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Witcher

Blood Hunter

Your blood has been altered with a dark rite in order to fight even greater darkness. Your body becomes payment to destroy the evils that lurk in the night. Your blood is now a powerful catalyst for curses that can be further strengthened by sacrificing some of your lifeforce. It is the ultimate sacrifice and highest honor for those of the School of the Wolf. Blood Hunters are a secret force within the School of the Wolf and do their best to keep their powers hidden from those they do not trust and all other Witchers not of their School.

Blood Curse (Life Essence Cost) Effect
Curse of Binding (1D4 hit points)You choose a Large or smaller target you can see within 60 ft of you as an action as spectral hands grasp at them. The target must make a STR saving throw and on a failed save their movement speed is reduced to 0 ft and they cannot take reactions as spectral hands bind them until the end of its next turn. Augment (2D6 hit points): The target is pulled to the ground and is forced Prone in addition.
Curse of Agony (1D8 hit points)You choose a target you can see within 60 ft of you as an action and cause the target to become swollen and inflamed. The target must succeed a CON saving throw and on a failed save they have disadvantage on STR and DEX saving throws and they take 1D8 Necrotic damage each time they make an attack until the end of their next turn. Augment (2D8 hit points): The target is afflicted for one minute repeating the saving throw at the end of each of its turns, ending it on a successful save.
Curse of Venom (2D6 hit points) (Level 15)You choose a target you can see within 60 ft of you as an action and ethereal vipers sink their teeth into them. The target must make a CON saving throw or be Poisoned until it succeeds the saving throw. The target can attempt the saving throw at the end of each of its turns, ending it on a success. Augment (2D10 hit points): The target is racked with pain constantly. Each time it fails the saving throw to end this effect it takes 3D6 Necrotic damage.
Curse of Expulsion (1D4 hit points) (Level 15)You choose a target you can see within 60 ft of you as an action and expel a force that is controlling them. You end the Charmed or Frightened condition and if they are possessed the possession ends. Augment (2D4 hit points): In addition, the creature that Charmed, Frightened, or Possessed the creature suffers severe backlash taking 3D6 Psychic damage and is Stunned until the end of their next turn.
Curse of Weakness (1D10 hit points)You choose a target you can see within 60 ft of you as a reaction to the target taking damage. The target loses all damage Resistances before taking that instance of damage. Augment (2D10 hit points): The target instead loses all damage Immunities taking half as much damage for that instance of damage.
Curse of the White Eye (1D4 hit points)You choose a target you can see within 60 ft of you as an action and the target’s vision becomes obscured. The target must make a CON saving throw and on a failed save for the next minute the target has a 1D4 penalty to attack rolls and ability checks that rely on sight. Augment (1D6 or 1D8) The target instead has a penalty equal to the die of the price paid to augment this Blood Curse.
Curse of Puppetry (1D8 hit points)You choose a corpse that has been dead for less than 48 hours that you can see within 60 ft of you as an action and the corpse lashes out in an act of violence. The corpse makes an attack on a creature of your choice within 5 ft of the corpse. Augment (1D12 hit points): The corpse can move up to half of its movement speed before making the attack.
Curse of Befuddlement (1D6 hit points)You choose a target you can see within 60 ft of you as an action and cause its mind to be slowed. If the target is maintaining Concentration on a spell or ability it must make a CON saving throw to maintain Concentration on the effect with disadvantage. Augment (2D6 hit points): The target must make a saving throw as described above and has disadvantage on CON saving throws to maintain Concentration until the end of your next turn.

Subclass Features

Lv 3

Rite of Blood

Only Witchers of the School of the Wolf can undergo the Rite of Blood. You gain the following features from undergoing this Rite.

Your senses are heightened, you can sense Aberrations, Fiends, and Undead within 120 ft of you.

You can sacrifice some of your life essence to curse your foes. You can choose two Blood Curses and when you gain a Witcher level you switch one Blood Curse you know with another one. The save DC for your Blood Curses are the same as your Sign save DC. If you pay the augment cost instead you gain additional effects with the Blood Curse.

You can use Blood Curses a number of times per long rest equal to your Proficiency Bonus.

Blood Curses

Bloodsense

Your already sharp senses have been honed further. You can sense creatures with a heartbeat within 10 ft of you and you can smell blood up to a week old in a range of 300 ft.

Lv 7

Blood Brand

You can mark a creature as your prey as an action. By sacrificing 1D8 hit points a target within 120 ft of you that you can see is marked with a bloody brand that deals them 2D10 Necrotic damage. The brand lasts for one month as long as you are on the same plane of existence or until you create a new brand. You can track a creature branded this way without fail, and you know what direction it is at all times and you know exactly where it is when you are within 1,000 ft of it. You have a 1D6 bonus to hit on branded creatures.

You can use this feature once per long rest.

Lv 11

Bloodcursed Weapon

You can sacrifice your vitality to coat your weapons in your blood and your blood carries a powerful curse that damages those that come in contact with it. You can use a bonus action and sacrifice 1D8 hit points and coat one melee weapon or 10 pieces of ammunition with your blood. The curse remains potent for one minute or until you apply a new curse to the target. A weapon cursed this way deals an additional 1D8 damage of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Psychic damage.

Each time you hit a creature with a Bloodcursed Weapon it takes an additional 1 damage of the chosen type for each time it was hit with that weapon in the last 24 hours.

Lv 15

Superior Bloodcursed Weapon

Your mastery over your blood’s effects has reached new heights. When you use your Bloodcursed Weapon feature your damage bonus is increased to 2D8 damage and it takes an additional 2 damage of the chosen damage type for each time it was hit with that weapon in the last 24 hours.