Base Class: Blood Hunter
Those who have taken to the Order of the Arcane Hunters have seen the profane abuse of magic in the world and chosen a life of justice in order to prevent the tyranny of evil wizards and the like.
Unable to fight powerful arcane villains such as Liches and Necromancers with mere steel, they have chosen to delve into their own methods of arcane tradition in order to fight the evils of the world. They hone their skills with both weapons and magic in order to counteract the evil deeds of sorcerers and wizards alike and devout their lives to tracking and hunting any such people or creatures that have proven evil in their magical intent.
Arcane Interruption
When you join this order at 3rd level, you learn to focus on your innate resistance to magical energy.
When rolling a saving throw for a spell targeting you, as a reaction you may choose to roll your hemocraft die and take damage equal to the number rolled as well as add that number to your saving throw.
Arcane Foresight
Beginning at 3rd level, your ancient order teaches you clarity in your search for abuses of magical energy. You can cast Detect Magic without expending a spell slot. You can only do this once per Short Rest.
Arcane Prevention
Upon reaching 7th level, your knowledge of the arcane has become so adept you find yourself capable of preventing magic users from tapping into their magical energy.
As a reaction, you may prevent the casting of a spell of 4th level or lower, in the same fashion as the spell Counterspell.
You can use this feature once. Beginning at 15th level, you can use your Arcane Prevention feature twice between rests. You regain all expended uses when you finish a short or long rest.
Arcane Branding
Beginning at 11th level, when you hit an enemy with a melee or ranged attack in combat, you may choose to leave a searing brand on their soul which threatens to prevent them from casting spells. If you choose to do this, roll your hemocraft die and take damage equal to the number rolled.
An enemy branded in this way must roll a DC14 saving throw before casting any spells of 4th level or lower. On a fail the spell fizzles out and fails.
Blood Curse of Arcane Sacrifice
At 15th level, you’ve honed your hemocraft to tear the soul of the entity misusing their arcane skills. As a bonus action, you curse a creature that you can see within 30 feet of you; anytime that creature attempts to cast a spell, they take 1D8 damage per level of the spell.
Once this curse is applied, you take 1D4 damage per level of the spell whenever the creature casts a spell.
Arcane Recovery
Upon reaching 18th level, you learn to protect your fading life when defeated by the arcane arts. When you are reduced to 0 hit points from a spell, but don’t die outright, you drop to 1 hit point instead.
This feature can only be used once per long rest.
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