Shadowhunter Conclave (5e Ranger Archetype)

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Author: Zhenra-Khal (talk)
Date Created: 8-5-2022
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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The Shadowhunter Conclave subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.

Table: Shadowhunter Conclave

Ranger
Level
Proficiency
Bonus
Hemocraft
Die
Rites Sacrifice
Points
Sacrifice
Limit
Sacraments
Known
Rites
Known
3rd +2 (1)d4 1 2 1 1
4th +2 (1)d4 2 3 1 1
5th +3 (2)d4 2 3 1 1
6th +3 (2)d4 2 3 1 1
7th +3 (2)d4 2 4 1 1
8th +3 (2)d4 2 4 1 1
9th +4 (2)d4 2 4 1 1
10th +4 (2)d4 2 5 2 1
11th +4 (3)d4 2 5 2 1
12th +4 (3)d4 2 5 2 1
13th +5 (3)d6 3 6 2 2
14th +5 (3)d6 3 6 2 2
15th +5 (3)d6 3 6 2 2
16th +5 (3)d6 3 7 2 2
17th +6 (4)d6 3 7 2 2
18th +6 (4)d6 3 7 2 2
19th +6 (4)d6 4 8 3 2
20th +6 (4)d6 4 8 3 2

Sanguine Lore[edit]

When you select this Ranger Archetype at 3rd level, you gain access to a few special rites of Hemocraft magic. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Oath of Sacrifice table.

Hemocraft[edit]

At 3rd level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.

When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.

You may add one-third (Rounded down) of your Ranger levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.

Bloodborne Sacraments[edit]

You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.

When you select this Ranger Archetype at 3rd level, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Shadowhunter Conclave table above.

Each time you gain a Ranger level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.

Hemocraft Ability[edit]

Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Wisdom is the ability you use for your Shadowhunter Hemocraft. You use your Wisdom whenever an ability refer to your Hemocraft ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.

Hemocraft save DC = 8 + your proficiency bonus + your Wisdom modifier.

Hemocraft attack modifier = your proficiency bonus + your Wisdom modifier.

Blade of Blood[edit]

Beginning when you select this Ranger Archetype at 3rd level, whenever you make a successful attack with a weapon, unarmed attack or natural weapon, you can choose to use Blade of Blood; If you do so, you may Major Rend as part of the attack, and deal additional weapon damage to the target. If you have an active Torment, this bonus damage is Rite damage instead.

The amount of damage added is based on the range of the attack:

  • If you empower a melee attack with Blade of Blood, the additional damage is equal to the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.
  • If you empower a ranged attack with Blade of Blood, the additional damage is equal to half the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die; If you are Wounded, this increases to 2 rolls of your Hemocraft die, and to 3 rolls if you are Critical.

Hunter's Sense[edit]

Also at 3rd level, you learn how to use Hemocraft against your favored prey to better understand your foes. When you deal damage to a creature, you mark it as your Quarry for 1 hour, or until you mark a new creature as your Quarry. If you deal damage to multiple creatures at once - Such as with the Conjure Barrage spell - You choose which creature to mark as your Quarry.

The type(s) of creatures you may mark as your Quarry changes depending on whether you use the Favored Enemy feature from the Player's Handbook, or the Favored Foe feature from Tasha's Cauldron of Everything.

  • Favored Enemy: Your Quarry can be any creature you can see within twice your Corpse Magic range, provided it is a Favored Enemy for you.
  • Favored Foe: Your Quarry is the creature you currently have marked with your Favored Foe feature.

In either case, you can Minor Rend to any Intelligence, Wisdom or Charisma ability check you make against your Quarry.

At 15th level, your Quarry remains marked for 24 hours, or until you mark another creature as your Quarry.

Monstrous Lore[edit]

When you select this subclass at 3rd level, you gain proficiency with one of the following skills: Arcana, History, Nature, or Religion. Furthermore, you may use your Wisdom in place of your Intelligence when making an ability check using any of these skills, provided you are proficient with the skill in question.

Additionally, as an action, you can attempt to identify your current Quarry, by making an ability check against a DC equal to 10 + the creature's CR, or a DC of 15, whichever is higher. If the creature is common in folklore, such as a Vampire, the DC is reduced by 5. If the creature is completely foreign or unknown in history, such as a creature from the Far Realms, the DC is increased by 5.

