Jhahaf al'Akram Zhuul | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Jhahaf al'Akram Zhuul

Blood Hunter (Ghostslayer) 6 Class & Level
Archaeologist Background
Protector Aasimar Race
LN Alignment

Strength 7
-2
Dexterity 16
+3
constitution 14
+2
intelligence 13
+1
wisdom 14
+2
charisma 10
+0
Total Hit Dice 6
Hit Die
1d10+2
+3 proficiency bonus
+1 Strength
+3 Dexterity
+2 Constitution
+1 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+1 Arcana
-2 Athletics
+0 Deception
+4 History
+2 Insight
+0 Intimidation
+4 Investigation
+5 Medicine
+1 Nature
+2 Perception
+0 Performance
+0 Persuasion
+1 Religion
+3 Sleight of Hands
+3 Stealth
+5 Survival
skills Saves: STR, WIS Bkg: History, Survival Acrobatics, Investigation, Medicine
  proficiencies

 
16
Armor Class
49
Hit Points
+3
Initiative
30
Speed
Longbow +1 1d20+9 1d8+4
Storm Rite Longbow +1 1d20+9 1d8+1d6+4
Dawn Rite Longbow +1 vs. Undead 1d20+9 1d8+1d6+6
Rapier+1 1d20+7 1d8+4
Storm Rite Rapier+1 1d20+7 1d20+1d6+4
Dawn Rite Rapier+1 vs. Undead 1d20+7 1d8+1d6+6
Attacks
Languages: Common, Celestial
light/medium armor, shields
simple/martial weapons
Alchemist Supplies
Navigator's Tools

Proficiences
Radiant Soul (1/day): action
Defensive Duelist: reaction
Crimson Rites (1d6): bonus
Healing Hands (1/day): action
Blood Curses (2/rest): bonus
Spellcasting
glamoured studded leather armor
Rope of Climbing
Coin of Delving
explorers pack(Bagpack, bedroll, 50ft hempen rope, mess kit, tinderbox, waterskin, rations)
Wodden Case containing Map to Ruin or Dungeon
Miner's Pick
Traveler's Cloths
Shovel
Two-Person Tent
Trinket recovered from a dig site
10-ft-Pole
Rapier
Longbow +1
Shield
Whip
162gp
Equipment
I'm happier in a dusty old thomb than I am in the centers of civilization.
Personality Traits
Danger - History and artifacts come hand in hand with grave danger. I seek to destroy the evil that reaches out for this power.
Ideals
I won't sell an art object or other treasure that has historical significance or is one of a kind.
Bonds
I have no time for friends or family. I spend every waking moment thinking about and preparing my next expedition.
Flaws
Darkvision
Resistance vs. Necrotic and Radiant Damage
Healing Hands: touch creature to heal Lvl=HP (1/day)
Radiant Soul: Have Wings (Fly 1min with 30ft speed, deal extra dmg[=lvl] on attacks) 1/day
Historical Knowledge: determine correctly the purpose and builder of a dungeon and the monetary value of century-old art,
Track Fey/Fiend/Undead: Proficiency with Survival/Intelligence checks, can't be suprised, only one kind of creature at a time
Rite of the Storm (1d6 lightning dmg), self suffer 5maxHP loss
Rite of the Dawn: radiant dmg (extra dmg vs undead = WIS-Mod), own dmg halved
Fighting Style: Archery (+2 to atk with ranged)
Extra Attack
Blood Curses (1/rest): Blood Curse of Binding, Blood Curse of Harvest
Defensive Duelist: If holding finesse weapon, use reaction to increase AC by prof. bonus against one attack
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Bloodhunter


Hit Points

Hit Dice: d10 per Bloodhunter level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 ( or 6 ) + Con

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, and whips
Tools: Alchemist's Supplies
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, Insight, Investigation, Medicine, Perception, Sleight of Hand, Stealth, and Survival

Overview & Creation

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow. These folk are called ‘heroes.’   Some, however, are so fanatical and bent on destroying the anathema that plagues the countryside that they embrace dark, forbidden knowledge. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question.   These folk are called ‘Blood Hunters.’   Become the Enemy to Understand the Enemy   These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient of abhorrent fiends. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they’ve chosen to hunt. This is the greatest fear of a blood hunter, and of the societies at large that shun them.   Almost as Feared as their Prey   The nature of their abilities and training has bred many rumors across the lands, some of which aren’t too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm’s length, while pious clerics and paladins keep their distance with a watchful eye. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.


