Base Class: Blood Hunter
Blood Hunters of the Order of the Inquisition don’t just specialise 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.
There’s also a special faction of these Blood Hunters located in the Underdark, specialising in fighting against the aberrations and demons that reside there.
Hunter's Blight
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. Intelligence is your spellcasting ability for this spell.
Additionally, if you don’t already have darkvision, you gain darkvision to a range of 30 feet.
Sanguine Resistance
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.
Mind of Steel
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 Muddling
Beginning at 11th level, your Brand of Castigation leaves your target at a weaker mental state. Whenever the branded creature takes damage from your Brand of Castigation, it loses concentration on any spells it’s concentrating on. Additionally, the next time the creature attempts to cast a spell before the beginning of your next turn, it must succeed on a Wisdom saving throw or the spell fizzles.
Entropic Body
When you reach 15th level, you gain advantage on saving throws made against spells and other magical effects.
You also gain immunity to psychic damage.
Blood Curse of Diluted Mysticism
Upon reaching 18th level, your blood curses can interrupt even the most powerful creatures’ spellcasting. You gain the Blood Curse of Diluted Mysticism for your Blood Maledict feature. This does not count against your number of blood curses known.
Blood Curse of Diluted Mysticism
Prerequisite: 18th level, Order of the Inquisition
Whenever a creature you can see within 60 feet of you casts a spell, you can use your reaction to force that creature to succeed on a Wisdom saving throw or the spell fizzles. Additionally, they lose the ability to cast spells until the start of their next turn.
Amplify. You wrack the creature's mind. The creature takes psychic damage equal to a number of d6s equal to the spell’s level.
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