Order of Mage Hunters
Crimson Curse
The Order of Mage Hunters uses their hemocraft to disrupt the magic of their quarry.
When you join this order at 3rd level, attacks from your crimson rite amplify the pain of the wounds you cause. Whenever a creature is forced to make a concentration check from damage caused by you while your Crimson Rite is active, your attack imposes disadvantage on that concentration check.
Curse Specialist Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Know Your Enemy A Mage Hunter’s studies teach that their mind is the most powerful defense in their fight. The mage hunter voraciously seeks to learn all that they can about their world. At 7th level, you gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Investigation, Nature, or Religion.. Your proficiency bonus is doubled for any ability check you make that uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature.
Brand of Ill Omen Your order grants the knowledge of intensifying the magic within your Crimson rite; further penetrating the defenses of your enemies, even if they believe themselves to be protected. Beginning at 11th level, level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals additional damage equal to your intelligence modifier, (minimum 1). Additionally, all damage from your crimson rite ignores damage resistances.
Blood Curse of Occlusion Knowing that their chosen aim will place them face to face with powerful magics, the Order of the Mage Hunter safeguard themselves with their hemocraft. Upon reaching 15th level you learn the secrets of the Blood Curse of Occlusion, detailed below. This Blood Curse doesn’t count against the number of Blood Curses you know, and it can’t be replaced when you gain a level in this class. Blood Curse of Occlusion As a reaction, you project the magic of your essence outward into an arcane barrier to protect yourself. Until the end of your next turn, you have advantage on saving throws against spells and other magical effects. Amplify. When you use your reaction and amplify this Blood Curse, you automatically pass the saving throw of the triggering spell. The spell’s caster takes an amount of psychic damage equal to the spell’s level + your Intelligence modifier (minimum 1) from the feedback of arcane energy reflected off of the barrier.
Aegis of Hemostasis At 18th level, you’ve honed your hemocraft to prevent exsanguination and delay or prevent death. Whenever you are reduced to zero hit points, you do not immediately fall unconscious. Instead, you use your power to maintain your body’s circulation, rather than exiting your wounds. You may remain standing through the sheer power of your hemocraft. At the start of each of your turns, you may continue fighting provided you pass a concentration check. The DC is equal to 10, and increases by one on each of your subsequent turns. The use of this feature is subject to all other rules for concentration. Once you fail concentration, you fall unconscious and must begin making death saving throws as normal.
Curse Specialist Beginning at 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Know Your Enemy A Mage Hunter’s studies teach that their mind is the most powerful defense in their fight. The mage hunter voraciously seeks to learn all that they can about their world. At 7th level, you gain proficiency in the Arcana skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: History, Investigation, Nature, or Religion.. Your proficiency bonus is doubled for any ability check you make that uses Arcana. You receive this benefit regardless of the skill proficiency you gain from this feature.
Brand of Ill Omen Your order grants the knowledge of intensifying the magic within your Crimson rite; further penetrating the defenses of your enemies, even if they believe themselves to be protected. Beginning at 11th level, level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals additional damage equal to your intelligence modifier, (minimum 1). Additionally, all damage from your crimson rite ignores damage resistances.
Blood Curse of Occlusion Knowing that their chosen aim will place them face to face with powerful magics, the Order of the Mage Hunter safeguard themselves with their hemocraft. Upon reaching 15th level you learn the secrets of the Blood Curse of Occlusion, detailed below. This Blood Curse doesn’t count against the number of Blood Curses you know, and it can’t be replaced when you gain a level in this class. Blood Curse of Occlusion As a reaction, you project the magic of your essence outward into an arcane barrier to protect yourself. Until the end of your next turn, you have advantage on saving throws against spells and other magical effects. Amplify. When you use your reaction and amplify this Blood Curse, you automatically pass the saving throw of the triggering spell. The spell’s caster takes an amount of psychic damage equal to the spell’s level + your Intelligence modifier (minimum 1) from the feedback of arcane energy reflected off of the barrier.
Aegis of Hemostasis At 18th level, you’ve honed your hemocraft to prevent exsanguination and delay or prevent death. Whenever you are reduced to zero hit points, you do not immediately fall unconscious. Instead, you use your power to maintain your body’s circulation, rather than exiting your wounds. You may remain standing through the sheer power of your hemocraft. At the start of each of your turns, you may continue fighting provided you pass a concentration check. The DC is equal to 10, and increases by one on each of your subsequent turns. The use of this feature is subject to all other rules for concentration. Once you fail concentration, you fall unconscious and must begin making death saving throws as normal.
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