Class Features

Level Bonus Crimson Rite damage die Blood maledictions Blood curses known Features
1st +2 1d4 - - Crimson Rite, Hunter's Bane
2nd +2 1d4 1 2 Blood Malediction, Empowered Blood
3rd +2 1d4 1 2 Blood Hunter Order
4th +2 1d4 1 2 Ability Score Improvement
5th +3 1d4 2 3 Order Feature
6th +3 1d4 2 3 Master Hunter's Bane
7th +3 1d4 2 4 Order Feature
8th +3 1d4 2 4 Ability Score Improvement
9th +4 1d6 3 5 -
10th +4 1d6 3 5 Hunter's Sight
11th +4 1d6 3 6 Order Feature
12th +4 1d6 3 6 Ability Score Improvement
13th +5 1d6 4 7 Dark Velocity
14th +5 1d6 4 7 Hardened Soul
15th +5 1d6 4 8 Order Feature
16th +5 1d6 4 8 Ability Score Improvement
17th +6 1d8 5 9 -
18th +6 1d8 5 9 Order Feature
19th +6 1d8 5 10 Ability Score Improvement
20th +6 1d8 5 10 Sanguine Mastery
Hunter's Bane Beginning at 1st level, you have survived the imbibing of the Hunter’s Bane, a poisonous alchemical concoction that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You gain a +2 bonus to damage rolls against Fey, Fiends, and Undead. You have advantage on Wisdom checks to track them, and Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.   Crimson Rite At 1st level, you have learned a forbidden rite of blood magic that imbues a weapon with your blood, bonding it to you - known among blood hunters as a crimson rite. You can use your action to imbue one weapon you're holding with a crimson rite. As part of the invocation, you take damage equal to half your character level(round up), and you reduce your maximum hit points by the same amount. These lost maximum hit points return when the rite fades and cannot be restored otherwise. You can imbue multiple weapons, costing additional hit points and maximum hit points. You must use a separate action to imbue each weapon. You can allow a crimson rite to fade at any time (no action required). Your active crimson rites automatically fade when you die. As a bonus action, you can sheath a crimson rite weapon you are wielding in the elemental energy of one rite you know. This energy doesn't harm you or your equipment, and remains until you dismiss it (no action required), or until your crimson rite fades. Ranged weapons bestow this energy upon their ammunition. Your weapon can only be sheathed in one type of energy at a time. While wielding a weapon sheathed in elemental energy, your attacks with that weapon deal an additional 1d4 damage of the chosen type on hit. This damage increases as you gain levels in this class, as shown in the Crimson Rite Damage Die column of the Blood Hunter table. The damage type of your crimson rite is determined by your known rites. There are two types of rites; primal rites, and esoteric rites, detailed below. At 1st level, you know all four primal rites, and you know one esoteric rite of your choice. You learn an additional esoteric rite of your choice at 5th, 11th level, and 17th levels.   Primal Rites   Rite of the Fang: Your rite damage is poison type. Rite of the Flame: Your rite damage is fire type. Rite of the Frost: Your rite damage is cold type. Rite of the Storm: Your rite damage is lightning type.   Esoteric Rites Rite of the Chemist: Your rite damage is acid type. Rite of the Dead: Your rite damage is necrotic type. Rite of the Oracle: Your rite damage is psychic type. Rite of the Roar: Your rite damage is thunder type.   Blood Malediction At 2nd level, you gain the knowledge to channel and sacrifice a part of your vital essence to manipulate your enemies, and cleanse your allies. You gain two blood curses of your choice, detailed below. You learn additional blood curses as you gain levels in this class, as shown in the Blood Curses Known column of the Blood Hunter table. When you use your Blood Malediction, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses. You can use this feature one time at 2nd level. You gain additional uses of this feature as you gain levels in this class, as shown in the Blood Maledictions column of the Blood Hunter table. You regain any expended uses whenever you finish a short or long rest.   Blood Curses The blood curses are presented in alphabetical order. If a blood curse requires the target to make a saving throw, the save DC = 8 + your Wisdom modifier + your proficiency bonus.   Blood Curse of Beguiling Influence As an action, you can attempt to charm a humanoid you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute. You must concentrate(as if concentrating on a spell) to maintain the curse. The charmed target obeys your commands. If the target suffers any harm or receives a suicidal command, it repeats its saving throw, ending the effect on a success. When the curse ends, the target knows it was charmed by you. You must finish a long rest before invoking this blood curse again. Amplify: The target makes their initial saving throw against this blood curse with disadvantage.   Blood Curse of Binding As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw or have their speed be reduced to 0 until the end of your next turn. Amplify: This curse becomes ongoing, and can affect a creature regardless of their size category. You must concentrate on halting the target's movement(as if you were concentrating on a spell). The creature can use its action to make another Strength saving throw. On a success, this curse ends.   Blood Curse of the Fallen Puppet The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes one weapon attack against a target of your choice within its attack range. Amplify: The creature makes two weapon attacks, instead of one.   Blood Curse of Misdirection When an enemy within 60 feet of you makes an attack against a friendly creature, you can use your reaction to choose another creature within 5 feet of the attacking creature. The chosen creature becomes the target of the attack instead. Amplify: The creature has advantage on their attack roll.   Blood Curse of Mutual Suffering As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to the damage you suffered. This curse then ends. Amplify: This curse instead deals twice the damage you suffered, and it ignores necrotic resistance.   Blood Curse of Proliferation As a bonus action, you can accelerate the healing of a creature within 60 feet. The target regains hit points equal to your crimson rite damage die rolled twice + your Wisdom modifier. Amplify: The creature also gains a number of temporary hit points equal to your crimson rite damage die + your Wisdom modifier.   Blood Curse of Pure Horror As a bonus action, you can instill pure horror in an enemy within 60 feet. The target must succeed on a Wisdom saving throw or take psychic damage equal to your crimson rite damage die + your Wisdom modifier. The target must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the creature takes half as much damage and doesn't move away. Amplify: The target is also Frightened of you for 1 minute.   Blood Curse of Purgation As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge corruption from their blood. The creature makes a saving throw against a Poisoned condition afflicting it. Amplify: Your target makes its saving throw with advantage, or your target can instead make a saving throw against one other condition or disease afflicting it.   Blood Curse of the Rending Rite As a bonus action, you can enhance the blood within your crimson rite weapons. Until the end of your turn, all crimson rite damage you deal is doubled. Amplify: All crimson rite damage you deal is doubled until the end of your next turn.   