|---|
| 3 | Formulas, Mutagencraft |
| 7 | Strange Metabolism |
| 11 | Brand of Axiom |
| 15 | Blood Curse of Corrosion |
| 18 | Exalted Mutation |
When you choose this archetype at 3rd level, the 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. 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.
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.
| Blood Hunter Level | Mutagen Created | Formulas Known |
|---|---|---|
| 3rd | 1 | 4 |
| 7th | 2 | 5 |
| 11th | 2 | 6 |
| 15th | 3 | 7 |
| 18th | 3 | 8 |
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
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 cannot do so again until you finish a long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe's true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature cannot benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Charisma saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.
Starting at 15th level, your blood curse can infuse a creature's body with terrible toxins. You gain immunity to poison damage and the poisoned condition.
You gain the Blood Curse of Corrosion for your Blood Curse feature. This does not count against your number of blood curses known.
At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Guidance, Vicious Mockery |
| 1st | Faerie Fire, Sleep |
| 2nd | Calm Emotions, Phantasmal Force |
| 3rd | Blink, Plant Growth |
| 4th | Dominate Beast, Greater Invisibility |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Archfey. When you damage a creature with a weapon or unarmed strike 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, spell or effect that that rely on illusion (such as the blur spell or mirror image spell) or from being invisible.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Guidance, Thaumaturgy |
| 1st | Cure Wounds, Guiding Bolt |
| 2nd | Flaming Sphere, Lesser Restoration |
| 3rd | Daylight, Revivify |
| 4th | Guardian of Faith, Wall of Fire |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Celestial. As a bonus action, you expend one use of your Blood Curse feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to a number of your hemocraft die equal to your Intelligence modifier (minimum of 1).
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Message, Thorn Whip (without material component, appears as a tentacle) |
| 1st | Create or Destroy Water, Thunderwave |
| 2nd | Gust of Windd, Silence |
| 3rd | Lightning Bolt, Sleet Storm |
| 4th | Control Water, Guardian of Faith (appears as a tentacle) |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon or unarmed strike for which you have an active crimson rite, you can reduce that creature's speed by 5 times your Intelligence modifier (minimum of 1) feet until the start of your next turn if they are one size category larger or smaller than you. If they are two size categories larger or more than the maximum you can reduce the creature's speed is 10 feet.
Starting at 7th level, gain a swim speed equal to your walking speed.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Fire Bolt, Resistance |
| 1st | Burning Hands, Command |
| 2nd | Blindness/Deafness, Scorching Ray |
| 3rd | Fireball, Stinking Cloud |
| 4th | Fire Shield, Wall of Fire |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Fiend. You expend one focus when you damage a creature with a weapon or unarmed strike for which you have an active crimson rite, to deal damage equal of your crimson rite type equal to one roll of your hemocraft die + Intelligence modifier (minimum of 1) to all creatures of your choice within 5 feet of you.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Genie Spells | Dao Spells |
|---|---|---|
| cantrip | Resistance | Mold Earth |
| 1st | Detect Evil and Good | Sanctuary |
| 2nd | Phantasmal Force | Spike Growth |
| 3rd | Create Food and Water | Meld into Stone |
| 4th | Phantasmal Killer | Stone Shape |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Genie. As a bonus action, you expend a use of your Blood Curse feature to give yourself a flying speed of 30 feet that lasts for 1 minute. If you take damage your fly speed is reduced to 0 until the start of your next turn.
While you have this fly speed, you can fall a number of feet equal 5 times to your Intelligence modifier before taking fall damage.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Genie Spells | Djnni Spells |
|---|---|---|
| cantrip | Resistance | Gust |
| 1st | Detect Evil and Good | Thunderwave |
| 2nd | Phantasmal Force | Gust of Wind |
| 3rd | Create Food and Water | Wind Wall |
| 4th | Phantasmal Killer | Greater Invisibility |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Genie. As a bonus action, you expend a use of your Blood Curse feature to give yourself a flying speed of 30 feet that lasts for 1 minute. If you take damage your fly speed is reduced to 0 until the start of your next turn.
While you have this fly speed, you can fall a number of feet equal 5 times to your Intelligence modifier before taking fall damage.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Genie Spells | Efreeti Spells |
|---|---|---|
| cantrip | Resistance | Control Flames |
| 1st | Detect Evil and Good | Burning Hands |
| 2nd | Phantasmal Force | Scorching Ray |
| 3rd | Create Food and Water | Fireball |
| 4th | Phantasmal Killer | Fire Shield |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Genie. As a bonus action, you expend a use of your Blood Curse feature to give yourself a flying speed of 30 feet that lasts for 1 minute. If you take damage your fly speed is reduced to 0 until the start of your next turn.
While you have this fly speed, you can fall a number of feet equal 5 times to your Intelligence modifier before taking fall damage.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Genie Spells | Marid Spells |
|---|---|---|
| cantrip | Resistance | Shape Water |
| 1st | Detect Evil and Good | Fog Cloud |
| 2nd | Phantasmal Force | Blur |
| 3rd | Create Food and Water | Sleet Storm |
| 4th | Phantasmal Killer | Control Water |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Genie. As a bonus action, you expend a use of your Blood Curse feature to give yourself a flying speed of 30 feet that lasts for 1 minute. If you take damage your fly speed is reduced to 0 until the start of your next turn.
