Blood Hunter
Base Class: Blood Hunter

Few threats are deadlier than that of powerful spellcasters. Clerics devoted to evil deities, druids bent on the destruction of civilization, power hungry wizards, warlocks acting in behalf of archdevils, tyranical sorcerers and manipulative bards, all wolves in sheep clothing that live amongst society without facing punishment for their evil use of magic. Blood Hunters of this order commit their life to hunting these wretched monsters, attempting to fight fire with fire, enhancing their Hemocraft to vanquish these foul monsters; making their mind, magic and blade more powerful.

Rite of the Inquisition

When you join this order at 3rd level, you learn the Rite of the Inquisition esoteric rite (detailed below).

Rite of the Inquisition. Your rite damage is force damage. While the rite is active, you gain the following benefits:

  • You sense the presence of magic within 30 feet of you, as if affected by the detect magic spell.
  • Once per turn, when you deal Rite damage against a creature that can cast at least one spell using a spell slot, you may leave behind a trace of Hemocraft in the wound. Roll your Hemocraft die. The next time it rolls an attack roll or ability check, it must substract the number rolled from the roll.
  • You may use your reaction to gain advantage in a single saving throw against a spell or magical effect.

Mage Hunter

Beginning at 3rd level, your ancient order teaches how to push Hemocraft magic further than other blood hunters to cast spells. You learn the detect magic and identify spells. You may cast them as rituals. At 7th level you learn the silence spell and may cast it as a ritual. Intelligence is your spellcasting modifier for these spells.

Additionally, you have advantage on Wisdom (Survival) checks to track creatures that can cast at least one spell using a spell slot.

Fight Magic with Magic

Upon reaching 7th level, you learn how to use your magic to directly tamper with the spells of those you hunt. As a reaction to you seeing a creature within 60 feet of you casting a spell, you may lose a number of hit points equal to your Intelligence modifier + one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. If you do, you may cast the counterspell spell as a third level spell without expending a spell slot.

When you activate this feature and cast counterspell, you may lose additional hit points equal to more rolls of your Hemocraft Die. For each additional Hemocraft Die of hit points you lose, treat the counterspell you cast as if it was cast with a spell slot of a one level higher. In addition, for each Hemocraft die of hit points you lose this way, you lose additional hit points equal to your Intelligence modifier.

For example, if you lose additional hit points equal to one roll of your Hemocraft Die, the spell is cast at 4th level and you lose additional hit points equal to your Intelligence modifier. If you lose additional hit points equal to two rolls, it's cast as a 5th level spell and you lose additional hit points equal to twice your Intelligence modifier; and so on, to a maximum of a 9th level spell and up to a spell level equal to half your Blood Hunter level.

Furthermore, you gain proficiency with Wisdom saving throws.

Blood Curse of the Dispelling Rite

At 11th level, you’ve honed your rite to directly tamper with already cast spells. You gain the Blood Curse of the Dispelling Rite for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Dispelling Rite

Prerequisite: 11th level, Order of the Mage Slayer
As an action, you may may cast the dispel magic spell without expending a spell slot. Intelligence is your spellcasting modifier for this spell.
Amplify. You may end a Crimson Rite on a weapon you are holding. If you, creatures of your choice on a 30 foot cube centred on yourself must make a Wisdom saving throw or take 7d6 psychic damage, taking half as much on a succesful save.

Brand of Unfocused Thought

Beginning at 15th level, your Brand of Castigation now disrupts the focus of creatures affected by it. The branded creature cannot take reactions, they take a penalty to Constitution Saving Throws to maintain concentration on spells equal to your Intelligence modifier; and at the start of their turn, if they are concentrating on a spell, they take psychic damage equal to one roll of your hemocraft die.

Grand Inquisitor

Upon reaching 18th level, you learn to enhance your rite to specially punish those you fight, but specially foul mages. After you hit a creature with rite damage twice in the same turn, your next attack's rite damage deals additional damage equal to your Intelligence modifier. Alternatively, if a creature casts a spell using a spell slot, your next attack roll that hits against them counts as a critical hit. You can use this feature only once per turn.

Additionally, you can cast the Antimagic Field spell once per long rest without expending a spell slot. Intelligence is your spellcasting ability for this spell. You may cast it additional times, even if you don't have uses of this feature, by losing hit points equal to eight rolls of your hemocraft die. When you do so, you, your class abilities and any magic items your are carrying are not affected by the spell.

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