Blood Hunter
Base Class: Blood Hunter

The young woman lies on the alter, staring at the glowing sigils on the tubes that pump out her old blood and in her new. The feeling of buzzing in her veins is growing... what price must she pay to hunt down the monsters that took her sister. She holds clear the image in her mind of the hag that snatched her baby sister in the night, and of her mother, hanging in the well shaft, as her body is wracked with fire and her skin burns like acid. This new blood, this is her chance for justice, all those who meddle with the arcane shall perish by her hand.

Floating above the graveyard, storm winds whipping his long robes, the red mage raised his hands in the air, his words of power like static as the smell of ozone fills the hunters lungs. As the spell begins to take effect and the corpses begin to creak as they animate, the blood hunters blade drags across his flesh. As his dagger lights aflame, he casts out his anti-magic blood with a flick of the dagger. The spell effect is cancelled out as the hunters blood splashes onto the red mages robes. The hunter throws his flaming dagger, it slams into the mages chest, and a black brand burns into his skin, the hunters blood spreads through the mages body like ink. As the black veins bulge under the mages skin, his mouth fuses shut, the skin knitting together. The mage screams wordlessly as he falls from the sky, slamming into the descecrated earth.

The elven youth stands before the vendors cart gazing at his magical wares. His father whispers to the vendor in hurried, but hushed tones "Do you have the artifact, our lord demands that we complete the ritual today, before the beginning of..." a bolt crackling with lightning bursts through his fathers open mouth as electricity causes him to convulse. The vendor grabs the bos fathers corpse, using it as a shield and throws a bolt of flame at a shadowed figure stalking out of a nearby allyway. The figure ducks the bolt of fire, and loads another shot. He fires, the vendor throws an arcane shield up, but not quick enough. The bolt take him in the shoulder, breaking through the magical armor crackling on the surface of his skin. The armor and the shield spell fall, as does the corpse of the boys father. The hunter readies another bolt. 

The Order of the Witch Hunters have undergone their blood rites to gain the power to fight the most dificult of enemies, those who meddle with magical forces. This order uses it hemocraft to hunt and slay mages and monsters that tamper with the arcane. To twist the universe to your will is blasphemic, and sometimes it takes a monster to bring about order. Witches, Vampires, Liches, these beings exemplify the terrors of what magic users can become. It is this orders job to ensure they never get there, and if they do, that they are slain swiftly before they can do too much damage.

Rite of Dispelling

When you join this order at 3rd level, you learn the Rite of Dispelling as part of your Crimson Rite feature, causing your Crimson Rite to more effectively slay magic users. While your Crimson Rite is active on your weapon, you gain the following benefits:

  • When you hit a creature that can cast spells with a weapon for which the Rite of the Dispelling is active, you roll an additional hemocraft die when determining the extra damage from the rite.
  • Any creature concentrating on a spell that takes damage from your Crimson Rite must increase the DC of their concentration check by a roll of your hemocraft die.
  • Any creature using a spell that grants them a bonus to their AC (e.g. Mage Armor, Shield) that takes damage from your Crimson Rite must make a concentration check to maintain that spell as if that spell is being concentrated on, this has no effect on bonuses granted by magical items.

Anti-Magic Blood

Starting at 3rd level, your blood is infused with properties that grant you protection against the arcane. You gain a bonus to your AC and Saving Throws when you are the target of a spell or magical effect equal to your hemocraft ability modifier.

Apotropaic Enhancement

Upon reaching 7th level, your skills at hunting and slaying magic users have vastly increased, and your blood enhances your bodies ability to detect and destroy magic.

You gain the ability to see the presence of magic within 15 feet of you as faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. If a creature or object is obscured by magical means you can sense its direction but cannot see its aura. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its arcane capabilities, you learn if it has the ability to cast spells, and it's highest available spell level. At level 15 the range of your sight increases to 30 feet.

Additionally, you may draw on your anti-magic infused blood to cast Dispel Magic and/or Counterspell at their base level once per long rest. If the casting requires an ability check, the bonus is equal to your hemocraft ability modifier. If you have no uses of this feature left you may use a hemocraft die, taking damage equal to the amount rolled, to cast either spell.

Brand of Spellbinding

Starting at 11th level, your Brand of Castigation binds a creatures magical essence within it. Whenever you hit a creature with a weapon for which you have an active crimson rite, choose one ability, you cause that creature to have disadvantage on an ability checks and saving throws with that ability until the end of it's next turn. Additionally, whenever the branded creature attempts to cast a spell they must suceed on a Wisdom saving throw against your haemocraft DC or the spell fails and the spell slot is not consumed.

Blood Curse of the Silent Scream

At 15th level, you hone your hemocraft to render all casters mute, shutting down most casting and begin to tear the magical energy from their body. You gain the Blood Curse of the Silent Scream for your Blood Maledict feature. This doesn’t count against your number of blood curses known. 

Blood Curse of the Silent Scream

As a bonus action, target one creature you can see, any mouths that creature has are fused shut and the creature cannot make any sound or cast any spells that require a verbal component. That creature must make a Charisma saving throw at the end of each of it's turns to break the effect.

Amplify. When silenced by this curse, and every time the creature fails it's saving throw, the creature takes a number of hemocraft die equal to it's highest available spell slot as psychic damage (e.g. 4th level spell slot = 4 x hemocraft die). If the creature does not have any spell slots this amplification backfires and you take an additional hemocraft die in damage.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Arcane Siphon

Upon reaching 18th level, you learn to feed off the energy of hostile spellcasters and convert their magical energy into temporary lifeforce. Proficiency bonus times per day, when you take damage from a spell, you may as a reaction roll a hemocraft die and reduce the damage taken by that amount plus your consitituion modifier plus your haemocraft modifier, whatever damage you negate you instead gain as temporary hitpoints. These temporary hit points are added after taking damage. If you would be reduced to 0 hit points but you don't die outright, you remain concious as long as the temporary hit points gained by this feature remain active.

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4/11/2023 7:23:37 AM
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