Blood Hunter
Base Class: Blood Hunter

The Blood Sol is a radical group once under the supervision of the Second Circle. They are responsible for creating Blood Hunters by putting children through dangerous rituals. Many do not survive, but those who do gain greatly enhanced magehunting abilities.

Arcane Tutelage

Starting at 3rd level, you are proficient in Arcana.

Magehunter

Starting at 3rd level, you gain the Mage Slayer feat.

Magic Sense

Starting at 3rd level, as an Action, you gain the ability to see as though you cast detect magic. Doing so also detects creatures capable of casting at least one 3rd level spell innately or any creature that has innate magical power (at the DM's discretion). You can use this feature a number of times per day equal to your proficiency bonus (minimum of 2). In addition, your Hunter's Bane feature now includes creatures capable of casting at least one 3rd level spell innately or any creature that has innate magical power (at the DM's discretion).

Crimson Counter

Starting at 7th level, while you have your Crimson Rite active and spell is cast within 60 feet of you that you can see, you can use your Reaction to negate the casting as if you cast the Counterspell spell, adding your Wisdom modifier to rolls to determine if a spell is countered. This ability is treated as though it were the Counterspell spell cast with a spell slot equal to half your Blood Hunter level, rounded down, but no greater than 7th level. Once this feature is used, you must finish a short or long rest before you can use it again.

Ritual Scars

Starting at 7th level, when you activate your Crimson Rite, your scars begin to flare up, allowing pain to become your ally. When you take damage from any source, you may choose to use your Reaction to take half of that damage instead, storing the rest inside you. While this damage lingers within you, you suffer a -5 penalty to attack rolls. Your next successful weapon attack while your Crimson Rite is active deals additional damage equal to the damage you stored of the damage type of your Crimson Rite. At the end of your turn or if your Crimson Rite ends, you suffer all of the damage you had previously stored. Once you have stored damage within you, you cannot do so again until you have released the previously stored damage. You may use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses on a Long Rest.

Esoteric Wards

Starting at 11th level, you gain advantage on saving throws against spells and other magical effects that target you.

Accursed Bane of Magic

Starting at 15th level, you may amplify your Blood Curses against any creature capable of casting at least one 3rd level spell innately or any creature that has innate magical power (at the DM's discretion) without rolling a hemocraft die.

Brand of the Blood Sol

Starting at 18th level, when you place your Brand of Castigation on a creature, the mark you place is one of anti-magic. While this brand is on the target, the target cannot cast spells and any magic item they are carrying or wearing are nullified. Aside from the normal circumstances, if the branded creature attempts to cast a spell or use a magic item, they take the psychic damage normally associated with Brand of Castigation.

Previous Versions

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