Blood Hunter
Base Class: Blood Hunter

The Order of the Cursebreaker is one of the smallest Blood Hunter orders, partially due to their narrow specialization, but also due to the incredible danger of their work. The Order of the Cursebreaker is a group dedicated to tracking and killing powerful magic users, which are often among the most formidable foes any Blood Hunter might face. They combine the most potent and dangerous Hemocraft magic with some handpicked pieces of more traditional arcane knowledge to level the playing field against beings who would otherwise be able to pulverize them with nothing more than a thought.

Blood Hunters of this order are most often hired to remove curses or dispel magical ailments, hence their name, but they are also one of the most effective defenses against threats such as magic users gone insane, or extrapalanar beings wreaking havoc. In combat, these Blood Hunters use their unique skill set to ward against and nullify magical effects, leaving their target defenseless.

Antimagic Ward

3rd Level Order of the Cursebreaker Feature

The signature ability of the Cursebreaker, you place a ward on a creature that allows you to disrupt magic around it. As an action, you can touch a creature within 5 feet, or make a melee spell attack if the target is unwilling. For the next hour, you know if the target casts a spell, is targeted by a spell, or is within the area affected by a spell when it is cast. Provided you can see the creature and the caster and it they are both within 60 feet of you, you can use your reaction to cast counterspell against the spell you detect. This casting of counterspell is special: you can cast it at will, without expending a spell slot, and you must make an ability check to successfully counter the spell even if it is of 3rd level or lower. The DC equals 10 + the spell's level. Cantrips have a DC of 10. On a success, the creature's spell fails and has no effect. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for this spell.

If the ability check fails, you can take damage equal to one roll of your Hemocraft die and add either the number rolled or your proficiency bonus to the roll, whichever is higher, potentially causing it to succeed.

This feature lasts 1 hour, until you dismiss it (no action required), or until you are incapactiated. You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of it when you finish a long rest. If the melee spell attack to apply your Antimagic Ward misses, it does not consume a use of this feature.

Arcane Preparation

3rd Level Order of the Cursebreaker Feature

Your order developed special techniques for dealing with dark magic. Each time you finish a short or long rest, you can choose one of the following preparations. Unless otherwise specified, the effect lasts until the end of your next short or long rest.

Analyze Arcana

Choose an item, which must remain within 10 feet of you for the duration of a short or long rest. Over this period, you cast identify on the object, without expending a spell slot or requiring material components. You may choose this option at the beginning of a long rest, rather than the end, but cannot select another option at the end of that long rest, and must wait until your next long rest to replace it.

Conviction

As a bonus action, you can suffer damage equal to one roll of your Hemocraft die and choose a creature type (such as dragons, humanoids, fey, etc) and gain the following benefits for 10 minutes:

  • You have advantage on saving throws against spells cast by creatures of that type.
  • You have advantage on ability checks for Antimagic Ward against spells cast by creatures of that type.
  • Once you reach 7th level, you have advantage on attacks made with Punishing Strike against creatures of that type, and on ability checks for Spellbreak against spells cast by creatures of that type.

There is no limit to the number of times you can use this feature as long as you selected Conviction at the end of your last short or long rest, but you must suffer the damage each time you activate it.

Dire Detection

Choose an item that is familiar to you. You can cast locate object without expending a spell slot or requiring material components. The range of detection becomes one mile, and the effect lasts until your next short or long rest and does not require concentration. The requirements for familiarity with the object still apply. The effects are still blocked by lead.

Once you reach 7th level, you can use this preparation to instead target a creature and cast locate creature in the same way, with the same respective modifications and limitations.

Exorcise

Choose a creature other than yourself which must remain within 10 feet of you for the duration of the short or long rest. You can choose to remove one condition afflicting the creature. The condition can be blinded, charmed, deafened, frightened, paralyzed, poisoned, or possessed. You may choose this option at the beginning of a long rest, rather than the end, but cannot select another option at the end of that long rest, and must wait until your next long rest to replace it.

Once you reach 9th level, you can remove more serious conditions from the creature. You can remove effects that cause the creature to be petrified, cursed (such as attunement to a cursed item), any effect reducing their ability scores, or any effect reducing their maximum hit points.

Sense

While you have this preparation active, you know if anything you touch is magical, or if a creature you touch is an aberration, celestial, elemental, fey, fiend, or undead. Additionally, while this effect is active, you can use an action to take damage equal to one roll of your Hemocraft die and sense the presence of magic or any of the previously listed creature types within 30 feet. You also know of any locations within 30 feet that have been consecrated or desecrated. If you sense magic in this way and you can see the source, you know its school of magic, if any. If you sense the presence of otherworldly creatures in this way and you can see them, you know what kind of creature they are, even if they are disguised. This effect lasts only for an instant, just long enough for you to become aware of this information. Using this feature this way ends the Sense effect.

Punishing Strike

7th Level Order of the Cursebreaker Feature

When a creature you can see within 60 feet casts a spell, you can use your reaction to make a weapon attack against it. If you used your reaction to successfully cancel the spell with your Antimagic Ward, you can make this attack as part of that reaction. You may use this feature a number of times equal to your our chosen Hemocraft ability modifier (Intelligence or Wisdom), and regain all expended uses after a long rest.

Spellbreak

7th Level Order of the Cursebreaker Feature

As an action, you can choose to suffer damage equal to one roll of your Hemocraft die and cast dispel magic without using a spell slot. You must make an ability check to successfully dispel the spell even if it is of 3rd level or lower. The DC equals 10 + the spell's level. Cantrips have a DC of 10. On a success, the spell ends. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for this spell.

If the ability check fails, you can take damage equal to an additional roll of your Hemocraft die and add either the number rolled or your proficiency bonus to the roll, whichever is higher, potentially causing it to succeed.

You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses of it when you finish a long rest.

Antimagic Brand

11th Level Order of the Cursebreaker Feature

You can choose to apply your Antimagic Ward to a creature when you damage it with a weapon for which you have an active crimson rite. You can choose to apply both your Antimagic Ward and Brand of Castigation to the target at the same time. Antimagic Ward now lasts until dismissed, like Brand of Castigation, and can be dismissed in the same way.

Additionally, when you use your Antimagic Ward to successfully cancel the casting of a spell you can choose to redirect the spell instead of canceling it outright. Provided you can see the creature who cast the spell, and you succeed on the ability check against the spell by 5 or more, you can choose a new direction or targets for the spell, as if you were casting the spell from the position of the creature who cast it. The DC, attack bonus, and effects of the spell are still based on the stats of the creature who cast it.

Blood Curse of the Mute

15th Level Order of the Cursebreaker Feature

You learn to mute creatures and inhibit them from casting their spells. You gain the Blood Curse of the Mute for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Equalizing Field

18th Level Order of the Cursebreaker Feature

As an bonus action, you can create a 10-foot-radius invisible sphere of antimagic around you. The sphere moves with you, centered on you. Within the sphere, the effects of the antimagic field spell apply. You can use Spellbreak and Antimagic Ward, as well as any of your Blood Hunter features while the circle is active.

This feature remains active for one minute, or until you lose concentration, as if you were concentrating on a spell. You can end it early as a bonus action.

You can use this feature three times, and regain any expended uses after a long rest.

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