Blood Hunter
Base Class: Blood Hunter

In direct opposition to the mages of the world, the Order of the Antimage, colloquially known as the Nullifiers, emerge as staunch sentinels against the misuse of magic. Within the secretive halls of the Zhengari Covenant, these tireless guardians stand as a bulwark against the malevolence that unchecked magic can unleash upon the realms. Armed with the esoteric art of Hemocraft, the Nullifiers wield the power to twist and halt the very flow of magic through the blood of their adversaries.

To the Nullifiers, magic is not merely a force of creation but a dual-edged sword, capable of sowing chaos and corruption when wielded by malevolent hands. With an unwavering commitment to eradicating malevolent casters and curbing the unruly tendrils of arcane power, they employ their Hemocraft with precision and unyielding resolve. Their formidable prowess in combat is matched only by their scholarly dedication to understanding and nullifying the dark forces lurking within magic.

In the pursuit of their mission, the Nullifiers delve deep into the lore of Hemocraft, harnessing the potent abilities bestowed upon them through the infusion of their own life essence. Through this ancient and forbidden art, they develop a unique mastery over the flow of blood and magic, granting them unparalleled abilities to disrupt and dismantle the spells of their adversaries.

As formidable warriors and vigilant scholars, the Nullifiers stand resolute, ready to purge the world of the dark stains left by malevolent magic. In a realm where the arcane can be a force for both creation and destruction, the Nullifiers remain ever-vigilant, ensuring that magic is wielded with responsibility and safeguarding the delicate balance between the forces of creation and the impending chaos that lingers in the shadow of malevolence.

Crimson Hunter

3rd-level Antimage feature

At 3rd level, you've learned to harness the protective properties of Hemocraft, allowing you to clad yourself in formidable armor. You gain proficiency with Heavy Armor.

Additionally, your magic-sensitive Hemocraft enhances your ability to track and combat creatures attuned to the arcane. Your Hunter's Bane feature now grants you advantage on Wisdom (Survival) and Intelligence (Arcana) checks made to detect the presence of magic. This feature does not tell the magic's location, only that it is present.

Rite of Antithesis

3rd-level Antimage feature

When you join this order at 3rd level, you learn the Rite of Antithesis as part of your Crimson Rite feature. When you activate the Rite of Antithesis, the extra damage dealt by your rite is force damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • Whenever a creature makes a Constitution saving throw to maintain concentration on a spell as a result of taking damage from a weapon bearing your Rite of Antithesis, it has disadvantage on the Constitution saving throw.
  • You have advantage on saving throws against spells.

Sanguine Opposition

7th-level Antimage feature

Starting at 7th level, your ancient order teaches how to twist the blood in your most hated foes, disrupting their ability to wield the arcane powers they abuse.

When a creature you see within 60 feet of you casts as spell, you can use your reaction to twist the blood in their veins and attempt to disrupt the flow of arcane energies. If the creature is casting a spell of 2nd level or lower, the spell fails and has no effect. If it is casting a spell of 3rd 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.

Once you use this ability, you cannot use it again until you finish a short rest, unless you expend a use of your Blood Maledict feature to use it again. The same limitations that apply to your Blood Maledict apply to Sanguine Opposition, including the need to amplify the ability with the roll of a hemocraft die against creatures that do not possess blood.

Hemocraft Modifier: Intelligence

Your hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your hemocraft modifier is Wisdom.

Brand of Spellblight

11th-level Antimage feature

Beginning at 11th level, your Brand of Castigation allows you to disrupt the very flow of magic within your foes, twisting it against them even as they try to wield it.

Whenever a creature branded by your Brand of Castigation attempts to cast a spell of 1st-level or higher, they must succeed on a Constitution saving throw or take 1d6 psychic damage per level of the spell they attempted to cast.

Hemocraft Modifier: Intelligence

Your hemocraft modifier is Intelligence.

Hemocraft Modifier: Wisdom

Your hemocraft modifier is Wisdom.

Dispelling Strike

15th-level Antimage feature

Upon reaching 15th level your mastery of countering magic has reached the point that you can effect the flow of magic itself.

Whenever you hit an object or creature with an attack with a weapon bearing your Rite of Antithesis, you may immediately end your Rite of Antithesis to cast dispel magic. This spell is cast at one third of your Blood Hunter level, rounded up, and uses your Hemocraft Modifier if you must roll to determine if spells or effects end.

You can use this feature a number of times equal to your proficiency bonus per long rest, and you can use it no more than once per turn.

Blood Curse of Spell Sundering

18th-level Antimage feature

At 18th level, you hone your hemocraft to tear magic from the minds and bodies of your enemies—and to punish those responsible for it. You gain the Blood Curse of Spell Sundering for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Spell Sundering (INT)

When a creature within 60 feet of you casts a spell that requires an attack roll and targets you or an ally within 15 feet of you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Amplify. You make an Intelligence check. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses it's target automatically.

Blood Curse of Spell Sundering (WIS)

When a creature within 60 feet of you casts a spell that requires an attack roll and targets you or an ally within 15 feet of you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Amplify. You make an Wisdom check. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses it's target automatically.

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