Base Class: Blood Hunter
The acrid scent of sulfur mingles with decay as the green hag stirs her cauldron, its viscous, black contents bubbling ominously over a fire of unnatural green. Shadows writhe across the walls, conjured by the fire's sinister light. The heavy creak of iron hinges shatters the hag's muttering. Slowly, her head turns toward the doorway, where a figure stands cloaked in silvery armor. The green flames dance in distorted reflections across the polished plates, casting back the hag's fearful visage.
A screech tears through the stillness as she summons the eldritch power of her kind, but to no avail. Lines of runes upon the trespasser's drawn sword radiate a vivid blue, and the spell falters in her throat as a ripple of unseen arcana dampens her power. Desperation and fear permeate the wrinkles of her face, followed by pain, as the figure drives his radiant sword through her chest, like a knife through butter.
The Order of the Mage Slayer is capable of perhaps the most incredible feats of Bloodhunters. Their unique ability to take away the power of magical beings, allows them to tilt the playing field to their advantage, allowing them to slay foes far more powerful than themselves. Harnessing the power of the very thing they supress, the Mage Slayer often accompanies exploits to fight powerfully magical creatures.
Rite of the Magebreaker
When you join this order at 3rd level, you learn the Rite of the Magebreaker as part of your Crimson Rite feature. When you activate the Rite of the Magebreaker, the extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits.
- You have resistance to damage dealt from spells.
- When you hit a creature with the 'Spellcasting' or 'Innate Spellcasting' trait, with a weapon for which the Rite of the Magebreaker is active, you roll an additional hemocraft die when determining the extra damage from the rite.
Arcane Advantage
Starting at 3rd level, you learn to take advantage of the concentration required in casting spells. You can take an opportunity attack against any creature within reach that is casting or concentrating on a spell on each of its turns it is casting or concentrating on a spell.
Unraveling Strike
Upon reaching 7th level, your weapon attacks have become adept at unraveling a spellcasters magic. When you hit a creature with a weapon imbued with your Hemocraft Rite, they must make a Constitution saving throw. On a failure, the next spell they attempt to cast within 1 minute automatically fails unless they succeed on a concentration check equal to your Hemocraft DC.
Brand of Suppression
Starting at 11th level, your Brand of Castigation suppresses the magic of your foes, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, if a branded creature has the 'Spellcasting' or 'Innate Spellcasting', it has disadvantage on casting spells while branded.
Blood Curse of the Witchbane
At 15th level, you can challenge the spells of your enemies. You gain the Blood Curse of the Witchbane for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Witchbane:
Prerequisite: 15th level, Order of the Mage Slayer
As a bonus action, you can curse a creature you can see within 30ft of you, any spell it casts fails unless they succeed on a Wis/Int check (whichever you chose when you chose this class) equal to your Hemocraft DC. The creature can end this effect on itself by succeeding a Wis/Int check (whichever you chose when you chose this class) equal to your Hemocraft DC, it may repeat the saving throw at the beginning of each of its turns.
Amplify. Whenever the creature fails the check to cast a spell or end the effect on itself, it also takes 4d6 force damage.
Anti-Magic Shield
Upon reaching 18th level, you're very body rejects spellcasting. Any number of creatures you choose within a 30ft sphere have disadvantage on casting and concentrating on spells, and you deal extra damage equal to a hemocraft die to any creature with the 'Spellcasting' or 'Innate Spellcasting' trait who is in the sphere.
Previous Versions
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