Base Class: Blood Hunter
Bloodhunters who have taken up their skills due to their hatred towards the arcane and the Weave are known as Spellsiphons. Members of this order are known to dislike the traditional form of magic most casters utilize, and opt to only use magic sourced from within themselves. Spellsiphons study and utilize hemocraft to shut down and prevent traditional forms of the arcane. They tend to use their skills against mages and casters of higher power who use their magic for personal gain,. With such a burning hatred for magic, those in this order have abilities that revolve around countering spells and magical effects.
Hated Understanding
You know that in order to properly eliminate something, you first need to understand it. When you join this order at 3rd level, you gain proficiency in the Arcana skill if you don't already have it. If you already had proficiency in this skill, you instead gain expertise in it.
Expertise in Arcana
You gain expertise in the Arcana skill.
Proficiency in Arcana
You gain proficiency in the Arcana skill.
Rite of the Void
When you join this order at 3rd level, you learn the Rite of the Void as part of your Crimson Rite feature. When you activate the Rite of the Void, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
- You gain the effects of the spell "Detect Magic"
- You have resistance to force damage.
- When you hit creature with a weapon for which the Rite of the Void is active, you can use your bonus action to attempt to dispel a single spell effect that is present on the creature. When you do so, you must make an Intelligence check, with a DC equal to 10 + the level of the spell you are attempting to dispel.
Arcane Blockage
At 7th level, you learn to block the use of a spell at a moment's notice.
When a creature you can see within 60 feet of you begins casting a spell, you can use your reaction to attempt to cancel the casting of that spell. Any spell that is 3rd level or lower automatically is cancelled and the spell slot is consumed. If the spell is higher than 3rd level, roll an Intelligence check with a DC equal to 8 + the level of the spell being cast. On a success, the spell is cancelled, but the slot is not consumed. On a fail, the spell is still cast, and you roll a hemocraft die, and take an amount of damage equal to the value rolled.
You can do this an amount of times equal to your proficiency bonus, per long rest.
Brand of Insight
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, whenever the branded creature casts a spell, you know exactly which spell is being cast, and at what level it is being cast at.
Blood Curse of the Antimage
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies — and to punish those responsible for it. You gain the Blood Curse of the Antimage for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Antimagic Field
At 18th level, you are capable of designating an area where magic cannot enter. You learn the Globe of Invulnerability spell. The spell is automatically cast at 6th level, but if you want to up cast it, you must roll 3 hemocraft dice for every level above 6th. You will take an amount of damage equal to the value rolled
Due to the unnatural way you cast however, this does not follow the same rules as a traditional Globe of Invulnerability. As a bonus action on your turn, you can move the globe up to 15 ft. in any direction. You can only use this spell 1 time per long rest.
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10/7/2024 11:09:18 AM
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