Base Class: Blood Hunter
Blood Hunters of the Order of the Inquisitor don’t just specialize in the act of hunting fey, fiends and undead. These Blood Hunters use their expertise against dangerous spellcasters and aberrations. Also being called Inquisitors, they might hunt creatures such as witches, hags, necromancers, or even mind flayers.
Inquisitor's Bane
When you choose this order at 3rd level, your Hunter's Bane becomes enhanced, now also applying to aberrations.
Inquisitor's Sight
Starting from 3rd level, you can cast the Detect Magic spell at will, without expending a spell slot.
Additionally, if you don't already have darkvision, you gain darkvision to a range of 30 feet.
Blood of the Inquisition
Beginning at 3rd level, whenever you or a creature you can see within 30 feet of you makes a saving throw made against magic, you can use your reaction to roll your hemocraft die and take damage equal to the result. That creature then adds the number rolled to their saving throw.
You can use this feature after the roll is made, but before the DM tells you if it succeeded or failed.
Warded Mind
When you reach 7th level, you gain resistance to psychic damage. You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.
Brand of the Spellbreaker
Beginning at 11th level, your Brand of Castigation leaves your target at a weaker mental state. Whenever the branded creature attempts to maintain concentration on a spell, they make that check at disadvantage.
Rend the Weave
When you reach the 15th level you learn additional techniques for defending against your quarry's hostile magic. You can the ability to use your reaction cast Counterspell at the fourth level once per short rest.
Your spellcasting ability is your hemocraft modifier for this ability. Additionally, if you are required to make an ability check as part of this reaction, you may choose roll one of your hemocraft die, taking necrotic damage equal to the roll, but also adding the roll to the check. This damage can't be reduced in any way.
Blood Curse of the Heretic
Upon reaching 18th level, your blood curse can weaken even the most potent rogue spellcaster. You gain Blood Curse of the Heretic for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of the Heretic
Prerequisite: 18th level, Order of the Inquisitor
As a bonus action, you curse a creature with the ability to cast spells you can see within 30 feet of you, causing their magics to lash back at them in chaotic ways. Each time the creature tries to cast a spell, they must succeed on a Wisdom saving throw against your Hemocraft save DC or take 4d6 force damage. The curse lasts for 1 minute. The affected creature can make a Wisdom saving throw at the end of each of your turns to attempt to resist the curse.
Amplify. The cursed creature immediately takes 4d6 force damage when you inflict this curse. Additionally, saving throws made to resist the curse are made at disadvantage.
Previous Versions
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