Base Class: Blood Hunter
Members of the Order of the Antimagus have sworn above all else to purge those corrupted by the power that the Arcane arts offer. Whether a first-hand witness to the terrors wrought by magical abuse or one driven by jealous vindication for a gift not bestowed upon them, Hunters of this Order have gained an affinity for overcoming the power and trickery of casters and spell wielders of all ilk often at the eventual cost of their own sanity. These zealots are more commonly known as the Nimis Revenentae, for it is rumored they hound their quarry with single-minded determination beyond that of Revenants.
Arcane Detection
When you choose this Order at 3rd level, you gain proficiency in the Arcana skill. If you are already proficient, you instead gain expertise. Additionally, as an action you can gain the effects of the Detect Magic spell as your eyes flare. Any creature you can see with the ability to cast spells or the Spellcasting feature is surrounded by a colorful aura determined by the school of magic they rely on or specialize in. The DM may determine the color as they see fit such as by the most common school of magic on its spell list, the school of magic of its highest level spell, its general tactical combat style or with any suitable detail they see fit outside of pure color such as a Frost Mage specializing in Cone of Cold appearing with an icy blue aura that sends chills down your Antimagus’ spine. It is also possible to see a blend of these colors such as a dark midnight blue around a necromancer who summons undead minions or a warm pink-tinged green for a restorative nature spirit.
White - Divination, Celestial
Green - Abjuration, Natural
Purple - Illusion, Controller
Orange - Transmutation, Teleportation
Black - Necromancy, Fiendish
Red - Evocation, Blaster
Pink - Enchantment, Healer
Blue - Conjuration, Summoner
Rite of the Nullificarum
Also at 3rd level, you learn the Rite of the Nullificarum as part of your Crimson Rite feature. While this Rite is active, the extra damage dealt by your Rite is psychic damage and you gain the following benefits:
- Your speed increases by 10ft and you ignore the first Attack of Opportunity you would provoke each turn.
- Your attacks ignore the effects of the Shield spell.
- When you hit a creature Concentrating on a spell with a weapon for which the Rite of the Nullificarum
is active, you roll an additional Hemocraft die when determining the extra damage from the rite.
Sanguine Adaptation
Beginning at 7th level, you gain an additional use of your Blood Maledict feature and your Blood Maledict can target creatures without blood as long as they have the ability to cast spells or have the Spellcasting feature. Finally, when you activate a Blood Maledict, you can choose one additional effect to occur as you unleash an anti-magic shockwave:
- You release a shockwave that ends all magical flight in a 30-foot radius sphere. Any creature in the air immediately falls and takes damage as usual.
Amplify. The sphere’s range increases to 60 feet. - You release a shockwave that ends all magical invisibility in a 30-foot radius sphere. Any affected creature is unable to become invisible for the 1 hour.
Amplify. The sphere’s range increases to 60 feet. - Reversing the shockwave to create a vacuum, you pull one target 20 feet in a straight line towards you.
Amplify. You choose an additional target to pull. - Maintaining the shockwave around yourself, you gain resistance to one damage type of your choice from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage for one minute.
Amplify. This effect lasts until you finish a long rest.
Spellbane's Brand
Starting at 11th level, when a target effected by your Brand of Castigation attempts to cast a spell, they must first succeed on a Charisma saving throw against your Hemocraft save DC. On a failure, the spell fails and the resources used to cast the spell are expended.
Magical Antithesis
At 15th level you gain protections from magics:
- You are permanently under the effects of the Nondetection spell.
- You gain resistance to damage from all spells and cannot be magically aged.
- At the start of your turn, you can choose to take damage equal to one roll of your Hemocraft die to end any one magical spell effect or magical condition on yourself or another target within 30 feet.
Blood Curse of the Weaveshorn
By 18th level, you completely sunder the magical energy that flows through spellcasters, magical creatures, and supernatural creatures alike. The extra Hemocraft damage die from your Rite of the Nullificarum now applies to all creature types aside from nonmagical humanoids and beasts and you deal an additional (total of three) Hemocraft die damage to a target Concentrating on a spell when you use this Rite. You also gain the Blood Curse of the Weaveshorn for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Weaveshorn: As a reaction, you negate the casting of any spell you can see or hear. Additionally, the target must make a Charisma saving throw against your Hemocraft save DC. On a failure, the target takes 10d10 psychic damage and is severed from the magic of the Weave rendering it unable to cast any spells or create any magical effects for 30 days. At the end of 30 days, the target can repeat the saving throw to end this effect. On a success, the target takes half as much damage and is not completely severed from the Weave.
Comments