Blood Curse of Spell Sunder When a creature within 30 feet of you casts a spell, you can use your reaction to squelch them. The target must succeed on a Constitution saving throw, or the target's spell fails and has no effect. You must finish a long rest before invoking this blood curse again. Amplify: If the level of the spell is equal to or less than your proficiency bonus, the spell automatically fails.   Empowered Blood Beginning at 2nd level, the vile concoction you imbibed has honed your reflexes and strengthened your resolve at the cost of your own vitality. You gain three blood bargains, Blood Bargain of Cunning, Blood Bargain of the Hunter, and Blood Bargain of Sacrifice. You gain additional blood bargains as you gain levels in this class, detailed below. Once per turn, you can invoke one of the blood bargains you know. You must harm yourself as a bonus action to invoke a blood bargain(unless stated otherwise in the ability description). As part of the invocation, you suffer damage equal to your crimson rite damage die. If you choose to invoke a blood bargain, you can't invoke another blood bargain until the start of your next turn. The blood bargains are presented in the order you gain them. You gain a blood bargain when you meet its level prerequisite, which refers to your levels in this class.   Blood Bargain of Sacrifice Whenever you score a critical hit or kill a hostile creature, you regain hit points equal to half your crimson rite damage die(round up). This effect lasts for 1 hour.   Blood Bargain of Cunning: You don't need to use your action to take the Dash, Disengage, or Hide actions. This effect lasts until you take one of those actions, or until the end of your next turn. If you haven't invoked a blood bargain since the start of your last turn, you suffer no damage from invoking this blood bargain.   Blood Bargain of the Hunter: Prerequisite: 3rd level You can summon your crimson rite weapons at will, causing one crimson rite weapon of your choice to instantly teleport to your empty hand. This effect lasts until the end of your next turn. You can invoke this blood bargain as if you were interacting with an object, instead of using a bonus action, which can be done in tandem with your movement and action.   Blood Bargain of Precision: Prerequisite: 6th level You gain advantage on attack rolls. This effect lasts until you hit with two attacks, or until the end of your next turn. When you make an attack roll, you can use your reaction to invoke this blood bargain. You gain advantage on the triggering attack.   Blood Bargain of Prowess: Prerequisite: 9th level You gain advantage on ability checks. This effect lasts until you succeed on an ability check, or until the end of your next turn. When you make an ability check, you can use your reaction to invoke this blood bargain. You have advantage on the triggering ability check.   Blood Bargain of Sound Mind: Prerequisite: 12th level You gain advantage on saving throws. This effect lasts until you succeed on a saving throw, or until the end of your next turn. When you make a saving throw, you can use your reaction to invoke this blood bargain. You have advantage on the triggering saving throw.   Blood Bargain of Vicious Strikes: Prerequisite: 15th level Your attacks score a critical hit on a roll of 19 or 20 on the d20. This effect lasts until you score a critical hit, or until the end of your next turn. When you roll a 19 on the d20 for an attack roll, you can use your reaction to invoke this blood bargain. The triggering attack roll scores a critical hit.   Blood Hunter Order At 3rd level, you conscript to an order of blood hunters that have delved deeper into the dark arts, gaining access to their secrets and skills. Choose from Order of the Crimson Blade, Order of the Death Knight, Order of the Flagellant, Order of the Ghostslayer, Order of the Lycan, or Order of the Mutant, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 5th, 7th, 11th, 15th, and 18th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Master Hunter's Bane At 6th level, your bonus to damage rolls against Fey, Fiends, and Undead increases to +4. You have advantage on saving throws against spells and abilities used by Fey, Fiends, and Undead.   Hunter's Sight When you reach 10th level, you can attune your senses to determine if any Fey, Fiends, or Undead lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any Fey, Fiends, or Undead are present within 5 miles of you. This feature reveals which enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of Fey, Fiends, or Undead within range, you learn this information for each group.   Dark Velocity Upon reaching 13th level, the shadow growing in your soul has granted you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, extend it out an additional 30 feet. You have advantage on Dexterity (Stealth) checks, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.   Hardened Soul When you reach 14th level, you gain immunity to the Frightened condition, and you have advantage on saving throws against magical Charm effects.   Sanguine Mastery Upon becoming 20th level, your ability to harness the power of your blood, and the pain of your foes, is perfected. Whenever you score a critical hit or kill a hostile creature with a crimson rite weapon, you regain one use of your Blood Malediction feature. In addition, you suffer no damage from invoking blood bargains or amplifying blood curses while you are below one half of your total maximum hit points.   Blood Hunter Multiclassing Ability Score Minimum: Dexterity 13 and Wisdom 13   Proficiencies Gained: Light armor, medium armor, shields, simple weapons, hand crossbows, heavy crossbows, longbows, nets, rapiers, scimitars, shortswords, whips, one skill from the blood hunter skill list, and alchemical supplies.   Blood Hunter Multiclassing with Spellcasting Classes   When multiclassing Order of the Crimson Blade with another class which has the Spellcasting or Pact Magic class features, you can use the spell slots you gain from the Crimson Pact Magic feature to cast spells you know or have prepared from another class feature, and you can use the spell slots you gain from another class feature to cast warlock spells you have prepared. You determine your number of spell slots, and what spells you know or can prepare, for each class individually, as if you were a single-classed member of that class. Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. If you are multiclassing with Warlock, you use the higher of your Wisdom or Charisma scores for the spellcasting ability of your Warlock spells.   For example, if you are a crimson blade 3/cleric 5, you know three warlock cantrips, and four cleric cantrips. With a Wisdom score of 16, you can prepare four warlock spells of 1st level, and you can prepare eight cleric spells of 1st, 2nd, or 3rd level, in any combination. From your crimson blade levels, you have one 1st level spell slot. From your cleric levels, you have a four 1st, three 2nd, and two 3rd level spell slots. You can cast any of the spells you have prepared by expending a spell slot of the spell's level or higher.   If you are multiclassing Order of the Crimson Blade with Warlock, you cannot gain Pact of the Blade from the Pact Boon feature. If you already have Pact of the Blade when you join the Order of the Crimson Blade, you must choose one of the other pact boons available to you. Your Pact of the Blade is replaced by the chosen boon.  
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: a rapier and a shield or two simple weapons light crossbow and 20 bolts or hand crossbow and 20 bolts studded leather armor or scale mail armor an explorer's pack and a holy symbol


