Blood Hunter
Base Class: Blood Hunter

You found her; The green hag that has been devouring the local children. You decide to break down the door to the hut and find she has disappeared; You know illusions are at play here. You focus yourself and see through the mire of falsehood. The hut never existed, it's an open area with the hag standing behind you. You draw your shortswords and prepare to attack. The hag releases a cloud of green miasma toward you, you bear the cloud and rush toward her. You tag a hit on her arm, a brand engraves where the blade ripped her flesh. As you bleed you curse her, she tries to cast the cloudkill spell again but to no effect. You seize the opportunity in her confusion and cut her head off her shoulders. You leave the head on a pike in the town square for locals to know they were saved, by who they ponder as you skulk away to your next mission.

Most forms of evil use spells and rituals to perform their twisted errands. You have learned to counter spells with your hemomancy and sunder those who try to ward you with magic.

You can identify spells and rituals and absorb magic through your crimson rites; Grant resistances through your knowledge of crimson rites; Weaken a creatures mind with your Brand of Castigation; Resist spell all together and curse a creature to think twice about casting magic.

Eye for Witchcraft

3rd level Order of Hermeticism feature

You have learned to identify a spell or ritual and if a spell is trying to trick you.
You have advantage on skill checks and saving throws against illusions. You also have advantage on intelligence checks related to recalling information about spells and rituals.

Purging Siphon

3rd level Order of Hermeticism feature

Your crimson rites embolden your urge to destabilize a hermetic practitioner, siphoning some of the magic that creature has.
When you successfully attack a creature with a weapon enhanced by your crimson rite, you gain temporary hit points equal to the total crimson rite damage dealt.
If the creature has the ability to cast at least one spell, you roll an additional hemocraft die for your crimson rite damage.

Crimson Ward

7th level Order of Hermeticism feature

You know how to protect others from magic using your crimson rites.
You gain resistance to a number of damage types determined by the number of crimson rites known by you while your conscious. The damage resistances are determined by the rites.
If an allied creature starts their turn within 10 feet of you, they also gain these damage resistances until the start of their next turn.
In addition, you and any allied creature within this area gain an additional benefit determined by the rite.

Rite of the Dead

Gain resistance to necrotic damage and hit point maximums cannot be reduced.

Rite of the Flame

Gain resistance to fire damage and increase you and any allied creatures walking speed by 5 feet.

Rite of the Frozen

Gain resistance to cold damage and increase all saving throw results by 1.

Rite of the Oracle

Gain resistance to psychic damage and immunity to being charmed.

Rite of the Roar

Gain resistance to thunder damage and immunity to becoming frightened.

Rite of the Storm

Gain resistance to lightning damage and a swimming speed equal to their walking speed if a creature lacks it.

Brand of Destabilization

11th level Order of Hermeticism feature

Your Brand of Castigation reduces a creatures focus. Allowing you to remove any potential wards.
If a creature is concentrating on a spell while they have your Brand of Castigation, they must make a concentration saving throw at the end of their turn or break their concentration on the spell.

Magic Resistance

15th level Order of Hermeticism feature

Your exposure to magic has given you a tolerance to arcane influences.
You have advantage on saving throws against spells and magical effects.

Blood Curse of the Spell Breaker

18th level Order of Hermeticism feature

You hone your hemocraft to sunder spells from a spellcasting foe.
You gain the Blood Curse of the Spell Breaker for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Spell Breaker

As a bonus action, you choose one creature you can see within 60 feet of you. For 1 minute, if the creature attempts to make an attack roll or force a saving throw with a spell of 1st level or higher, the creature must make a Constitution saving throw or fail the attack roll or the creatures target succeeds the saving throw.

Amplify. If the creature fails the saving throw they take 2d6 psychic damage.

Blood Curse of the Spell Breaker

As a bonus action, you choose one creature you can see within 60 feet of you. For 1 minute, if the creature attempts to make an attack roll or force a saving throw with a spell of 1st level or higher, the creature must make a Constitution saving throw or fail the attack roll or the creatures target succeeds the saving throw.

Amplify. If the creature fails the saving throw they take 2d6 psychic damage.

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