Blood Hunter
Base Class: Blood Hunter

The Order of the Mageslayer is relatively new. Bloodhunters began joining this order to oppose the evil mages that seem to constantly come to power. As a member of this order, you use your Hemocraft abilities to destroy spells and keep evil magic at bay. Often, mageslayers will study magic to understand how to pull it apart and unweave the threads of power that hold spells together. Some will study in wizard towers along with mages, while others will volunteer to be subjects of magical experiments, experiencing the effects of powerful magic in carefully controlled environments.

Mage Hunter

When you join this order at 3rd level, your Hunter's Bane is enhanced, now also applying to aberrations and monstrosities instead of Fiends and Undead. Additionally, you can cast detect magic a number of times equal to your Intelligence modifier (minimum of once). Intelligence is your spellcasting ability for this spell. You regain all expended uses of this feature when you finish a long rest.

Rite of the Arcane

Beginning at 3rd level, you learn the Rite of the Arcane esoteric rite.

Rite of the Arcane. Your rite damage is psychic damage. When you damage a creature concentrating on a spell with a weapon that has this rite active, that creature has disadvantage on the saving throw it makes to maintain its concentration.

Arcane Deflection

Upon reaching 7th level, you have learned to defend yourself against your targets, shielding yourself against the dangerous magic they wield. Whenever you are targetted by a Spell that requires a saving throw, you can add your Intelligence modifier to that saving throw as an additional bonus. 

Beginning at 15th level, you gain advantage against Saving throws against Spells. 

Brand of The Archaic Sigil

Beginning at 11th level, your Brand of Castigation now binds the arcane essence of your foes, hampering their magic and nullifying its effects. Whenever your Branded target attempts to cast a spell, They must make a Spellcasting Ability check against your Hemocraft save DC (= 8 + your proficiency bonus + your Intelligece modifier). On a failed save, their spell is countered, and they take 3d8 Psychic Damage. On a success, their spell succeeds as normal, and they take half damage. 

Blood Curse of the Shackled Mind

At 15th level, you’ve honed your hemocraft to befuddle the minds of your foes. You gain the Blood Curse of the Shackled Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Shackled Mind

Prerequisite: 15th level, Order of the Mageslayer

As a reaction, you can choose one creature you can see within 30 feet of you that took the Cast a Spell action. That creature must succeed on a Constitution saving throw or be Suppressed until the end of their turn. ( A Creature suppressed cannot cast spells, and automatically break concentration on any spells they were concentrating on when Suppressed.)

Amplify. The creature is suppressed until the beginning of their next turn, and their movement speed is halved.

Bane of the Archmage

Upon reaching 18th level, your experience with fighting against magic and all of its variations has made you aware that the most effective way to deal with magic, is to completely nullify them.

You can cast the spell antimagic field. When cast in this way, you can still use your own hemocraft abilities, including your Crimson Rite and Blood Maledict features, while within the spell's area of effect.

Once you use this feature, you cannot use it again until you complete a long rest.

Previous Versions

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3/14/2024 11:22:57 PM
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