Spellcasting

Order of the Crimson Blade ONLY  

Level Cantrips known 1st 2nd 3rd 4th Invocations known
3rd 2 1 - - - -
4th 2 1 - - - -
5th 2 1 1 - - 2
6th 2 1 1 - - 2
7th 3 1 1 - - 2
8th 3 1 1 - - 2
9th 3 1 1 - - 3
10th 3 1 1 - - 3
11th 3 1 1 1 - 3
12th 3 1 1 1 - 3
13th 4 1 1 1 - 4
14th 4 1 1 1 - 4
15th 4 1 1 1 - 4
16th 4 1 1 1 - 4
17th 4 1 1 1 1 5
18th 4 1 1 1 1 5
19th 4 1 1 1 1 5
20th 4 1 1 1 1 5

 


Subclass Options

Order of the Crimson Blade
The magics adopted by the wayward blood hunter prove formidable against many an evil across the realm. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight among the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many lost their lives in pursuit of such wickedness. A small sect of blood hunters had finally had enough and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power gained far outweighed the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Crimson Blade.   Crimson Pact Magic When you reach 3rd level, you strike a bargain with any otherworldly patron that will heed your call. As part of your pact, you gain the ability to cast spells. The pact you've garnered is a fickle one, as your patron grants and revokes powers on a whim, with promises of ultimate power should you truly submit to their pact.   Cantrips You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 7th, and 13th levels.   Preparing and Casting Spells The Crimson Blade table shows how many spell slots you have to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. 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. When you do so, choose a number of warlock spells equal to one-third of your blood hunter level (round up) + your Wisdom modifier. The spells must be of a level for which you have spell slots.   For example, if you are an 11th-level crimson blade, you have one 1st-level, one 2nd-level, and one 3rd-level spell slots. With a Wisdom score of 18, your list of prepared spells can include eight spells of 1st, 2nd, or 3rd level, in any combination. If you prepare the 1st-level spell Hex, you can cast it using a 1st-level, 2nd-level, or 3rd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent bargaining with your patron: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
  Spellcasting Focus You can use your crimson rite weapon as a spellcasting focus for your warlock spells.   Pact of the Crimson Blade When you join this order at 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.   You can use your action to create a crimson pact weapon in your empty hand. Your pact weapon takes on the form of a weapon that you are proficient with each time you create it. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. Your pact weapon also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   If you imbue your crimson pact weapon with your Crimson Rite feature, your crimson rite doesn't fade when your pact weapon disappears. Instead, the next time you create a crimson pact weapon, it will be already be imbued with your crimson rite. You can still allow your rite to fade at any time (no action required).   You can transform one magic weapon that you have proficiency with into your crimson pact weapon by performing a special ritual that can be completed as part of a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears in the form of a weapon which you are proficient with each time you create your crimson pact weapon thereafter. The weapon ceases being your crimson pact weapon if you die, if you perform the ritual on a different weapon, or if you break your bond to it (no action required). When the bond breaks, the weapon reverts to its true form. If it is in the extradimensional space when the bond breaks, the weapon appears at your feet.   Sanguine Invocation At 5th level, in your study of occult lore, you have unearthed sanguine invocations, a type of forbidden blood magic that imbues you with an abiding magical ability. You learn two sanguine invocations of your choice, detailed below. As you gain levels in this class, you learn additional invocations of your choice, as shown in the Invocations Known column of the Crimson Blade table.   If a sanguine invocation has prerequisites, you must meet them to learn it. You can learn an invocation at the same time that you meet its prerequisites. A level prerequisite refers to your levels in this class.   Sanguine Invocation List These invocations are presented in alphabetical order.   Blade Mastery Prerequisite: 9th level You can use your Pact of the Crimson Blade feature to transform up to two magic weapons into your crimson pact weapons, instead of one.   If you have two magic weapons as your crimson pact weapons, you must choose which one of them appear when you use your Pact of the Crimson Blade feature.   If you also know the Crimson Dualist invocation, up to two of your magic weapons appear when you use your Pact of the Crimson Blade feature.   Blood-seeker Any one-handed melee weapon you create with your Pact of the Crimson Blade feature gains the throwing property, with a normal range of 20 feet, and a long range of 60 feet.   In addition, if any weapon you create already has a listed range, then its normal range increases by 20 feet, and its long range increases by 60 feet.   Crimson Blade When you use your action to create a crimson pact weapon, you can make one attack with the weapon you create.   In addition, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.   Crimson Dualist You can use your Pact of the Crimson Blade feature to create two weapons you are proficient with which have the light property, instead of only one weapon. You decide what form each of the weapons take, and the weapons needn't take the same form. These weapons are considered a single weapon in regards to your Pact of the Crimson Blade, and Crimson Rite features. If you have a magic weapon as your pact weapon, it takes on the form of one of the weapons you create.   If you also know the Master Dualist invocation, the weapons you create may be any one-handed weapons you are proficient with.   Crimson Hex You always have the spell Hex prepared, and it doesn't count against the number of warlock spells you have prepared.   In addition, you automatically succeed on Constitution saving throws to maintain concentration on Hex.   Finally, when a creature you can see dies while cursed by your Hex, you can use your reaction to curse another creature within 90 feet of you.   Crimson Occultist As part of the action used to create a crimson pact weapon, you can use your Crimson Rite feature to imbue your pact weapon.   While your crimson pact weapon is imbued by your crimson rite, you can use your Wisdom, instead of Strength or Dexterity, for the attack and damage rolls of that weapon.   Hemovore Prerequisite: 11th level When you hit a creature with your crimson pact weapon, the creature takes extra necrotic damage equal to your Wisdom modifier (minimum 1).   Once per turn when you deal this extra damage to a creature, you regain hit points equal to the extra damage dealt.   Improved Crimson Pact Weapon You can use your crimson pact weapon as a spellcasting focus for your warlock spells.   