Blood Hunter
Base Class: Blood Hunter

The Order of the Anti-Mage is still relatively new. Blood Hunters 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, members of this order 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.

Additionally, as an action, you can activate the Weave Sense ability which allows you to detect the presence of the magic as though you have cast the Detect Magic spell. You can do this a number of times equal to your Hemocraft Modifier (Minimum 1). 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 (details below).

Rite of the Arcane. Your rite damage is force damage. While the rite is active, your weapon deals one additional hemocraft die of rite damage when you hit an aberration, monstrosity, or a creature that has the Spellcasting or Pact Magic trait or class feature.

Arcane Assault

Starting at 7th level, you have gained the ability to not only disrupt the casting of magic but to separate the threads of the weave entirely. This unlocks the Counter Slash, Dispelling Strike and Spell Fueled abilities, these abilities share the same use pool and can be used a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.

Counter Slash. While you have your Crimson Rite active if a spell is cast within 60 feet of you that you can see, you can use your reaction to slice through the weave of the spell, interrupting a creature in the process of casting as if you cast the counterspell spell. If it is casting a spell of 4th level or higher, make an ability check using your Hemocraft modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Amplified. If the check fails, you can take damage equal to a roll of your hemocraft die to apply your proficiency bonus to the roll, potentially causing it to succeed.

Dispelling Strike. While you have your Crimson Rite active you can use your action to strike at a magical effect, object, or device. You do this by touching the blade to the object if willing or making a Melee Weapon Attack if unwilling. When you do this, the target is affected as if you cast the dispel magic spell on it. For each spell of 4th level or higher on the target, make an ability check using your Hemocraft modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Amplified. If the check fails, you can take damage equal to a roll of your hemocraft die to apply your proficiency bonus to the roll, potentially causing it to succeed.

Additionally, you gain the Spell Fueled if you successfully Counter Slash or Dispelling Strike you can become fueled by the weave of the spell in which you just severed. You gain the below bonus depending on the level of spell slot Countered or Dispelled. This feature can be done as many times as the feature succeeds and lasts until the end of your next turn.

  • You gain a bonus to AC equal to the level of the spell successfully Countered/Dispelled (minimum 1).
  • You gain bonus force damage on all attacks equal to the level of the spell successfully Countered/Dispelled (minimum 1).
  • You gain a bonus to movement speed equal to 5 ft. times the level of the spell successfully Countered/Dispelled (minimum 1).

Esoteric Wards

Starting at 11th level, you gain advantage on saving throws against spells and other magical effects that target you. You also gain access to the Blood Curse of the Clouded Mind for your Blood Maledict feature, detailed below. This doesn't count against your number of blood curses known.

Additionally, Brand of Castigation now binds the arcane essence of your foes, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, until the start of your next turn, if the branded creature attempts to use their action or bonus action to Cast a Spell, roll a d20. On an 11 or higher, the spell is wasted.

 

Blood Curse of the Clouded Mind

Prerequisite: 11th level, Order of the Anti-Mage

As a bonus action, you can choose one creature you can see within 30 feet of you that took the Attack or Cast a Spell action. That creature must succeed on a Wisdom saving throw or be unable to use that action until the end of its next turn.

Amplify. The creature takes 3d6 psychic damage and is unable to use reactions until the end of its next turn.

Reflective Parry

Starting at 15th level, your prowess in combat against mages has reached a new level of mastery and you are now able to use the Reflective Parry ability. This is an upgrade on the Counter Slash ability and now you not only interrupt the casting of the spell but reflect the damage or effect onto the creature casting it.

Reflective Parry. When you successfully Counter Slash a spell you can choose to instead reflect the spell back at the creature casting it. If this feature is used on a spell that has a radius effect requiring a save action, it loses the radius effect and the caster attempts the save action taking damage or effect depending on the text of the spell. If the spell has concentration, you are now concentrating on the spell that was reflected.

Bane of the Mage

Starting at 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.

As a bonus action, while you have your Crimson Rite active, you use your weapon to generate a 10-foot-radius invisible sphere of antimagic around you. The sphere moves with you, centered on you. Within the sphere, the effects of the antimagic field spell apply. You can still use your own hemocraft abilities, including your Crimson Rite and Blood Maledict features.

This feature remains active for one minute, or until you lose concentration, as if you were concentrating on a spell. You can end it early as a bonus action. You can use this feature a number of times equal to half your Hemocraft modifier (rounded up). You regain all expended uses of this feature when you finish a short or long rest.

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