Base Class: Blood Hunter
You are cursed always have been whether you remember how you were cursed or you were born with it, it doesn't matter you are. You've spent years researching curses, hexes, and jinxes learning how to use them and how to lift them. Some call you Curse lifters while others only see the curse in you.
If you want to play this subclass talk with your DM to figure out the details of your curse or roll randomly on the cursed table below.
- Lovers Quarrel. You have disadvantage on charisma checks to those you think about romantically. Additionally when you fall in love with someone that person has 1d6 plus 1 days to live and then they die by accident or natural causes unless something were to kill them prior to the end of the timeframe.
- Exponential Age. Regardless of your race you will only live to be 2d20 plus 10 years old. Additionally any effects that age you can only age you 2 years per activation.
- Forgotten. All those who knew you no longer do. You have no connections no one recognizes you and all references to you in photos, drawings, writings and the like disappear. If you force someone you know to remember you they take 2d4 psychic damage.
- Mind Blank. You can remember the past 1-6 months prior to you starting to adventure but beyond that you remember nothing and no one. Occasionally you stare off into space during your first fight each day you must skip your first action.
- Halted Petrification. You are partially stone. You're movement is permanently halved.
- Cursed Skill. You are particularly horrible at two skills take a minus 5 penalty to those skills and you cannot become proficient or have expertise in those skills.
Signs of the curse. Your curse leaves you physically scarred in some way. After you've selected your curse determine the scar it leaves. Talk with your DM about what your scar is and how others see it or determine randomly by rolling on the signs of the curse table below. Whatever your scar is most people are repulsed by it
- Scar. You have a large scar. You determine where it is and what it looks like however it must be bigger than your hand.
- Deformity. Hunchbacked, grotesque looking,
- Senseless. You lack one of the senses due to not having the body part related to that sense or it being completely scarred over.
- Mutation. Sharp pointy teeth, horns, an extra limb that's mostly useless, an extra eye on your forehead, or something else of the sort.
- Personality Flaw. You're prone to lashing out, you act a bit insane.
- Rotten Aura. You are considered to be an undead creature, and you give off unsettling feelings to those around you.
Occult Knowledge
Beginning at 3rd level you can see objects and others that are cursed by picking up on the subtlety of clues and faint auras that they give off. Not only this but if you take at least 1 minute while interacting with the object, place, or person you can identify what the curse is. Roll 1d100 on 50 or lower you know how the curse can be broken.
Hex Savant
You can cast bestow curse once per short rest. You can have the curse be any blood curse you know. You cannot amplify the blood curse in this way. The DC for this spell is your hemocraft DC.
You cast bestow curse as a 3rd level spell and it increases as you level up in this class 4th level spell at level 7, 5th at level 11, 7th at level 15, and 9th at level 18.
As you level up in this class you can also use this feature more, twice per short rest at 11th level, three times per short rest at 18th level.
Hex Breaker
Starting at 7th level you can attempt to lift a curse from a person place or item. You gain proficiency in the arcana skill if you already have it double your proficiency bonus. To lift the curse you must make an arcana check with a DC equal to 10 + the level of the spell (curse) cast. If it is a place add 2 to the DC for every mile affected. If it is an item the DC is as follows:
- Common - 12
- Uncommon - 16
- Rare - 19
- Very rare - 23
- Legendary - 27
- Artifact - 30
Cursed Aura
Beginning at 7th level you can extend your curse to others for a brief time. As an action you extend the negative energy of your curse and cause a number of creatures equal to half your proficiency bonus rounded down within range to be affected by your curse for the next minute. Once you use this feature you must finish a long rest before you can use it again.
Brand of Jinxing
At 11th level you learn how to bring misfortune and bad luck to those you brand. Your hemocraft lets your brand of castigation jinx your target. When you see the target of your brand hit with an attack, succeed on a saving throw or ability check you can use your reaction to jinx them making them reroll and they must use the new roll. If the new roll would critically succeed it does not.
Blood curse of the Bewitched
Beginning at 15th level you know the blood curse of the Bewitched but it doesn't count as one of your blood curses known.
As a bonus action you can charm any creature within 60ft. that you can see and give it directions which it must follow until the end of your next turn. The creature cannot do something that would cause it pain. Also the creature is unaware that it was charmed.
Amplify. When you amplify this curse you can take complete control of the target until the end of your next turn and can cause it to do damage to itself. Once you have amplified this curse you cannot do so again until you finish a short rest.
Hex Master
Starting at level 18 when you cast bestow curse via your hex savant feature it can only be removed by the wish spell, or you end it (no action required).
When you cast bestow curse you can imbue it in an object or 5ft. cube area and can set a trigger that when activated casts the spell on the target that triggered it. With the item whoever is in possession of the item does not want to give it away or sell it and they are affected by the curse.
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