Bloodhunter: Order of the Profane Soul

Original Source: D&D Beyond

Pact Magic

As on D&D Beyond

At 3rd level, you augment your combat techniques with the ability to cast spells.

Table: Profane Soul Spellcasting
Warlock LevelCantripsSpells KnownMana PoolMax Spell Level
3rd2311st
4th2421st
5th2431st
6th2431st
7th2542nd
8th2642nd
9th2642nd
10th3752nd
11th3852nd
12th3852nd
13th3963rd
14th31063rd
15th31063rd
16th31173rd
17th31173rd
18th31173rd
19th31284th
20th31384th

Cantrips

You learn two cantrips of your choice from the Warlock Spell List. You learn an additional warlock cantrip of your choice at 10th level.

Mana

The Profane Soul Spellcasting table shows how much mana you have. The table also shows what the highest level of spell you know and can cast. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a short or long rest. The mana costs for spells can be found on the mana cost table.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. Each of these spells must be at or below the Maximum Spell Level you can cast, as shown on the table. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you can cast.

Spellcasting Ability

Your chosen Hemocraft ability is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft 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 Hemocraft modifier
Spell attack modifier = your proficiency bonus + your Hemocraft modifier

Rite Focus

While you have an active Crimson Rite, you can use your weapon as a spellcasting focus for your warlock spells.

Rite Focus

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice from the list below. Your choice grants you access to special spells at 7th and 15th level.

Additionally, while you have an active Crimson Rite, you gain a specific benefit based on your chosen patron, listed below.

The Ancestors. You learn the guidance and resistance cantrips.
The Archfey. When you damage a creature with a weapon 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 or from being invisible.
The Celestial. As a bonus action, you expend one use of your Blood Maledict feature to heal one creature you can see within 60 feet of you. That creature regains a number of hit points equal to one roll of your hemocraft die + your Hemocraft modifier (minimum of +1).
The Fathomless. You can breathe underwater. Additionally, once per turn when you damage a creature with a weapon using the Rite of the Frozen, Storm, Oracle, or Roar, you can cause that creature to become Chilled until the start of your next turn.
The Fiend. While using the Rite of the Flame or Frozen, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.
The Genie. As a bonus action, you expend a use of your Blood Maledict feature to give yourself a flying speed of 30 feet, which lasts for a number of rounds equal to your Hemocraft modifier (minimum of 1 round).
The Ghost in the Machine. When you score a critical hit against a creature while using the weapon, you can issue the target a single command, as if it failed a saving throw against the command spell.
The Great Old One. When you score a critical hit against a creature, 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.
The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.
The Raven Queen. While using the Rite of the Frozen, Dead, or Oracle, you have advantage on death saving throws.
The Seeker. As a bonus action, you can end an active rite on a weapon you are carrying to get advantage on the next Intelligence check you make before the end of your next turn.
The Undead. 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.
The Wyrm. The d20 die result required to activate a flourish with weapons affected by your Primal Rites is reduced by 1, and you always flourish as if the attacks are Called Shots.

Mystic Frenzy

Starting at 7th level, when you use your action to cast a warlock spell, you can immediately make one weapon attack as a bonus action.

Revealed Arcana

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You learn the spell, and can cast it once without expending mana. Once you do, you can’t do so again until you finish a long rest unless you spend mana to do so.

Brand of the Sapping Scar

As on D&D Beyond

Unsealed Arcana

At 15th level, your patron grants you the use of an additional spell based on your pact. You learn the spell, and can cast it once without expending mana. Once you do, you can’t do so again until you finish a long rest unless you spend mana to do so.

Blood Curse of the Soul Eater

As on D&D Beyond