Base Class: Blood Hunter
The Order of the Witch hunter is an order whose purpose is to hunt those who use magic for selfish reasons or use magic to hurt others. Those who use their magic for these purposes shall not live and spread their ideas.
Only a few members of The Order of the Witch hunter are permitted to use some magic to greatly contribute to the purpose of the order. Those members are admired in the order for their actions and most likely have a good reputation among all the members.
The Four Tenets of the Order of the Witch hunter
Duty. All members must stop those ill-willed who use their magic for what the Order believes to be bad reasons.
Abstinence. All members must not use magic without the Order's permission and only for purposes approved by the order.
Cooperation. All members must inform the Order about any new knowledge about dangerous magic users or new ways to stop them.
Impiety. All members must not serve any god or sell their soul in exchange for power without direct permission from the Order.
Witch hunter's weapon
Beginning level 3 you can use your weapon to stop the spellcaster.
If you hit a creature with your weapon on which you have activated the crimson rite, you can put a curse upon that creature instead of the additional damage. The creature must make a saving throw with their spellcasting ability (CHA, WIS, or INT). The DC is 8 + your Intelligence modifier.
On the failed saving throw the creature can't cast spells until the beginning of your next turn (already cast spells or spells creature is concentrating on, remain active). On the successful saving throw, nothing happens.
At the 7th level, the DC becomes 8+ your proficiency bonus + your Intelligence modifier.
Knowledge of combat
Beginning level 3 you start to use your knowledge to your help.
As a bonus action, you can sacrifice your own health in order to defeat your enemy. You lose a number of hit points equal to one roll of your hemocraft die to gain an advantage on your next attack. You can use this feature equal to your Intelligence modifier (minimum of +1) times before the long rest.
At level 10 you use your bonus action to lose a number of hit points equal to 3 rolls of your hemocraft die to hit a creature with great power. Your next attack will be a critical hit. You can use this feature only once before the long rest.
Strong will
At the 7th level, you gain more power to resist against spellcaster's attacks.
You gain an advantage on Saving throw against all spells. (This doesn't apply to magic traps)
At the 11th level, this advantage applies also to magic traps. At the 15th level, you gain resistance to any damage caused by magic (spells, traps, weapons, etc.) on top of your previous advantages.
Magic against magic
At the 11th level, you are given permission to use magic against ill-willed spellcasters.
You can choose 2 spells from the options. You will be able to cast these spells equal to your Intelligence modifier before the long rest, and your spellcasting ability is Intelligence.
These spells are cast as 4th level spells. At level 15 these spells are cast as 5th level spells. At 18th level these spells are cast as 6th level spells
Arcane eye
You can cast arcane eye
Call lightning
You can cast call lightning
Counterspell
You can cast counterspell
Dispel magic
You can cast [/spell]Dispel Magic[/spell]
Mass healing word
You can cast mass healing word
Moonbeam
You can cast moonbeam
Remove curse
You can cast remove curse
Shield of Faith
You can cast shield of faith
Weapon of great power
Beginning level 15, you can make a one-hour-long ritual to bond with a weapon of your choice.
After you bond with your weapon you automatically gain proficiency with that weapon, you add your Intelligence modifier to your attack rolls and the weapon becomes magical. When you lose your weapon you can sense how far away it is and in which direction and if it is still in the same plane.
The weapon you bond with also becomes cover in ancient symbols known to your order. This grants you an advantage in the battle against any creature that has cast a spell since your last turn. (can't combine with the advantage given at 3rd level)
Master of anti-magic
At the 18th level, you become well skilled in the matter of how to fight and resist magic.
You learn how to create Anti-magic bags. It takes 10 minutes to create them and there can be only a number of bags created by you equal to twice your Intelligence modifier (minimum of one) at the time. If you made a number of Anti-magic bags equal to twice your Intelligence modifier you can't create another before long rest. If you wear this bag while somebody is casting spell on you, you become immune to all effects of that spell for 5 minutes. (only 1 spell per 1 Anti-magic bag). The bag will burn a blue flame when the spell is cast on you and you can't use it again. Effects of Anti-magic bags count towards the enemy's spell but also towards the ally's spell (healing spell,...). You must take it off in order to gain the effect of ally's spell.
You learn how to create a Witch trap. It is a collection of ancient symbols known to your order. You can have a number of existing Witch traps equal to your Intelligence modifier. Preparing a Witch trap takes from one hour (small for one person on the floor) to 8 hours (a big complicated one). This trap can be created in many different ways, such as a painting on a wall, carved into the wooden floor, put on an amulet, etc. The trap must be at least 10 square feet big if it is not an object. When a spellcasting creature touches or steps on the Witch trap, it can't move away from the space of the trap and can't cast any spells. If the trap is created into an object (amulet, ring, ....) it starts working when the creature tries to cast a spell and it can't move anywhere since the trap is on its body and can't cast any spells. It takes two actions to destroy the trap. (no matter what form it takes) In order to discover that it is a Witch trap, a creature must make an Intelligence check and overcome the DC = 10 + your proficiency bonus + your Intelligence modifier
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