Blood Hunter: Order of the Castigator

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Order of the Castigator V1.0

Blood Hunters of the Order of the Castigator, often called Mage Hunters, have a long and storied reputation across many worlds, often touted by their supporters as the force that levels the playing field, and stop spellcasters and magical creatures from dominating the world entirely. Wherever your Castigators come from, they all share a common effectiveness against that which seems to all too easily overcome others.

Countermagicks

When you join this order at 3rd level you have learned the fundamentals of manipulating antimagic through your hemomancy. As a reaction you can expend one use of your Antimagic to Deny or Dampen the effects of magic within 60ft of you.

You have three uses of this feature in between rests, and gain one more use at 7th, 11th, 15th and 18th level. Once fully expended, you can still use this feature by taking necrotic damage equal to one roll of your hemocraft Die. This damage can't be reduced in any way.

Deny

When a creature you can see within range makes an attack roll, ability check or damage roll due to a spell or magical effect, you can expend one use of your Antimagic to roll a hemocraft die, subtracting the number rolled from the total.

Dampen

When a creature you can see within range takes damage from or is forced to make a saving throw due to a spell or magical effect, you can expend one use of your Antimagic to roll a hemocraft die, either subtracting the number rolled from the damage total, or adding it to the saving throw total.

Most Dangerous Game

Also at 3rd level your order has gifted you with occult lore needed to better pursue your quarry. You gain proficiency in the Arcana skill, and your Hunter's Bane feature now applies to Abberations, Constructs and Elementals.

Arcane Sense

At 7th level, the presence of magic registers on your senses like a flickering light on the edge of perception. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any magical effect, or being capable of casting spells or magical effects within 60 feet of you. You know the type of magic, but not the specific spell or cause, and you know the type of any being whose presence you sense, but not its identity (High Mage Oberon III, for instance). Within the same radius, you also detect the presence of any creature, place or object that has been magically Cursed, as with the Bestow Curse spell.

This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Unassailable

At 11th level, the antimagic suffusing your very soul makes it harder for magic to affect you. Your Dark Augmentation feature now applies to your Intelligence, Wisdom, and Charisma saving throws.

Additionally whenever you fail a saving throw caused by a spell or magical effect, you can expend one use of your Blood Maledict feature to reroll the saving throw and use either roll.

Blood Curse of Nullification

At 15th level, your mastery of antimagic allows you to manifest an enveloping shroud of inverse energy to crush the life from your enemies. You gain the Blood Curse of Nullification for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of Nullification

As an action, you can focus the effects of your antimagic on a creature you can see within 90 feet, the creature must succeed on a constitution saving throw or be covered by an invisible shroud of antimagic. Until the end of your next turn, the creature is incapable of casting spells, manifesting magical effects, or activating or benefiting from magical items. In addition, any spells or magical effects sustained by the creature are nullified, automatically ending, each nullified spell causing the creature to take 3d8 psychic damage.

Amplify. This curse lasts for one minute, or until you lose your concentration (as if you were concentrating on a spell).

Anathema Arcana

At 18th level you have become a direct inverse to the magical energy that suffuses the multiverse, a master of antimagic, capable of felling even the greatest arcane foe. Unless you wish it, no spell, nor any item or magical effect replicating a spell of 3rd level or lower can affect you, or any object you wear or carry, their magic deconstructed and washed away by the antimagic around your being.

Furthermore, you have resistance to the damage of spells and magical effects.

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