Blood Hunter
Base Class: Blood Hunter
Members of this order are people who have been wronged or suffer any kind of damage or loss at the hands of magic practitioners. The main purpose of this order is to prevent magic users from doing anything they want wwith the common folk without being punished, they are not necessarily against the use of any magic, but rather against the use of magic without responsibility or consequences. They spend years studying spellcasters, their strengths and weaknesses, types of spells, and even have their bodies sharpened with blood magic.

Mage´s Bane

When you join this order at 3rd level, gain the benefits below: 

- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. 

-When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. 

-You have advantage on saving throws against spells cast by creatures within 5 feet of you. 

Honed Eyes

At level 3, You gain the ability to cast Detect Magic. You can use this features a number of times equal to your proficiency bonus and recharge after a long rest. 

Dispelling Rite

At 7° level, while a Crimson Rite is active you gain the ability to cast Dispell Magic or Counter Spell once each, you regain this feature after taking a long rest. 

Rite of the Mind

At 7° level, The rite of the Oracle no longer has its level prerequisite.

Brand of Pursuing

Your brand creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see within 5 feet of the target branded by you. To teleport in this way, you must be able to see the branded target. 

Blood Curse of the Silencer

As a bonus action, you cause a creature within 30 feet of you to become silenced. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success. 

Amplify. The cursed creature takes 4d6 psychic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse 

Arcane Overwhelm

When you are targeted by a spell attack that deals you damage, and have your Crimson Rite active, you can use your reaction to roll a d6. On a 5 or 6, the spell is reflected back at the initial attacker. If the result is 4 you block the spell taking no damage. If the result is 1 to 3, the attack is not reflected and proceeds as normal. This feature can be used a number of times per day equal to your proficiency bonus. This feature cannot be used on damage dealing spells that have a radius effect, like the Fireball spell. 

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