Blood Hunter
Base Class: Blood Hunter

Knights of Ecura, Skilled in combat against mages, they use martial superiority and strong abjuration magic to defeat them in combat.

Arcane Resilience

When you join this order at 3rd level you gain the knowledge of Arcane Resilience. You have advantage on any saving throw caused by a spell.

Staggering Assault

If you have your Crimson Rite active, you have advantage on your next attack against a creature that has cast a spell since the end of your last turn.

Crimson Counter

Starting at 7th level, you can use your reaction to reflect or block the spell when you are hit by a spell attack and have your Crimson Rite active. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your Blood Hunter level.

If you reduce the damage to 0, you can reflect the spell back to the caster. If you catch a spell in this way, you can make a attack with your weapon, doing an additional Homecraft Die as the spells damage type as part of the same reaction. Making an attack in this way consumes your Crimson Rite after the attack.

Mage-Slayers Stride

Upon reaching 11th level, you gain the ability to teleport up to 120 feet to an unoccupied space you can see next to a target with your Brand of Castigation as a bonus action. 

Blood Curse of Communion

At 15th level, you hone your hemocraft to shift your ally’s around the field. When a willing target within 30 feet of you is targeted by an attack, you can use your reaction to cast the Blood Curse of Communion. You may switch places with your target and the attack is now directed at you. 

Amplify. You may teleport one other person, putting them in the location of anyone else affected by the ability. 

Unyielding Counter

Your constant combating of magic has left you stronger and even more stalwart against it. Your Crimson Counter ability no longer consumes your Crimson Rite, and you gain a second Reaction. 

Previous Versions

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3/19/2022 9:21:48 PM
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