Blood Hunter: Order of the Spellblades

The Order of the Spellblades is an order of Blood Hunters that strays close to the magics wielded by Clerics and Druids. Though not as powerful, these Hunters have learned how to channel their magics through their weapons, much like their Crimson Rites, leading to devastating strikes. Masters of this order can combine these spells with their rites and brands to unleash stronger or entirely unavoidable spells.

This subclass is designed for all settings.

Spellblade Spellcasting Spell Slots Per Level
Blood Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Spellcasting

When you reach 3rd level, you augment your Martial Prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Cleric Spell List. You learn an additional Cleric or Druid cantrip of your choice at 7th level, and 14th level.

Spell Slots

The Spellblade Spellcasting table shows how many spell slots you have to cast your Cleric or Druid 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 of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level Cleric or Druid spells of your choice.

The Spells Known column of the Spellblade Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Cleric or Druid spell list. The new spell must be of a level for which you have spell slots, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Your Hemocraft modifier (Wisdom or Intelligence) is your spellcasting ability for your spells. You use this modifier whenever a spell refers to your spellcasting ability. In addition, you use this modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Hemocraft modifier

Spell Attack Bonus = your proficiency bonus + your Hemocraft modifier

Spell Strike

Additionally, when you choose this Order, you gain the ability to infuse spells into your weapons. As a bonus action, you can cast a 1st-level or higher Cleric or Druid spell with a casting time of 1 action, infusing it into a melee weapon instead of having it immediately take effect. The next time you make a melee attack with that weapon before the end of your turn, the spell is cast against the target of the attack. The spell dissipates if you cast another spell before attacking.

Spell Strike interaction with spell mechanics depends on the spell that is cast:

Cantrip Strike

Starting at 7th level, you can now use your Spell Strike feature with any Cantrips you may know.

Touch of the Magos

Additionally, starting at 7th level, you gain the Rite of the Magos Crimson Rite. It does not count against the total number of Crimson Rites you know.

Spell Rite

Starting at 11th level, you’ve learned the ways of combining your Spell Strike and Crimson Rite abilities. Whenever you use your Spell Strike feature with a weapon that has your Crimson Rite active on it, the spell used counts as one level higher against the target of your melee attack.

Spell Resistant

Additionally at 11th elve, you've learned to avoid harming yourself from any spells you cast. You pass all saves and take no damage from spells you Spell Strike with, should they affect you.

Blood Curse of the Spell Striker

At 15th level, you’ve mastered the ways of using your Blood Curses to always land the destructive potential of your Spell Strikes. You learn the Blood Curse of the Spell Striker.

Spell Slammer

At 18th level, you have mastered the art of Spell Strikes, allowing you unleash the maximum potential of each spell. Your critical hit ranged increases by 1, and whenever you crit on a Spell Strike the Spell Damage is also doubled.

Crimson Rites

Rite of the Magos: Your rite damage is Force damage. (Prerequisite: 14th level or Order of the Spellblades)

Blood Curses

Blood Curse of the Spell Striker

Prerequisite: 15th Level, Order of the Spellblades

When you use your Spell Strike feature against a creature and miss the melee attack, you can use your reaction to have the spell still hit them instead. This causes the spell to affect the target as if the spell strike had landed instead of missing. However, you take damage equal to a roll of your Hemocraft Die.

Amplify: You cause the target to have disadvantage on any Saving Throws it must make against the spell.

Blood Curse of the Spell Jammer

Prerequisite: 15th Level, Order of the Spellblades

When a creature casts the spell Counterspell or Dispel Magic while within 30ft of you, you can use your reaction to roll your Hemocraft die and add or subtract the roll to the check (should a check be made). You take damage equal to the roll made.

Amplify: The effect being Counterspelled or Dispelled is automatically shut down, no roll required. However, you take an additional die of damage equal to your Hemocraft die (totalling 3 dice), and if a creature was Counterspelled they regain the spell slot.