While you have this fly speed, you can fall a number of feet equal 5 times to your Intelligence modifier before taking fall damage.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Message, Vicious Mockery |
| 1st | Dissonant Whispers, Tasha's Hideous Laughter |
| 2nd | Detect Thoughts, Phantasmal Force |
| 3rd | Clairvoyance, Sending |
| 4th | Compulsion, Dominate Beast |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Great Old One. When you score a critical hit against a creature with a weapon or unarmed strike for which you have an active crimson rite, or amplified one of your blood curses to a blood maledict 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.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Dancing Lights, Resistance |
| 1st | Shield, Wrathful Smite |
| 2nd | Blur, Branding Smite |
| 3rd | Blink, Elemental Weapon |
| 4th | Phantasmal Killer, Staggering Smite |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Hexblade. At the start of your turn, you can expend one focus. When you damage a creature with a weapon or unarmed strike for which you have an active crimson rite, you deal additional crimson rite damage equal to your proficiency modifier.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Message, Thaumaturgy |
| 1st | Bane, False Life |
| 2nd | Blindness/Deafness, Phantasmal Force |
| 3rd | Phantom Steed, Speak with Dead |
| 4th | Death Ward, Greater Invisibility |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
The Undead. When you damage a creature with a weapon or unarmed strike for which you have an active crimson rite, that creature cannot take reactions and when it attempts to cast a spell other than a cantrip it must roll a d20. On an 11 or higher the spell does not take effect and the spell slot is wasted.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.
Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance.
So the blood hunters who founded this order trusted to their resilience as they delved into the same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater threats. And though they might have traded a part of themselves for their power, the members of this order know the benefits of that power far outweigh the price.
When you join this order at 3rd level, you strike a bargain with an otherworldly being of your choice: The Archfey, The Celestial, The Fathomless, The Fiend, The Genie, The Great Old One, The Hexblade, The Undead or The Undying.
The choice you make augments some of your subclass features, as noted below.
Also 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.
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
The Profane Soul Spellcasting table shows how many spell slots you have to cast your warlock spells. The table also shows what the level of those slots is; all your warlock 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.
You prepare the list of warlock spells that are available for you to cast, choosing from the warlock spell list. Each of these spells 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 can prepare a warlock spell of 1st, 2nd, or 3rd level.
When you prepare your spells, choose a number of warlock spells equal to your Intelligence modifier + one-third your Blood Hunter level rounded down (minimum of one spell).
For example, if you are an 8th-level Order of the Profane Soul blood hunter, you have two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell armor of agathys, you cast it using a 2nd-level slot as that is the level of all your spell slots.
Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
| Blood Hunter Level | Cantrips Known | Spell Slots | Slot Level |
|---|---|---|---|
| 3rd | 2 | 1 | 1st |
| 4th | 2 | 1 | 1st |
| 5th | 2 | 2 | 1st |
| 6th | 2 | 2 | 1st |
| 7th | 2 | 2 | 2nd |
| 8th | 2 | 2 | 2nd |
| 9th | 2 | 2 | 2nd |
| 10th | 3 | 2 | 2nd |
| 11th | 3 | 2 | 2nd |
| 12th | 3 | 2 | 2nd |
| 13th | 3 | 2 | 3rd |
| 14th | 3 | 2 | 3rd |
| 15th | 3 | 2 | 3rd |
| 16th | 3 | 2 | 3rd |
| 17th | 3 | 2 | 3rd |
| 18th | 3 | 2 | 3rd |
| 19th | 3 | 2 | 4th |
| 20th | 3 | 3 | 4th |
The Patron you choose lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| cantrip | Guidance, Resistance |
| 1st | False Life, Ray of Sickness |
| 2nd | Blindness/Deafness, Silence |
| 3rd | Feign Death, Speak with Dead |
| 4th | Aura of Life, Death Ward |
Starting 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, you can perform the somatic components of your warlock spells with your weapon, and you gain a specific benefit based on your chosen pact.
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. If the hit points regained would take you over your maximum health than the left over is gained as temporary hit points.
By 7th level, when you take the Attack action on your turn, you can expend one focus to cast one of your warlock spells with a casting time of one action or less instead of making an additional weapon attack or unarmed strike as part of the same action.
Upon reaching 7th level, your patron grants you unpredictable protections from magics. When a creature targets you with a spell, you can use your reaction to roll a hemocraft die. On a 4 or higher, the spell misses you. The effect does not protect from area effects which do not directly target you, such as the explosion of a fireball.
Once you use this feature, you cannot use it again until you finish a short or long rest, unless you take necrotic damage equal to one roll of your hemocraft die. This damage cannot be reduced in any way.
At 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your blood curses and warlock spells.
Starting at 15th level, you learn to siphon the life energy from your fallen prey. You gain the Blood Curse of the Soul Eater for your Blood Curses feature. This does not count against your number of blood curses known.
Prerequisite: 15th level, Order of the Profane Soul
When a creature that is not a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer their life energy to your patron in exchange for power. Until the end of your next turn, you have advantage on all attack rolls and you have resistance to all damage.
Amplify. You regain an expended pact magic spell slot. Once you have amplified this blood curse, any further sequential amplifications require one additional hemocraft die roll of self inflicted damage each, which stacks with each use.
When you reach 18th level, your patron grants you greater access to their arcana boons. When you cast a warlock spell, you can increase the slot level of your pact magic spell slot by expending focus.
For each focus expended in this way you increase the slot level level by 1, up to a maximum of 9th level. However, you take damage equal to one roll of your hemocraft die for each focus expended. This damage cannot be reduced in any way.
If you bring your pact magic spell slot to 6th level or higher, you must make a Constitution saving throw. The DC equals 10 + the spell slot level. On a failure, you suffer one stage of exhaustion.