Base Class: Blood Hunter
The origins of the Witch Hunters are shrouded in secrecy, their emergence a well-kept mystery. Some whisper that they were once loyal citizens of the empire, disillusioned by its iron-fisted rule. Others claim that they hail from distant lands, refugees seeking sanctuary from the empire's ruthless control of magic. The truth remains elusive, buried beneath layers of misdirection and hidden alliances.
What is clear, however, is their unyielding dedication to opposing the empire's magical oppression. These Witch Hunters possess unique and esoteric abilities, harnessing the latent forces of anti-magic that defy the empire's spells and counterspells. Their methods, cloaked in mysticism, leave spellcasters bewildered and powerless in their wake.
As the Witch Hunters continue to gain prominence in their clandestine struggle, their enigmatic nature only deepens. Some believe they possess ancient, long-forgotten knowledge of magic's origins, while others speculate that they are guided by mysterious benefactors who wish to see the empire's magical reign crumble.
In a world where the empire's power has reigned supreme for centuries, the rise of the Witch Hunters is a whisper of rebellion, a flicker of hope in the hearts of those who dare to defy the magical tyranny that has kept them in chains for far too long. The true nature of these enigmatic figures and their ultimate goals remain hidden, a tantalizing mystery that continues to intrigue and confound both the empire's loyalists and those who yearn for a brighter, more magical future.
Arcane Insight
At 3rd level, you gain proficiency with Arcana and Insight skills. You also gain the ability to detect the presence of magical auras. As an action, you can concentrate to sense magical auras within 60 feet of you. You can identify the number of magical auras and their general school of magic (e.g., divination, evocation), but not the specific spells or items. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all expended uses after a short or long rest.
Anti-Magic Rite
Starting at 3rd level, you can infuse your weapons with an Anti-Magic Rite. When you use your Crimson Rite feature, you can choose to imbue your weapon with the Anti-Magic Rite instead of one of the elemental rites. While the Anti-Magic Rite is active, your weapon attacks deal an additional 1d4 force damage, and your attacks against creatures concentrating on spells or using magical abilities have advantage.
Spellbreaker Aura
At 7th level, you radiate an aura of anti-magic. You and friendly creatures within 10 feet of you gain advantage on saving throws against spells and magical effects. Additionally, when an enemy within this aura casts a spell, you can use your reaction to impose disadvantage on their spell attack roll or saving throw DC.
Witch Hunter's Resilience
At 11th level, your experiences in countering magic have granted you resistance to magical effects. You have advantage on saving throws against spells and magical abilities, and you have advantage on checks to resist being grappled or restrained by magical means.
Magic Negation
At 15th level, your mastery over anti-magic is unparalleled. When you use your Anti-Magic Rite, in addition to it's other effects, your weapon attacks can disrupt a target's magical abilities. If you hit a creature concentrating on a spell or using magical abilities with a weapon attack enhanced by the Anti-Magic Rite, the target must make a Constitution saving throw with disadvantage(DC equal to 8 + your proficiency bonus + your Intelligence modifier) or lose concentration and suffer disadvantage on its next spell attack roll or saving throw DC until the end of its next turn.
Anti-Magic Curse
At 18th level, you've honed your anti-magic abilities to an unparalleled level. As an action, you can target a creature within 60 feet of you to place them under the effects of your Anti-Magic Curse. This curse lasts for 1 minute and has the following effects:
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Magic Suppression: The cursed creature's magical abilities are suppressed. Any spells or magical effects currently active on the creature are dispelled, and they cannot cast spells or use magical abilities during the duration of the curse.
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Anti-Magic Vulnerability: The cursed creature becomes vulnerable to anti-magic effects. Attacks you and your allies make against the cursed creature have advantage, and the cursed creature has disadvantage on saving throws against abilities that specifically neutralize or counter magic.
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Draining Strike: When you or your allies successfully hit the cursed creature with a weapon attack, they take an additional 4d6 force damage. This damage is considered "anti-magic" and is particularly effective against creatures heavily reliant on magic.
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Weakening Hex: The cursed creature's magical essence is sapped, weakening their physical and mental attributes. The cursed creature has disadvantage on Strength, Dexterity, and Intelligence ability checks and saving throws.
Once you use this feature, you can't use it again until you finish a short or long rest
Anti-Magic Maledict
You learn to shape your blood curses to target magic users and their creations. Spellcasters now have disadvantage on saving throws against your blood curses. You also learn one of the following blood curses and add it to your list of blood curses available.
- Curse of Constriction:
- You use a bonus action to constrict your target's throat until the end of your next turn. If the target is a spellcaster, they cannot cast spells with verbal components.
- Amplify: The curse now lasts for one minute. Additionally, it will take 2d6 bludgeoning damage that counts as magical to overcome resistances. The target can make a Constitution saving throw at the end of their turn to end the curse
- Curse of the Weaveater
- As a reaction, when a creature you can see targets you with a spell, you can choose to roll a constitution check against the caster's spell save DC. If you succeed, you gain 2d6 Temporary HP instead of the spell effect.
- Amplify: When an ally within 30 feet of you is the target of a spell, you can use your reaction to give them 2d6 temporary HP. Additionally, if you and your allies are the target of an AOE spell, you may roll 1d6 and add it to the saving throw for the spell.
Curse of Constriction
- You use a bonus action to constrict your target's throat until the end of your next turn. If the target is a spellcaster, they cannot cast spells with verbal components.
- Amplify: The curse now lasts for one minute. Additionally, it will take 2d6 bludgeoning damage that counts as magical to overcome resistances. The target can make a Constitution saving throw at the end of their turn to end the curse
Curse of the Weaveater
- As a reaction, when a creature you can see targets you with a spell, you can choose to roll a constitution check against the caster's spell save DC. If you succeed, you gain 2d6 Temporary HP instead of the spell effect.
- Amplify: When an ally within 30 feet of you is the target of a spell, you can use your reaction to give them 2d6 temporary HP. Additionally, if you and your allies are the target of an AOE spell, you may roll 1d6 and add it to the saving throw for the spell.
Previous Versions
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2/8/2024 11:19:30 PM
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