In addition the weapon gains a +1 bonus to its attack and damage rolls, increasing to +2 at 9th level, and to +3 at 15th level.   If you have a magic weapon as your crimson pact weapon, you use the higher bonus to attack and damage rolls.   Initiate of the Eldritch Path You can cast Find Familiar at will, without expending a spell slot or material components.   In addition, when you learn this invocation, you choose one cantrip from any class's spell list. While you know this invocation, you can cast the chosen cantrip at will.   The chosen cantrip doesn't count against your number of cantrips known. Even if it doesn't appear on the warlock spell list, it is treated as a warlock spell for you.   Master Dualist Prerequisite: 7th level You gain proficiency with battleaxes, longswords, tridents, and warhammers. You can engage in two-weapon fighting while wielding any one-handed melee weapons.   In addition, when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.   Repeating Shot Prerequisite: 7th level If your crimson pact weapon has the ammunition property, the weapon conjures one piece of ammunition each time you make an attack with it, unless it is already loaded. The conjured ammunition vanishes instantly after the attack hits or misses.   Additionally, you ignore the loading property of any weapon you create with your Pact of the Crimson Blade feature.   Returning Throw Prerequisite: 7th level If your crimson pact weapon has the thrown property, it disappears instantly after making a ranged attack with it, reappearing in your hand.   In addition, you gain a +1 bonus to all ranged attack rolls with your crimson pact weapon.   Sanguine Smite Once per turn when you hit a creature with your crimson pact weapon, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you knock the target prone if it is Huge or smaller.   Volley If your crimson pact weapon is a hand crossbow, shortbow, or sling, you can use a bonus action to make one attack with your pact weapon on each of your turns.   In addition, ranged attacks with your crimson pact weapon aren't subject to disadvantage due to attacking at long range, or being within 5 feet of a hostile creature.   Versatile Pact Magic Beginning at 5th level, your patron has begun allowing you to freely pick and choose what powers they have bestowed upon you.   Whenever you finish a short or long rest, you can choose one warlock cantrip you know, and replace it with another cantrip from the warlock spell list.   Whenever you finish a long rest, you can choose one sanguine invocation you know, and replace it with another invocation that you could learn.   Mystic Frenzy Starting at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.   Additionally, when you cast a cantrip that deals damage while wielding a crimson rite weapon, you add a crimson rite damage die for determining the damage the cantrip does.   Diabolic Channel At 11th level, you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can imbue your rite-enhanced weapon with one warlock spell you can cast, and then immediately make an attack with that weapon. If the attack hits, all spell attack rolls hit the target automatically and the target automatically fails on its initial saving throw against the spell. The target takes weapon damage, and is subject to the effects of the spell, expending a spell slot. Area spells originate from the target’s space. If the attack misses, the spell has no effect.   The spell must be of 1st level or higher, and it must have a casting time of 1 action.   Eldritch Secrets When you reach 15th level, your patron bestows you with the ephemeral knowledge of spells normally beyond your grasp. Whenever you finish a long rest, you choose one spell that is of a level for which you have spell slots from any class's spell list. You can cast the chosen spell by expending a spell slot of the spell's level or higher. The chosen spell is treated as a warlock spell for you, even if it doesn't appear on the warlock spell list. Your knowledge of the spell fades when you finish a long rest.   Soul Siphon Upon reaching 18th level, whenever you score a critical hit or kill a hostile creature with your crimson rite weapon, you recover the highest level spell slot you have expended.   If you have no expended spell slots to recover, you can instead use your reaction to cast one of your prepared spells. The spell must have a casting time of 1 action, and be of a spell level for which you have spell slots. You cast the spell as a 4th level spell without expending a spell slot, or material components.  
Order of the Death Knights
Horseman of Death At 3rd level, you learn to use your blood magic to create a skeletal steed. With 8 hours of work and an expenditure of 50 gp worth of rare bones and fresh blood, you call forth a spirit from beyond the grave to serve as your skeletal steed. At the end of the 8 hours, the bones become animate, and your steed takes on the form of a Warhorse Skeleton. When it appears, it gains all of the benefits of your Skeletal Steed ability. You can only have one skeletal steed at a time. Your steed is friendly to you and your companions.   Your skeletal steed takes its turns on your initiative, though it takes no actions on its own. On your turn, you can verbally command it to move, or take the Dash, Disengage, Dodge, Help, or Hide actions(no action required by you). You can use a bonus action on your turn to verbally command it to take the Attack action. If you are incapacitated or absent, your steed acts on its own, and it rolls for initiative like any other creature.   If your skeletal steed is ever slain, the blood magic binding its spirit to your service allows you to reanimate your steed. With 8 hours of work and the expenditure of 25 gp worth of rare bones and fresh blood, you call forth your steed's spirit and use your blood magic to create a new body for it. You can return a skeletal steed to your service in this manner even if you do not possess any part of its body.   Skeletal Steed Through your blood magic, your skeletal steed gains a variety of benefits while it is linked to you. Your skeletal steed has a number of hit die equal to your character level, and its maximum hit points are adjusted accordingly. Your skeletal steed gains the benefits of your Crimson Rite feature. It treats its number of hit die as its blood hunter level for this feature. Your skeletal steed's hooves are considered a single weapon in regards to its Crimson Rite feature. Your skeletal steed uses your proficiency bonus rather than its own for attack rolls, ability checks, and saving throws. Your skeletal steed gains proficiency in two skills of your choice, and proficiency with all saving throws. Your skeletal steed adds your proficiency bonus to its AC, and it gains proficiency with all armor. Your skeletal steed can increase one ability score by 2, or two ability scores by 1, whenever you gain the Ability Score Improvement class feature.   Trampled Under Hoof Beginning at 5th level, when you use the Attack action on your turn, if your steed can see you, it can use its reaction to make a melee attack against any creature within range.   