Base Class: Blood Hunter
The Order of the Magebreaker is the youngest of the blood hunter orders, many of its members originating from paladin orders, who believe mages are some of the greatest threats to the material plane. They have studied the secrets of hemocraft and refined them for combat against Mages and their creations. Magebreakers seek out and study the weave of magic, obsessing over the studies and secrets kept by mages, the unimaginable power that can cause cities to be leveled in a day, armies felled in hours, and even shake the fabric of reality in seconds. These zealous blood hunters make it their life’s work, to seek out dangerous forms of magic and destroy it, whether artifact or mage. Their studies have granted them the power to turn these Mages magic's against them.
Mage's Bane
When you join this order at 3rd level, you learn the dangers of magic if left unchecked. Devoting hours of research to stopping rogue mages you now add mages and magic to the list of creatures you gain advantage tracking or recalling information about with your Hunter's Bane Ability.
- Your weapons with Crimson Rite active are no longer hindered by the shield spell. If you hit a target benefiting form the Shield spell they do not gain the +5 to their AC form your attacks.
- When you hit a creature that is concentrating on a spell, or magical effect with a weapon that is active with Crimson Rite, you roll an additional hemocraft die when determining the extra damage from the rite.
- As an action, you can open your awareness to detect such magical forces. Until the end of your next turn, you know the location of any magic casters, or magical effects within 60 feet of you that is not behind total cover.
- 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.
(Creatures are classified as a Mage if they have the Spellcasting feature.)
Curse Adept
Starting at 3rd level, you gain the Blood Curse of Nullification for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Nullification
As an Action, choose one creature, object, or magical effect within 90 ft. Any spell or curse of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Hemocraft ability modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Amplify. The Hemocraft check is made with advantage, and if successful you gain temp hit point equal to the level of the spell or curse nullified + your Hemocraft modifier.
Curse Expert
Starting at 7th level, you learn to master blood curses. You gain 2 additional uses of your Blood Maledict feature. In addition, you gain a new Blood Maledict. This doesn’t count against your number of blood curses known.
Blood Curse of the Mundane
As a reaction, when you see a creature within 60ft of you use a magic ability or cast a spell you attempt to nullify it with your hemocraft magic. Roll a Hemocraft check with your Hemocraft modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. If the ability is not a spell, the DC is then that of the creatures spell casting Score.
Amplify. The target must make a CON saving throw against your Hemocraft DC, on a failure the target takes an amount of Hemocraft dice damage equal to the spells level, or one Hemocraft die for every point over 10 of the DC if not a spell. Half on a success.
(Ex. Nullify a 3rd level fire ball DC 13, the target takes 3 hemocraft dice damage. Or if you nullify a creatures ability with a 18 INT the DC is then 18 and the and the creature takes 8 hemocraft dies worth of damage.)
Brand of Redirection
Starting at 11th level, your Brand of Castigation redirects enemies spells to benefit you depending on the school of the spell cast. If the target effected by your Brand of Castigation casts a spell you gain the following benefits till the end of their next turn. These effects stack if the caster casts multiple spells before the end of their next turn.
Abjuration: You gain Temporary Hp equal to a role of your Hemocraft Die.
Conjuration: You can use a bonus action to swap positions with another creature within 90ft. If they are unwilling they must make a CON save using your Hemocraft DC.
Divination: You gain advantage on attacks and, attacks against you have disadvantage.
Enchantment: The branded creature must make a wisdom save against your Hemocraft DC. On a failure an affected target can't take reactions and must roll a d10 at the start of their next turn to determine its behavior for that turn.
| D10 | BEHAVIOR |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
Evocation: Your damage from your Hemocraft die are doubled.
Illusion: The branded creature must make a wisdom save against your Hemocraft DC. On a failure drop whatever it is holding and become frightened.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
Necromancy: You heal for the amount of damage dealt from your Hemocraft die.
Transmutation: You gain a hasted action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Spell Resistance
Starting at 15th level, you have advantage on saving throws against spells.
Furthermore, you have resistance against the damage of spells.
Master Mage Hunter
Upon reaching 18th level, you have mastered the way of mage hunting.
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- When you damage a creature with crimson rite active, that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on attack rolls while crimson rite is active against Mages and magically created creatures. Such as Summoned/conjured creatures, or creatures risen/animated from the dead.
- When you roll for initiative and have no uses of Blood Maledict remaining, you regain 2 uses of Blood Maledict.
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