Base Class: Blood Hunter
Order of the Magebane Blood Hunters can often be found in service to those for whom arcane interference is of specific concern. These hunter specialize in crippling enemy casters and protecting their allies from all sorts of arcane abilities. As a result of their dispelling blood, these warriors are unable to cast spells.
Arcane Interference
When you join this order at 3rd level, you learn to protect yourself against lesser magical effects.
While your Crimson Rite is active and you are targeted by a spell, you may use your reaction to briefly bolster your magical defenses and add a roll of your Hemocraft die to your AC or saving throw to resist it.
Spell Reversal
Beginning at 7th level, your anti-magical blood becomes more offensive. Whenever you succeed on a saving throw against a spell, you may use your reaction to rebound the magic back against the caster.
The caster needs to succeed a saving throw against your Hemocraft DC or suffer the effects of the spell.
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Greater Insight
At 11th level, your senses have been honed to perfection, allowing you to see through both magical and physical concealment with ease.
Non-magical and magical darkness within 60 feet of you have no effect against you and you have advantage in all Intelligence (Investigation or Arcana) and Wisdom (Perception and Insight) checks made against illusions and shapeshifting effects.
Atrophying Attacks
At 15th level, you learn to rend the spell energy from the targets of your attacks.
While your Crimson Rite is active, one weapon attack per turn can deal additional necrotic damage equal to twice the highest level spell or spell slot the target has remaining.
Spell Eater
At 18th level, your resistance to spellcraft can extend beyond your own body, allowing you to shut down spells from a distance.
Once per long rest, you may use a reaction to dispel one spell effect you can see within 120 ft. and heal an amount of hit points equal to four times the spell's level. This action function as if the user had cast Counterspell at 9th level, but does not count as a spell effect for the purposes of bypassing resistances.
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