Blood Hunter
Base Class: Blood Hunter

"Truth is not found in light, but in the wound it leaves behind."

The Order of the Inquisitor is no simple branch of Hemocraft, with it's first members said to have come from the depths of the mysterious organization known as the Steel Ministry. Those who would swear themselves to this order search for those that threaten the sanctity of life and the very concept of order, acting as judge, jury and prosecutors towards those individuals. These zealous blood hunters are ready to put their life on the line to protect the existing order, turning their abilities to engage realm-wide threats and keep vigilant watch over those places they would call their home.

Where other Blood Hunters walk the wild edges of civilization, Inquisitors walk among the faithful, their presence tolerated by kings, feared by priests, and loathed by all whose secrets are carved into their marrow.

This subclass can only be taken by creatures with the Humanoid creature type.

Rite of the Arcane

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

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 a Fey, Fiend, Undead, or a creature that has the Spellcasting or Pact Magic trait or class feature. At 11th level, the extra damage is also dealt against Celestials, Aberrations and Monstrosities.

Mage Hunter

When you join this order at 3rd level, your Hunter's Bane is enhanced, now also applying to aberrations and monstrosities. You gain proficiency in the Arcana skill.

Additionally, as an action, you can channel your honed senses to make your body temporarily align with the Weave, allowing you to perceive as per the Detect Magic spell for ten minutes. 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.

Arcane Counter-Measures

Starting at 7th level, you have gained the ability to not only disrupt the casting of magic but to sever the threads of the weave entirely. You gain access to the Counter Slash, Dispelling Strike and Spell-Fueled abilities, detailed below. You may use these abilities an amount of times equal to your Proficiency Bonus, and they share a pool of uses. You regain all expended uses of this feature when you finish a long rest. Each of these abilities may be amplified as if you were amplifying a Blood Curse:

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. If it is a spell of third level or lower, the spell fails. 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 Amplify the ability to apply your proficiency bonus to the roll, potentially causing it to succeed.

Dispelling Strike. While you have your Crimson Rite active, you may use your action to strike at a magical effect, object, or device within your melee reach. If the effect is on an unwilling creature, make a Melee Weapon Attack against them as part of this ability, applying the effects on a successful hit. On a successful hit, all spells and magical effects of 3rd level or lower on the target immediately end. For each spell or effect 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 Amplify the ability to apply your proficiency bonus to the roll, potentially causing it to succeed.

Finally, you gain the ability to become Spell-Fueled. If you successfully use your Counter Strike or Dispelling Strike on a hostile creature, you 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 Inquisitor for your Blood Maledict feature, detailed below. This doesn't count against your number of blood curses known.

Additionally, your 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. Whenever you would deal damage to a creature with your Crimson Rite, until the start of your next turn, if the branded creature attempts to Cast a Spell or use a Magic Action, roll a d20. On an 11 or higher, the spell is wasted and the spell slot extended, or the Action fails.

 

Blood Curse of the Inquisitor

Prerequisite: 11th level, Order of the Inquisitor

As a bonus action, you can choose one creature you can see within 30 feet of you which took the Attack or Magic action since the start of it's last turn. 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, granting you access to perform a Reflective Parry.

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 saving throw, it loses the radius effect and the caster attempts the saving throw taking damage or effect depending on the spell. In either case, it use's the caster's original attack bonus or DC.

Capital Punishment

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 it.

As a bonus action, while you have your Crimson Rite active, you may 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. Items, weapons and armor that you are holding or wearing are unaffected by this field.

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 once, regaining use of it upon completion of a Long Rest.

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