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### Order of the Arcane Eye This sect of Blood hunters originated on Bettiros, in the Kisboro Plains. The natural concentration of magic there changed the nature of the Hunter's Bane in inexplicable ways. Nowadays, the Order of the Arcane is well established in Vabraya and Harsot, and members are trained at the Arcane Academy of Daemore. Members of the Order strive to gather knowledge of the arcane, record it, and share it. It's common knowledge in Daemore that you can trust the Arcane Eye's yellow-robed hunters, unless you're standing between them and what they want to know. ##### Order of the Arcane Eye Features | Blood Hunter Level | Feature | |:---:|:-----------:| | 3rd | Spellcasting, Crimson Rite Focus | | 7th | Mystic Frenzy, Arcane Hemocraft | | 11th | Brand of Knowledge | | 15th | Blood Curse of Draining | | 18th | Arcane Recollection | #### Spellcasting When you reach 3rd level, your innate ability to understand the energies and subtleties that surround the world. **Cantrips**. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. **Spell Slots**. The Order of the Arcane Eye Spellcasting table shows how many spell slots you have to cast your wizard 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 long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. **Spells Known of 1st-Level and Higher**. You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and divination spells on the wizard spell list. The Spells Known column of the Order of the Arcane Eye Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \columnbreak Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through your ability to understand how magic flows throughout the planes. 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 wizard 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
##### Order of the Arcane Eye Spellcasting | Blood Hunter Level | Spells Known | 1st level | 2nd level | 3rd level | 4th level | |:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 2 | — | — | — | | 4th | 4 | 3 | — | — | — | | 5th | 4 | 3 | — | — | — | | 6th | 4 | 3 | — | — | — | | 7th | 5 | 4 | 2 | — | — | | 8th | 6 | 4 | 2 | — | — | | 9th | 6 | 4 | 2 | — | — | | 10th | 7 | 4 | 3 | — | — | | 11th | 8 | 4 | 3 | — | — | | 12th | 8 | 4 | 3 | — | — | | 13th | 9 | 4 | 3 | 2 | — | | 14th | 10 | 4 | 3 | 2 | — | | 15th | 10 | 4 | 3 | 2 | — | | 16th | 11 | 4 | 3 | 3 | — | | 17th | 11 | 4 | 3 | 3 | — | | 18th | 11 | 4 | 3 | 3 | — | | 19th | 12 | 4 | 3 | 3 | 1 | | 20th | 13 | 4 | 3 | 3 | 1 | #### Crimson Rite Focus Beginning at 3rd level, your weapon becomes a core to the way that you channel magic through yourself. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your wizard spells. In addition to this, you know the Rite of the Arcane esoteric rite (detailed below). **Rite of the Arcane.** Your rite damage is force damage. When this rite is active, you can add half of your intelligence modifier (minimum of 1) to your attack rolls.
\pagebreak #### Mystic Frenzy Starting at 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action. #### Arcane Hemocraft At 7th level, your understanding of how magic flows through all living creatures gives you the ability to substitute raw magic for the blood used in your Hemocraft. Your blood curses can target any creature, whether or not it has blood. #### Brand of Knowledge Beginning at 11th level, Your Brand of Castigation reveals truths about the nature of the target. Upon marking a creature with your Brand of Castigation, you learn the target's Creature Type, Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities. #### Blood Curse of Arcane Vulnerability At 15th level, you’ve honed your understanding of the natural flow of magic so that you can alter the way that your magic interacts with your enemy's. You gain the Blood Curse of Arcane Vulnerability for your Blood Maledict feature. This doesn’t count against your number of blood curses known. #### Arcane Recollection At 18th level, you gain the ability to recover your magic capabilities by shedding blood. As a bonus action, you can spend a use of your Blood Maledict feature and gain a spell slot of a level that you have spell slots for. When you do this, you take damage equal to a number of rolls of your Hemocraft Die equal to the spell slot you're regaining. For example, if you're a level 18 Blood Hunter regaining a second-level spell slot, you'd take 2d10 damage.
## Blood Curses from the Order of the Arcane #### Blood Curse of Arcane Vulnerability *Prerequisite: 15th level, Order of the Arcane* As a bonus action, target a creature within 60 feet. They take force damage equal to a roll of your Hemocraft Die. For the next minute, when you deal damage to them with a spell or your Crimson Rite, you deal extra force damage equal to a roll of your Hemocraft Die. This effect ends if you don't deal damage to the target with a spell or your Crimson Rite on your turn, or after a minute. **Amplify.** Choose another creature within range. When they deal damage to your initial target with a spell or their Crimson Rite, the initial target takes extra force damage equal to a roll of your Hemocraft Die.
##### Homebrew 5e Subclass - Created by [u/DecidueyeAssassin](https://www.reddit.com/user/DicidueyeAssassin) - [Blood Hunter Class](https://www.dmsguild.com/product/301641/Blood-Hunter-Class-for-DD-5e-2020) By [Mathew Mercer](https://twitter.com/matthewmercer?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor) - First page art by [DezineJunky](https://www.youtube.com/watch?v=pegZ1w5W9N4) - Second page art by [alexnegrea2](https://gumroad.com/alexnegrea2) - Lore is a part of my [worldbuilding project](https://www.worldanvil.com/w/Aphoroth-assassinine). - v1.8