Undying Resolve Beginning at 7th level, you skeletal steed's spirit has become entwined with yours. At the start of each of your turns, you and your skeletal steed regain hit points equal to your proficiency bonus if your skeletal steed is within 60 feet of you. You don't gain this benefit while at 0 hit points.   Bonestorm Beginning at 11th level, your skeletal steed can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.   Branded by Blood Upon reaching 15th level, whenever you invoke a blood bargain or amplify a blood curse, you can choose to have your skeletal steed take the damage instead of you.   Additionally, you gain Blood Bargain of Servitude for your Empowered Blood feature.   Blood Bargain of Sacrifice Your skeletal steed takes half damage from attacks. This effect ends when your skeletal steed takes damage from an attack, or at the end of your next turn.   Special: When your skeletal steed is targeted by an attack, you can use your reaction to invoke this blood bargain.   Horseman Against the Apocalypse At 18th level, you have attained full control over your skeletal steed, altering its physical form to better suit your needs. Your skeletal steed gains one of the following features. You can change which feature it currently knows by spending 1 minute in concentration(as if concentrating on a spell) to restructure its form, and alter the magic binding it. It can only benefit from one of the following features at a time.   Conquest While your skeletal steed's hooves are sheathed in the elemental energy of its rite, it gains a flying speed equal to its movement speed.   The elemental energy roils violently, entirely consuming your steed. Creatures have advantage on Wisdom (Perception) checks to spot it.   War Your skeletal steed's Strength and Constitution scores increase by 4, and its maximum for those scores is now 24.   Your steed is a hulking mass of bone, a pair of deformed horns sprouting from its crown. As a result of its increased mass, its speed is reduced by 10 feet.   Plague As a bonus action, each creature of your steed's choice that is within 30 feet of it must succeed on a Constitution saving throw (DC = 8 + its Constitution modifier + your proficiency bonus) or become Poisoned until the start of your next turn.   A dense black fog drifts to the ground from your steed, spreading out around it. You have advantage on Intimidation (Charisma) checks if the target can see your steed. You have disadvantage on all other Charisma checks if the target can see your steed.   Famine Your skeletal steed's speed increases by 20 feet, and it can Dash or Disengage as a bonus action on each of its turns.   Your steed looks ragged and decrepit, held together purely by magic. Its Strength and Constitution scores are reduced by 2, and its maximum for those scores are now 18.
Order of the Flagellant
Empowered Rite When you join this order at 3rd level, your crimson rite becomes relentless, taking on some of the properties of your cursed blood. Your crimson rite damage die becomes a d6, instead of a d4. This increases to a d8 at 9th level, and to a d10 at 17th level.   Crimson Malediction At 3rd level, when you hit with a crimson rite weapon attack, you can expend one use of your Blood Malediction feature to deal rite damage to the target, in addition to the weapon's damage. The extra rite damage is equal to your crimson rite damage die rolled 4 times. The damage increases by 1 crimson rite damage die if the target is Fey, Fiend, or Undead.   Crimson Rend Starting at 5th level, your crimson rite tears at the very essence of creatures. Once per turn when you hit with an attack made with a crimson rite weapon, the target takes additional rite damage equal to your crimson rite damage die + your Wisdom modifier.   Additionally, you gain Blood Bargain of Wounding for your Empowered Blood feature.   Blood Bargain of Wounding When you miss with a weapon attack, you can use your reaction to make one attack with the same weapon.   Blood Price When you reach 7th level, you have mastered your cursed blood. You can now invoke two blood bargains before the start of your next turn, instead of one. You can take the Use an Object action as a bonus action on each of your turns, which you can use to invoke a blood bargain. Otherwise, you must obey all restrictions for invoking blood bargains, and you cannot invoke the same blood bargain twice.   In addition, once per turn when you invoke a blood bargain, you can regain hit points equal to your crimson rite damage die instead of suffering damage.   Blood Strike At 11th level, you gain one of the following features of your choice.   Crimson Storm: You can use your action to make a melee attack against each creature of your choice within 5 feet of you. You make a separate attack roll for each target. Raining Blood: You can use your action to make a ranged attack against each creature of your choice within 10 feet of a point you can see within your weapon's range. You make a separate attack roll for each target. Puddle of Blood When you reach 15th level, as an action you can transform your body into blood, or back into your true form. Anything being worn or carried by you transforms with you.   While in blood form, you can't take any actions, speak, or manipulate objects. Your size changes to small, you have a movement speed of 20 feet, a climbing speed of 20 feet, and you can enter a hostile creature's space and stop there. Your statistics, other than size and speed, stay the same. In addition, if water can pass through a space, you can do so. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage.   Additionally, when you drop to 0 Hit Points, you can transform into blood (as in the Puddle of Blood class feature) instead of falling unconscious. If you can't transform, you fall unconscious as normal. While you have 0 hit points in blood form, you can't revert to your true form. Once you complete a short rest, or regain at least 1 hit point, you can revert back to your true form. Once you use this feature, you must complete a long rest before using it again.   Bathed in Blood Beginning at 18th level, whenever you score a critical hit or kill a hostile creature, you enter a Bloodthirst for 1 minute. It ends early if your turn ends and you haven’t dealt damage to a hostile creature since your last turn or taken damage since then. You can also end your Bloodthirst early by using a bonus action on your turn.   While you are in a Bloodthirst, you gain the following benefits.   Your attacks score a critical hit on a roll of 19 or 20 on the d20. You can deal additional damage with your Crimson Rend feature on every attack that hits, instead of only once per turn. You gain resistance to all damage types, but all healing you receive is reduced by one-half(round down, minimum 1). Additionally, you gain Blood Bargain of the Bloodthirsty for your Empowered Blood feature.   Blood Bargain of the Bloodthirsty You become Bloodthirsty (as in the Bathed in Blood feature). You can't invoke this blood bargain if you are already Bloodthirsty. You suffer double damage from invoking this blood bargain.  
Order of the Ghostslayer
