Blood Hunter
Base Class: Blood Hunter

Spellcasters are revered for their control over magic, allowing for a quick path to a seat of power. While maintaining a friendly veneer, cities and towns are none the wiser to the terrifying creatures being concocted in their secret labs. Powerlessness against these forces drives Blood Hunters either to the Order of the Profane Soul, fighting fire with fire, or to the Order of the Arcane Sentinel.

This order was formed to combat such threats that weasel their way into society with honeyed words and conjured flowers, hiding the charms used to enslave influential members of a community into accepting their presence. Often referred to as "Mage Hunters" they employ simple yet effective techniques for disabling spellcasters and ruthless destruction for their creations. Some were wronged by a spellcasters political game or discovered something that shouldn't have been. Others watched as an abomination of arcane life destroyed their homes and families. Unlike the other orders, these hunters consider the greatest threats to the people to be those obsessed with knowledge, that society creates. Older members of the order serve as the personal guards of spellcasters deemed to be beneficial to the Claret Order's goals. The strongest members work alongside the Order of the Ghostslayer to halt the births of the most dangerous undead and magical threat, a Lich. 

Arcane Sense

3rd-Level Order of the Arcane Sentinel Feature

By studying the formulae, physical, and arcane components of spells you've gained an understanding of their structures and have learned to sense the traces and auras of their magics. You gain proficiency in the (Arcana) skill if you didn't already have it. Additionally, you can cast the detect magic or identify spells a number of times equal to your proficiency bonus. Casting these spells this way requires no material components. Intelligence is your spellcasting ability for these spells.

You regain all expended uses of this feature when you finish a long rest.

Arcane Amplification

3rd-Level Order of the Arcane Sentinel Feature

Your study of magic grants you extended control over your Blood Curses and Crimson Rite.

You gain the Blood Curse of the Muddled Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

When you attack with a weapon imbued with your Crimson Rite, you ignore the target's bonuses to Armor Class, Temporary Hit Points, and Max Hit Points from spells and spell-like effects, but not from magic items.

In addition, you can amplify any of your Blood Maledict features without taking damage once per long rest. The amplification treats this use as if the maximum number on the hemocraft die was rolled. Also, if the Blood Curse requires a saving throw and the target has advantage then the target does not have advantage for this saving throw.

At 10th level, you can amplify a Blood Curse twice per long rest without taking damage.

Arcane Suppression

7th-Level Order of the Arcane Sentinel Feature

You learn how to bypass arcane defenses and steel your mind from arcane attacks through your study of abjuration, illusion, transmutation, and enchantment magics. You may add your Intelligence modifier to Wisdom and Charisma saving throws against any spells or abilities that you can see. Additionally, you have advantage on Intelligence (Investigation) checks to discern illusions. Also, you have advantage on Intelligence (Arcana) checks.

When attacking with a weapon imbued with your Crimson Rite:

  • You ignore bonuses to Armor Class, Temporary Hit Points, and Max Hit Points from magic items and magical abilities for your attacks.
  • Your attacks with your weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You no longer have disadvantage on attacks due to spells or spell-like effects on the target.

Brand of Absorption

11th-Level Order of the Arcane Sentinel Feature

When your attack on a creature with your Brand of Castigation on it hits you may expend a reaction to absorb one of the spells or spell-like effects upon the creature ending the effect on them instantaneously and transferring it to you. The effect now acts as if cast by you and if the effect has a prerequisite that you cannot fulfill then it fades. When a spell is absorbed this way the effect it has on you is treated as if cast at half the spell level and half the duration it was cast. Also, if the spell absorbed was concentrated on by the target then the concentration ends and the spell lasts until the end of your next turn unless you choose to maintain it through concentration.

Furthermore, when you or a creature you can see fails a saving throw from an effect of the branded creature you can use a reaction to absorb the effect into the brand, negating damage and any other effects from the failed save. After using this reaction the Brand of Castigation is dispelled from the target.

In the event that a branded creature is benefiting from abilities or magic items that increase AC, Temporary Hit Points, Resistances, Immunities, etc. Then you cannot absorb those effects.

(Your DM determines if an effect is viable to being absorbed.)

Blood Curse of Spell Purging

15th-Level Order of the Arcane Sentinel Feature

You’ve tempered your hemocraft to destroy your opponent's ability to cast spells. You gain the Blood Curse of Spell Purging for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

As an action, One creature you can see loses a number of spell slot levels equal to your Intelligence modifier (minimum of 1) and takes force damage equal to the number of spell slots lost.

Alternatively, if the creature lacks spell slots then it takes force damage equal to its proficiency bonus and it cannot use one non-legendary action, bonus action, or reaction of your choice until the end of your next turn.

Amplify. Instead, the target loses spell slot levels equal to double your intelligence modifier and you end the target's concentration on one spell of your choice. Alternatively, the target cannot use one action, bonus action, reaction, legendary action, legendary resistance, or lair action of your choice for 1 minute and takes force damage equal to twice its proficiency bonus. A creature targeted by this amplified blood curse cannot be targeted by it again until the end of a long rest.

Blood Prison

18th-Level Order of the Arcane Sentinel Feature

Your study of magic combined with the Order of the Ghostslayer's research has made your blood capable of draining magic. You have resistance to damage from magic and advantage on saving throws against magical effects. These bonuses end until you finish a long rest if you use the second part of this ability.

As an action, you target either yourself or a creature who has ingested a part of your body (blood, tears, arm, hair, etc.) within the last 7 days. The target makes a Constitution saving throw (it can willingly fail). On a failure, the target expends all of its spell slots, Blood Maledict slots, Channel Divinities, legendary resistances, etc. as if they were used like normal. For one minute the creature cannot use any features, abilities, or items that could be considered magical. Additionally, any effect that could be considered spell-like or magical in nature cannot affect the creature or deal damage to it in any way for the duration. Items or abilities considered magical become mundane while in contact with the creature. While affecting a creature other than yourself with this ability, your Blood Hunter features can still affect and damage the target.

On a success, the target's body rejects the aspect of yourself within them. The target makes a Wisdom saving throw. On a failure, the target cannot be affected by this ability for 24 hours and takes a number of rolls of your hemocraft die equal to your Constitution modifier in necrotic damage. On a success, the target cannot be affected by this ability for 30 days and suffers no side effects. 

This ability affects a creature regardless of whether or not it has blood in its body as long as a part of you is within it. However, the creature must have a body or something similar (like a phylactery) to be affected. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

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