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Syndicate Bloodhound in Dungeons & Dragons 5e

Syndicate Bloodhound

The Syndicate is not a caring place for noncasters. Bloodhounds are vagrants that roamed the streets, and were offered the promise of food and shelter for work. The unfortunate souls that take up the offer find themselves in a constant state of mental and physical torture at the hands of their masters the Mindflayers, casters who make up the bulk of the Syndicate's power structure. Those that survive the indoctrination have a devout hatred for casters and their ilk, and serve as a counterpoint within the organization to the pompous arrogance of their more learned brethren. Syndicate Bloodhounds excel in combating casters and take great joy in their pain.

Monk Level
Feature
3rd
Tortured Training
6th
Ring the Bell
11th
Mindstrike
17th
Sundering Erasure

Tortured Training

Life is not easy for those chosen to be a Bloodhound, but those that survive the trial have a clarity of hatred for magic users that they are trained to hone. At 3rd level the Syndicate Bloodhound gains the following benefits.   Focused Hate. When you would make a INT or WIS saving throw, you can spend 1 ki point as a reaction to gain advantage on the saving throw. On a successful save, you gain advantage on the first attack you make on your next turn.   Silencing Strike. When you hit another creature with an unarmed strike you can spend 1 ki point to attempt a silencing strike. The target must succeed on a Constitution saving throw or be silenced until the end of your next turn. Silenced creatures cannot speak or cast spells with verbal components.   Invasive Studies. You gain proficiency in the Intelligence (Arcane) skill and can cast Detect Magic at will. If the aura reveals the school of magic, you can make an investigation check DC 10 + Spell Level, to determine the spell and spell level it was cast at.

Ring the Bell.

Starting at 6th level if you hit the same creature 2 or more times in a round that creature must make a Constitution saving throw or be Confused until the end of your next turn.  

Mindstrike

At 11th level your unarmed strikes deal blows with such bewilderment that you can disrupt the disciplined minds of casters. When a creature that can cast spells fails its saving throw against your stunning strike you can spend 2 additional ki points to make a Mindstrike. The creature takes 1d4 psychic damage, and loses that number of spell slots of 3rd level and lower. Spell slots are lost first from the highest level (3rd, if any), and then the next lower level (2nd and then 1st).  

Sundering Erasure

At 17th level your mindstrikes can affect up to 5th level spell slots. Additionally, once per long rest you can make a single unarmed strike as an action and spend 10 ki points to make a Sundering Erasure. The target must make a Constitution saving throw , on a failed save the target takes 10d4 psychic damage and forgets 5 spells of 5th level or lower, determined randomly. The spells are burned from the character's mind, and they cannot relearn or prepare them when they would prepare spells. This effect can be removed by a Greater Restoration spell.


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