Rite of the Dawn When you join this order at 3rd level, you learn an additional crimson rite, the Rite of the Dawn (detailed below).   Rite of the Dawn Your rite damage is radiant type. If you hit an undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier. Upon reaching 11th level, you deal this additional damage when you hit any creature with your Rite of the Dawn.   Additionally, you gain Blood Bargain of Brilliance for your Empowered Blood feature.   Blood Bargain of Brilliance When you hit a creature with your Rite of the Dawn, you can use your reaction to release a burst of blinding light. Each creature within 5 feet of the target must succeed on a Constitution saving throw or be Blinded until the start of your next turn. A creature that succeeds on its saving throw is immune to this feature for 24 hours.   Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Hallowed Veins Beginning at 7th level, your blood curses become honed to the fabric of a creature’s essence. Your blood curses can now affect any creature, regardless of their form or lack of blood.   In addition, once per turn when you hit a creature with a weapon attack, you regain hit points equal to 1 + your Wisdom modifier.   Supernal Surge Upon reaching 11th level, you’ve learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action on your turn, you can expend a use of this feature to attack three times, instead of twice, and you temporarily become spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you are no longer spectral, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.   Alternatively, you can use a bonus action and expend a of this feature to temporarily become spectral(as in the Supernal Surge feature).   You can use this feature a number of times equal to your Wisdom modifier(minimum 1). You regain any expended uses when you finish a short or long rest.   Gravesight At 15th level, you can feel the connection all beings share with the spirit world. While under the effects of Supernal Surge or Vengeful Spirit, you gain blindsight out to 60 feet.   Additionally, you gain Blood Bargain of Second Sight for your Empowered Blood feature.   Blood Bargain of Second Sight You gain blindsight out to 30 feet. This effect lasts until the end of your next turn.   Vengeful Spirit Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever you start your turn with 0 hit points, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws per normal. You manifest a spirit form in your space that continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and equipment, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical weapon damage. Your spirit form has access to all of your abilities, and suffers no damage from invoking blood bargains or amplifying a blood curses.   Your spirit form vanishes if it takes any damage, if you regain any hit points, or if your body dies.  
Order of the Lycan
Feral Nature Starting at 3rd level, you gain proficiency in the Perception and Stealth skills. If you already have proficiency in either skill, then your proficiency bonus is doubled for any ability check you make with that skill. In addition, you gain advantage on any Wisdom (Perception) check that relies on hearing or smell.   Lycanthropic Transformation Upon joining this order 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. The alchemical concoction you imbibed has hardened your will, allowing brief periods of control over the beast within.   As a bonus action, you can transform into your lycanthrope form, taking on the hybrid form of a werewolf. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.   The benefits of this form replace the rules for Lycanthropy within the Monster’s Manual. You can use this feature a number of times equal to your Constitution modifier. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features.   Shapechanger As a bonus action, you can transform into a wolf, or back into a your hybrid form. Your game statistics are the same for each form, although you are unable to speak while in wolf form. Any equipment worn or carried by you falls to the ground when you transform into a wolf.   Feral Agility Your Dexterity score increases by 2, to a maximum of 22 Dexterity. In addition, your speed increases by 10 feet.   When you reach 11th level in this class, your Dexterity score increases by an additional 2, to a maximum of 24; and again at 17th level in this class, to a maximum of 26.   Resilient Hide You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.   While you are wearing no armor and you aren't wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.   Bite You are proficient with your bite, which is a melee weapon with the Finesse property. When you hit a creature that is Large or smaller with a Bite, the target must succeed on a Strength saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone.   Your bite deals 2d4 piercing damage. The damage die increases to 2d6 at 17th level.   Claws You are proficient with your claws, which are melee weapons with the Finesse property. Your claws are considered a single weapon in regards to your crimson rite feature. When you use the Attack action with a Bite, you can make an attack with your claws as a bonus action.   Your claws deal 1d6 slashing damage. The damage die increases to 1d8 at 11th level, and to 1d10 at 17th level.   Cursed Weakness Your have vulnerability to damage from silvered weapons.   Vicious Transformation Upon reaching 5th level, your lycanthrope form gains the Multiattack feature.   Multiattack When you use the Attack action with a Bite, you make two attacks with your claws as a bonus action, instead of one.   Stalker's Prowess At 7th level, your reflexes and agility have been enhanced by your lycanthropic curse. You add 10 feet to your long jump distance and 3 feet to your high jump distance, and you can use your Dexterity, instead of Strength, for determining how far you can jump. In addition, your lycanthrope form gains the Hunter's Evasion feature.   Hunter's Evasion When you make a Dexterity saving throw to take half damage from a spell or ability, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Advanced Transformation Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your lycanthrope form as part of your movement, and your transformation now lasts for up to 30 minutes. In addition, your lycanthrope form gains the Lycan Regeneration feature.   Lycan Regeneration At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1). You don't gain this benefit if you have 0 hit points.   The Beast Within When you reach 15th level, you gain a climbing speed equal to your movement speed, and moving through difficult terrain costs you no extra movement. In addition, your lycanthrope form gains the Pack Hunter feature.   Pack Hunter You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.   Lycanthrope Transformation Mastery At 18th level, you have wrestled with your inner predator and mastered it, gaining full control over your curse. You can transform into your lycanthrope form an unlimited number of times, and your transformation lasts until you use a bonus action to revert to your normal form, or you die.   In addition, you gain the Blood Curse of the Howl for your Blood Malediction feature. This does not count against your blood curses known.   Blood Curse of the Howl As an a bonus action, you howl at each creature of your choice within 60 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.   Amplify. Creatures make their saving throw with disadvantage.  
