Base Class: Blood Hunter
The Order of the Arcane Hunter is a blood hunter order, its members use the art of hemocraft and refined it to combat against Spellcasters. Arcane Hunters seek out and study the use of magic These Hunter have witnessed the damage that magic can do when it is placed in the wrong hands. You have committed yourself to protecting both civilization and the wilderness from this rogue magic, and have trained in special techniques to accomplish this goal.
Rite of Denial
At 3rd level, you learn the Rite of Protection as part of your Crimson Rite feature. When you activate the Rite of Protection, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, when a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
Spellsight
At 3rd level, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can make an arcana check with the bonus of the hemocraft die, as an action to learn its school of magic. The sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Hemocraft Modifier: Intelligence
Your chosen Hemocraft modifier is Intelligence.
Arcane Retribution
Upon reaching 7th level, you can use your reaction to punish the creature you can see within 60 feet casted. The casting creature needs to make a dexterity saving throw against your Hemocraft save DC. The creature gets hit by necrotic damage, equals to you hemocraft die, on a failed saving throw and only half damage on a successful one.
You also can add your hemocraft die on saving throws against spells cast by a creature.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Brand of Arcane Syphoning
Starting at 11th level, your Brand of Castigation gives you advantage on saving throws against spells and other magical effects, and spell attacks from the branded creature have disadvantage only against you.
Blood Curse of the Helpless
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Helpless for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Helpless
As a bonus action, you curse a creature you see 60 feet of you, that cursed creature must roll a constitution saving throw at a disadvantage when casting a reaction spell against your hemocraft DC. If on a fail the reaction spells doesn't take effect until the creature's next turn.
Amplify: The target cannot use it's reaction until the end of their next turn.
The Warded Vessel
Upon reaching 18th level, your blood has developed an innate magical ward. You have resistance to all damage from spells and other magical effects.
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