Base Class: Blood Hunter
The smallest and rarest of the known orders of Blood Hunters, the Order of the mageslayer was initially formed by those wronged by arcane practitioners. From its inception, this order had trained, honed, and perfected their skills and techniques to better accomplish their goals. Many magic users fear the chance of a fully powered Mageslayer hunting them, through some view the possibility as an urban legend similar to the Boogeyman. Occasionally, a mageslayer is recruited to help balance a battle against powerful wizards or sorcerers.
Rite of the Antimagica
When you join this order at 3rd level, you learn the Rite of the Antimagica as part of your Crimson Rite feature. When you activate the Rite of the Dawn, 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 has the spellcasting or Pact magic ability you may leave behind a trace of Hemocraft in the wound. Roll your Hemocraft die. The next time it rolls a spell attack roll it must substract the number rolled from the attack roll.
- You may use your reaction to gain advantage in a single saving throw against a spell or magical effect, you can use this proficiency bonus times per short or long rest.
- When a creature is hit by your weapon, targets you for a spell, it'll take force damages equal to your level in this class, this effect last until the start of your next turn.
Mage Specialist
Starting at 3rd level, whenever you use the intelligence (Arcana) skill, you have advantage on any rolls to use it.
Arcane Counter Slash
Starting at 7th level, while you have your Crimson Rite active and spell is cast within 60 feet of you that you can see, you can use reaction to negate the casting as if you cast a counterspell spell. Once this feature is used, you must finish a short or long rest before you can use it again.
The level of the counterspell increase to 4th, 5th and 6th at level 9th, 14th, 18th level in this class.
Magic Suppression
Starting at 11th level, your Brand of Castigation hindered enemies ability to use arcane power. When a creature who is hit by you weapon with active crimson rite, until the start of your next turn, it has to make a DC 12 constitution saving throw every time it attempts to cast a spell, on failed save the creature is unable to cast that spell and the action is wasted, on a successful saving throw, the spell proceed as normal, this effect last until the start of your next turn.
Arcane Reflective Parry
Starting at 15th level, 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 and 6, the spell is reflected back at the initial attacker. If the result is 1 to 4, 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 (minimum of 2). This feature cannot be used on damage dealing spells that have a radius effect, like the Fireball spell.
Bane of the Mage
Upon reaching 18th level, your experience with fighting against magic and all of its variations has made you aware that the most effective way to deal with magic, is to completely nullify them.
You can sacrifice a number of Hit points, taking necrotic damages equal to 2 rolls of your Hemocraft dice, this damages can not be reduce, to enhance your weapon that has an active crimson rite as an action, which give you the effect of antimagic field that doesn't effect yourself.
Once you use this feature, you cannot use it again until you complete a long rest.
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