Order of the Mutant  
Mutagen Formulas You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.   Beginning at 3rd level, you learn three mutagen formulas of your choice. You gain an additional formula of your choice at 5th, 7th, 11th, 15th, and 18th levels.   Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with another mutagen formula you could learn.   Mutagens List These mutagens are presented in alphabetical order. A level prerequisite refers to your level in this class. You can learn a mutagen at the same time you meet its prerequisites.   Aether Prerequisite: 7th level You gain a flying speed of 30 feet.   Side effect: You have disadvantage on Strength and Dexterity ability checks.   Aether (Enhanced) Prerequisite: 15th level You gain a flying speed of 60 feet.   Side effect: You have disadvantage on Strength and Dexterity ability checks.   Brutality Prerequisite: 7th level You gain a bonus to damage rolls equal to half your mutation score(round up).   Side effect: You have disadvantage on Charisma ability checks.   Celerity Your Dexterity score increases by an amount equal to your mutation score, as does your Dexterity maximum.   Side effect: You gain a penalty to Wisdom ability checks equal to your mutation score.   Cruelty You can use a bonus action to make a weapon attack on each of your turns.   Side effect: You have disadvantage on Intelligence, Wisdom, and Charisma saving throws.   Impermeable You gain resistance to piercing, slashing, and bludgeoning damage.   Side effect: Whenever another creature hits you, you take 1 additional damage. This additional damage can't be reduced, prevented, or increased in any way.   Mobility You gain immunity to the grappled, restrained, and paralyzed conditions.   Side effect: You gain a penalty to initiative rolls equal to your mutation score.   Nighteye You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.   Side effect: You have disadvantage on Wisdom ability checks.   Potency Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.   Side effect: You gain a penalty to Dexterity ability checks equal to your mutation score.   Precision Prerequisite: 7th level Your weapon attacks score a critical hit on a roll of 19-20.   Side effect: All healing you receive is reduced by one-fourth(round up).   Protection You gain a bonus to your AC equal to your mutation score as long as you're not wielding a shield.   Side effect: You gain a penalty to Intelligence ability checks equal to your mutation score.   Rapidity Your speed increases by 15 feet.   Side effect: You gain a penalty to Strength ability checks equal to half your mutation score(round up).   Rapidity (Enhanced) Prerequisite: 11th level Your speed increases by 30 feet.   Side effect: You gain a penalty to Strength ability checks equal to your mutation score.   Reconstruction Prerequisite: 7th level While conscious, you regenerate hit points equal to your mutation score at the start of your turn as long as you are above 0 hit points.   Side effect: Your speed decreases by 5 ft.   Reconstruction (Enhanced) Prerequisite: 15th level While conscious, you regenerate hit points equal to 2 times your mutation score at the start of your turn as long as you are above 0 hit points.   Side effect: Your speed decreases by 10 ft.   Sagacity Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom maximum.   Side effect: You gain a penalty to your armor class equal to half your mutation score(round up).   Savagery Prerequisite: 5th level You can attack twice, instead of once, when you take the attack action on your turn.   Side effect: You gain a penalty to damage rolls equal to half your mutation score(round up).   Savagery(Enhanced) Prerequisite: 11th level You can attack three times, instead of twice, when you take the attack action on your turn. You only gain this benefit if you have also concocted and imbibed the Savagery mutagen.   Side effect: You gain a penalty to damage rolls equal to your mutation score. This replaces the penalty to damage from the Savagery mutagen.   Vitality Your Constitution score increases by an amount equal to your mutation score, as does your Constitution maximum.   Side effect: You have disadvantage on Intelligence ability checks.   Wariness You gain a bonus to initiative rolls equal to your mutation score.   Side effect: You gain a penalty to your maximum hit points equal to your mutation score.   Wariness (Enhanced) Prerequisite: 7th level You gain a bonus to initiative rolls equal to 2 times your mutation score.   Side effect: You gain a penalty to your maximum hit points equal to 2 times your mutation score.   Novice Mutagen Craft At 3rd level, you can concoct a single mutagen. Consuming a single mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. You must complete a short or long best before concocting mutagens again.   Mutagens are designed for your biology. They have no effect on large or larger creatures, and only impart the side effects on other medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not swallowed before you finish your next short or long rest.   Your body will begin to better utilize the toxins you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.   Mutation Score = 1 + your blood hunter level divided by 4(round up).   Adept Mutagen Craft When you reach 5th level, you can now concoct two mutagens, instead of one. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.   Advanced Mutagen Craft Upon reaching 7th level, you can now concoct three mutagens, instead of two. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.   Strange Metabolism Beginning at 11th level, you gain the Blood Bargain of Virility for your Empowered Blood feature.   Blood Bargain of Virility You ignore the side effects of all mutagens affecting you for 1 minute.   Master Mutagen Craft Upon reaching 15th level, you can now concoct four mutagens, instead of three. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen still takes a separate bonus action to imbibe.   Exalted Mutation At 18th level, your body is capable of producing toxins naturally. As a bonus action, you gain the benefits and side effects of one mutagen you know until you complete a short or long rest. Once you use this feature, you must complete a short or long rest before using it again.

 

Defensive Duelist

Prerequisites: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


Source: PHB, page 165

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Level 0 Spells

DND 5e SRD

Light

0-level (Cantrip) Evocation

Casting Time 1 action
Range Touch/20ft
Duration 1 hour
Components V,M
Materials firefly/fluorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Class(es): Bard, Cleric, Sorcerer, Wizard, Artificier

Statblocks for your Trinkets, businesses, building, castles, empires.


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Zherania.

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