Base Class: Blood Hunter
Blood Hunters of this sort are specialized in a fighting style against spell casters, as the Hunter's Bane is enchanted with anti-magical properties. While this leaves them unable to learn magic themselves, they benefit from greater protection against magical effects.
Mage Hunter
When you join this order at 3rd level, your Hunter's Bane is enhanced, now also applying to aberrations, celestials and elementals. Additionally, you can cast detect magic a number of times equal to your Intelligence modifier (minimum of once). Intelligence is your spellcasting ability for this spell. You regain all expended uses of this feature when you finish a long rest.
Rite of the Arcane
Beginning at 3rd level, you learn the Rite of the Arcane esoteric rite (detailed below).
Rite of the Arcane. Your rite damage is force damage. While the rite is active, your weapon deals one additional hemocraft die of rite damage when you hit an celestial, fiend, elemental or a creature that is a Spellcaster.
Spell Reversal
Beginning at 7th level, your anti-magical blood becomes more offensive. Whenever you succeed on a saving throw against a spell of 5th level or lower, you may use your reaction to rebound the magic back against the caster.
The caster needs to succeed a saving throw against your Spell Save DC or suffer the effects of the spell.
You can use this feature a number of times equal to your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Greater Insight
At 11th level, your senses are honed to perfection, allowing you to see through any magical darkness with ease.
You can see normally in darkness, both magical and non magical, to a distance of 60 feet and you have advantage in all Intelligence (Investigation and Arcana) and Wisdom (Perception and Insight) checks made against illusions effects.
Brand of Dispelling
Beginning at 11th level, your Brand of Castigation now binds the arcane essence of your foes, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. Until the start of your next turn, if the branded creature attempts to cast a spell with a casting time of 1 action or less, the creature must succeed a Spell Casting Ability Save. On a failed save the spell fails and has no effect.
Greater Spell Dampening
At 15th level, the Hunter's Bane that courses through your veins grows stronger and more potent, providing greater protection against spells and their effects. You gain resistance against all damage from spells.
In addition, when you are successfully struck by a spell attack or when you fail a spell saving throw, you may store the spell within your body. Until you finish a long rest, you may cast the spell within you once. The knowledge on how the spell works comes as you store it. When you cast the spell, you use the Spell Attack and Spell DC used by the original caster.
You have one use of this ability and regain the use of it whenever you finish a long rest.
Minor Spell Immunity
Upon reaching 18th level, you constantly emit a minor shield with anti-magical properties. You gain immunity to all spells that are 3rd level or lower, unless you wish to be affected by them. In addition your attacks ignore added AC from spell effects of third level or lower.
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