Blood Hunter
Base Class: Blood Hunter

The Order of the Spellhunter is a secretive sect of blood hunters who have dedicated themselves to the eradication of arcane threats and the suppression of magic. They possess the ability to pierce through spellcasters' defenses, disrupt their magic, and permanently sever their connection to the arcane arts. Whether motivated by a deep-rooted vendetta against spellcasters or a desire to restore balance to a world teeming with unchecked magic, these blood hunters relentlessly pursue those who would abuse or misuse the powers of the arcane.

Rite of Rending

At 3rd level, members of the Order of the Spellhunter gain access to a unique Crimson Rite called Rite of Rending. By harnessing the energy of the Weave, you can channel raw force into your weapon, infusing it with a destructive power that rends through magical defenses. While this rite is active, your crimson rite deals force damage.

In addition to the force damage, whenever you hit a creature with a weapon attack using your Rite of Rending, that creature, if it is a spellcaster, suffers a spellcasting disruption. The target must make a Constitution saving throw. On a failed save, their concentration on any active spells is automatically broken, causing them to lose concentration and the associated effects.

The damage dealt by your Rite of Rending increases as you gain levels in this class, as shown in the Blood Hunter table.

Temporal Focus

At 3rd level, Your hunter's bane gives you a supernatural sensitivity to perceptiveness and intuition.. As a result, whenever you make a wisdom check, you gain a bonus to the check equal to your intelligence modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Arcana, History, or Investigation.

Arcana

You gain proficiency in the Arcana skill.

History

You gain proficiency in the History skill.

Investigation

You gain proficiency in the Investigation skill.

Chronal Resilience

At 7th level, your connection to the temporal energies grants you enhanced resilience. When you use your Rite of Rending feature, you can choose to grant yourself resistance to a damage type of your choice until the end of your next turn. Additionally, if you fail a saving throw against a spell or effect that would normally impose the Stunned or Paralyzed condition on you, you can choose to use your reaction to reroll the saving throw.

Chronal Shift

At 11th level, your mastery over time allows you to manipulate fate itself. As a reaction when a creature within 30 feet of you makes an attack roll, ability check, or saving throw, you can force them to reroll the d20 and take the second result. Once you use this feature, you must finish a short or long rest before you can use it again.

Temporal Mastery

At 15th level, your connection to the weave of magic grants you additional resistance against spells.

When you use your Brand of Castigation feature to mark a spellcaster, you have advantage on saving throws against spells and magical effects originating from that creature.

Additionally, creatures have advantage on saving throws made to maintain concentration on spells when damaged by the marked target.

Temporal Dominion

At 18th level, you reach the pinnacle of your mastery over temporal energies and the suppression of arcane forces. Your presence alone becomes an overwhelming force against spellcasters, exerting control over the very fabric of magic itself.

you gain advantage on saving throws against spells and magical effects, and when you are subjected to a spell to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

As an action, you can activate your Temporal Dominion. For 1 minute, you emanate an aura of temporal disruption with a radius of 30 feet. Any creature within this aura has disadvantage on saving throws against your blood curses. In addition, any spellcaster who starts their turn within the aura must succeed on a Wisdom saving throw against your Hemocraft DC or lose the ability to cast spells until the start of their next turn.

Additionaly, When you reduce a spellcaster to 0 hit points and deliver the killing blow while in this state, you can choose to sever their connection to magic instead. The target must make a Constitution saving throw against your Blood Hunter spell save DC. On a failed save, they permanently lose the ability to cast spells or use any magical abilities, as their connection to the Weave is severed. This feature only works on creatures that have the ability to cast spells or use innate magical abilities, and it does not affect creatures that derive their powers from sources other than arcane magic.

This effect can only be removed by a wish spell or similar powerful magic.

Once you use this feature, you can't use it again until you finish a long rest.


 

Note:

Every DM class has different rules regarding what is understood as arcane magic. Druids, Warlocks (and Sorcerers and Wizards) are allowed to use an "Arcane Focus" as their spellcasting, suggesting that they constitute Arcane spellcasters. This is also confirmed by the Lore provided in the Weave of Magic blurb found in the player's handbook:

All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters' access to the Weave is mediated by divine power—gods, the divine forces of nature, or the sacred weight of a paladin's oath.

—The Weave of Magic, PHB, pg. 205

But mechanically, this doesn't matter. There's no such thing as "Arcane Spells" or "Divine Spells" in 5th Edition D&D, with any kind of mechanical impact on how the spell is cast or how it functions. Spells are just spells, and individual classes have individual rules regarding how they cast spells and which spells they're allowed to learn and how they "prepare" spells (if they prepare spells at all).

Be sure to clarify with your DM what this feature can and can't do so that the balance of the game stays fun.

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