Blood Hunter
Base Class: Blood Hunter

Founded by men and women who suffered many generations of abuse and oppression by their Archmagi and Pontifex overlords, the Order of The Magehunter teaches it's members how to manipulate the mystical forces in your own blood and others to disrupt the flow of magic. The men and women of the order undergo dangerous exposure to magical energies in order to acclimate their bodies to the raw forces that their chosen prey wields. Few survive the process.

Magehunters relentlessly seek out those who abuse others with their arcane power, be they monster or mortal. Despite the name, even servants of the Gods who abuse their power find themselves the targets of these grim sentinels.

Rite of the Mage Hunter

When you join this order at 3rd level, you learn the Rite of the Mage Hunter esoteric rite (detailed below).

Rite of the Mage Hunter. Your rite damage becomes additional damage of your weapon's type. While the rite is active, you gain the following benefits:

  • Creatures struck by your attacks have disadvantage on constitution saving throws to maintain concentration on spells
  • You have advantage on saving throws against spells
  • Your weapon deals one additional hemocraft die of rite damage when you hit an creature with spellcasting abilities 

Sanguine Counter

Beginning at 3rd level, your ancient order teaches how to twist the blood in your most hated foes, disrupting their ability to weild the arcane powers they abuse. When a creature within 60ft of you casts a spell, you may use your reaction to twist the blood in their veins and attempt to disrupt the flow of arcane energies. You attempt to Counterspell the targeted spell, using your Hemocraft Die modifier. You may use this ability once per short rest, but you may also expend a use of your Blood Maledict to use this ability again. The same limitations that apply to your Blood Maledict apply to Sanguine Counter, including the need to amplify the ability with the roll of a Hemocraft die against creatures that do not possess blood. You gain an additional use of this ability at 11th and 18th level. 

Arcane Sunder

Upon reaching 7th level your mastery of countering magic has reached the point that you can effect the flow of magic itself, not the blood within a creature. You may use Sanguine Counter against foes that do not posses blood. 

In addition you learn to sacrifice your own blood in order to rend the ill used arts of your arcane foes. When you strike an object or creature with a weapon that has your Rite of the Mage Hunter cast upon it you may immediately end your Rite of the Mage Hunter to cast Dispel Magic. This spell is cast at one third your Blood Hunter level, rounded down, and uses your Hemocraft Die Modifier if you must roll to determine if spells end.

You may use this ability a number of times equal to your proficiency modifier, and recover all uses with a long rest.

Spellblight Brand

Beginning at 11th level, your Brand of Castigation allows you to disrupt the very flow of magic within your foes, twisting it against them even as they try to wield it. Whenever you damage a creature branded by your Brand of Castigation with your Crimson Rite you disrupt that creatures ability to cast spells. The next time that creature attempts to cast a spell other than a Cantrip before the beginning of your next turn they must attempt a Constitution saving throw. If they fail, the spell fails, the action is lost, and they take 1d6 psychic damage per level of the spell they attempted to cast.

Hemaluergic Resistance

At 15th level you gain Spell Resistance. In addition, Once per activation of your Rite of the Mage Hunter you may choose to reroll a saving throw that you failed against a spell. In addition you gain the ability to fortify an ally against the influence of magic, though it takes a toll on their body. You may use a bonus action to target an ally within 30 feet of you. They take psychic damage equal to a roll of your Hemocraft die and gain advantage on saving throws against spells for 10 minutes x the number rolled on your Hemocraft die. You may use this ability twice per short rest. If you are out of uses you may expend uses of your Blood Maledict feature to activate this ability

Arcanum Bound

Upon reaching 18th level you have learned to combat those who abuse magic so effectively that you have all but severed yourself form the weave. When you succeed a saving throw against a spell that has a reduced effect upon a successful save, you instead ignore the spell entirely. In addition you gain one use of Legendary Resistance, but it can only be used to succeed a saving throw against a spell. You regain this Legendary Resistance when you complete a Long Rest.

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