Blood Hunter
Base Class: Blood Hunter

The order of the Mage Seekers has been created to deal with evils for which typical combat may not be best suited. Specialized in taking down spellcasters and magical creatures Mage Seekers reject any form of magic that exist without a form of control and any that use its power to do evil. They have sworn to hunt down any such thing and to keep magic in check, protecting those unable to use it and preventing its abusers from taking absolute power.

Mage Seeker Cards

When you join this order at 3rd level, you are granted 2  magical Blank Cards. As you gain levels as a Blood Hunter the  number of Blank Cards increases to 3 at 7th level, 4  at 11th level, 5 at 15th level and 6 at 19th level.

As a reaction, when a spell is cast targetting you, a creature within 20ft of you or an area within 20ft of you, you can throw one of your Blank Cards to try to absorb the spell. To do so you must succed a DC 9 + level of the spell (for example if you were trying to absorb a spell cast from a 4th level slot the DC would be 13) check on the statisctic of your Hemocraft Die modifier. The maximum level of spell you can absorb is based on your level as a Blood Hunter, beeing 2nd at 3rd level, 3rd at 7th level, 4th at 11th level  and 5th at 15th level . If you fail the check, the spell effects applies as normal, and the card you used becomes a Scorned Card. If you succed, if the spell was cast from a slot lower than your maximum, the spell effects are nullified and th card you used becomes a Blood Card containing that spell. If the spell is above the maximum level you can absorb and you succed the check, the ranged spell attack has disatvantage (if the spell has any) and any saving throws made by the targets against that spell has advantage (if the spell has any).

Once a Blood Card has been created you may use the casting time indicated on the spell it has absorbed to throw the card and utilize that spell, cast at the same level it was absorbed at using your Hemocraft Die modifier statistic as spellcasting ability. You may use the spell contained in a Blood Card once before the card becomes a Scorned Card. This number increases to twice when you reach 15th level as a Blood Hunter.

You can perform a ten minutes ritual using the heart of the creature that can cast spells (if you are using a creature that doesn't posses a heart or a physical form you may perform the ritual within 10ft of where the creature died instead) to turn all of your Scorn Cards into Blank Cards. When you do so you roll your Hemocraft Die a number of times equal to the number of Scorned Cards that where turned and take that much necrotic damage. You may only perform this ritual once, and you regain the ability to do so after finishing a long rest.

Hunter of Magic

Staring at 3rd level, you can use an action to heighten your senses and track down magic around you, gaining the effects of detect magic. You may empower this feature by taking necrotic damge equal to a roll of your hemocraft die, making the effective range 60ft around you. When you empower this feature you can also sense the general direction of powerfull magic or spellcasters up to 500ft away from you. You may use this feature a number of times equal to your Hemocraft Die modifier and regain all expended uses after a short rest.

Empowering Blood

Upon reaching 7th level, you gain the ability to use your own blood to empower Blood Cards. When using a Blood Card to cast the sepll contained inside it you can empower it by taking necrotic damge equal to a roll of our Hemocraft Die. If you do so the spell cast by the card is considered as being cast from a spell slot one level higher than the one that was originally use to cast it.

Brand of Disruption

Starting at 11th level, your Brand of Castigation disrupts the Weave around your foe. A branded creature's Constitution saving throws to mantain concentration are made with disadvatage for as long as the creature is branded. When a braned creature looses concentration due to a failed Constitution saving throw it also recives psychic damage equal to aroll of your Hemocraft Die.

Blood Curse of Chaos

At 15th level, you hone your hemocraft to tear temporary scars into the Weave itself. You gain the Blood Curse of Chaos for your Blood Maledict feature.

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As an action, you can imbue an area with your hemocraft. Choose a 15ft radius circle with a center up to 60 ft away from you. Each spell cast in that area is considerd as being cast in a wild magic. This area persists for up to one minute or when you decide to cancel it.

Amplify. Each creature that was within 10ft of the center when you used this Blood Curse or that ends their turn there takes force damage equal to a roll of your Hemocraft Die

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This doesn’t count against your number of blood curses known.

Siphoning Rites

Upon reaching 18th level, you learn to absorb the magical prowess of your foes through your rites. When hitting a creature that posses spell slots with a weapon that has an acive Crimson Rite on it that creature must make a Constitution saving throw DC 12 + your Hemocraft Die modifier. On a failed throw the creature looses one spell slot of the lowest level it has remaining (for example if the creature had a spell slots of 1st and 2nd level still remaining it would loose a 1st level one) and you regain hitpoints equal to a roll of your Hemocraft Die + the level of the spell slot that was siphoned. On a succecsful throw or when hitting a creature that doesn't posses spell slots you regain 3 hit points instead.

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