The skill used for this ability check is based on the creature's Type, as shown below:

  • Arcana: Aberrations, Dragons, Constructs, Oozes
  • History: Giants, Humanoids, Monstrosities
  • Nature: Beasts, Plants, Fey, Elementals
  • Religion: Celestials, Fiends, Undead

Upon successfully identifying a creature in this way, you learn two of the following pieces of knowledge of your choice; You may select the same piece of knowledge more than once, but doing so may yield no further results, wasting your time and effort.

For every 5 points by which you beat the DC, you learn an additional piece of knowledge of your choice; Thus, rolling a 23 against a CR 3 creature would reward you with four pieces of knowledge about that creature.

  • Whether or not the creature is a Worthy Foe;
  • The creature's current movement modes and movement speeds;
  • The number and damage types of the creature's attacks;
  • Whether the creature's Armor Class is Low (Below 15), Moderate (15-20), or High (Above 20);
  • The creature's Damage Resistances;
  • The creature's Damage Immunities;
  • The creature's Damage Vulnerabilities;
  • The creature's Condition Immunities;
  • Any conditions against which the creature has advantage on the saving throw;
  • Any conditions against which the creature has disadvantage on the saving throw;
  • Whether the creature's spellcasting ability is None; Low (Max 3rd level spell), Moderate (Max 6th level spell), or High (Max 9th level spell);
  • Whether or not the creature has Legendary Resistances;
  • Whether or not the creature has Legendary Actions, and if so, a vague summary of what they are;
  • One of the creature's Traits;
  • One of the creature's Actions;
  • One of the creature's Bonus Actions;
  • One of the creature's Reactions.

Blood in the Water[edit]

Beginning at 7th level, you've learned to empower your allies by mixing your enemy's essence into your blood, and granting it to those who need it most. When you damage your Quarry, you can use your bonus action to Minor Rend, recording the result and granting a Crimson Shard to one creature of your choice within twice your Corpse Magic range of the Quarry. The Crimson Shard is a floating crystal made of your blood that hovers by them like a watchful sentinel; Each Crimson Shard has a value equal to the Rend Bonus of the Minor Rend used to create it. Crimson Shards you create last for 10 minutes or until expended; A creature can only benefit from one Crimson Shard at a time.

Creatures may choose to use their Crimson Shards in the following ways:

  • When they make an Intelligence, Wisdom or Charisma ability check, or an attack roll, against your current Quarry, they may add the Crimson Shard's value to their roll.
  • When your Quarry makes an attack roll against them, they may add the Crimson Shard's value as a bonus to their AC against that attack.
  • When they make a saving throw against your current Quarry, they may add the Crimson Shard's value to their roll. Once a creature has done so, they may not benefit from this use of a Crimson Shard again until you finish a Short or Long Rest.
  • When they force your current Quarry to make a saving throw, they may add the Crimson Shard's value to the DC of that saving throw. Once a creature has done so, they may not benefit from this use of a Crimson Shard again until you finish a Short or Long Rest.

Relentless Hunt[edit]

Beginning at 11th level, whenever you finish a Short Rest, you regain 1 Sacrifice Point, and you may add one roll of your Hemocraft Die to the number of hit points you regained from that Short Rest.

Additionally, whenever you or a creature bearing one of your Crimson Shards damages your Quarry, they deal additional damage equal to one roll of your Hemocraft Die. This damage may benefits from any Torment currently present on one of your weapons. Additionally, this damage increases as the Quarry grows weaker - To 2 rolls of your Hemocraft Die if the creature is Wounded, and to 3 dice if it is Critical.

Against The Scarlet Tide[edit]

Beginning at 15th level, you've stood against the dark long enough to know you cannot stand against it alone - And rarely does it stand alone against you.

When you use your Blood in the Water feature, you may grant one Crimson Shard to each creature of your choice within range; In doing so, you must Major Rend, dividing the Rend Bonus up among the Crimson Shards as you see fit. However, the value of any individual Crimson Shard cannot exceed 10 when using this feature. Once you use this feature in this way, you must finish a Short or Long Rest before you may do so again.

Additionally, as a bonus action, you may Minor Rend; When you do so, you may select one creature you can see within twice your Corpse Magic range for each point of the Rend Bonus of that Minor Rend. Each creature chosen in this way is considered your Quarry for 1 hour, and is still your Quarry even if your mark a new Quarry. Once you use this feature in this way, you must finish a Short or Long Rest before you may do so again.


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AuthorZhenra-Khal +
FeaturesCrimson Mark +, Bloodborne Sacraments + and Blade of Blood +
Identifier5e Ranger Archetype +
RatingUndiscussed +
TitleShadowhunter Conclave +