Base Class: Blood Hunter
Equipped with the ability to remove curses, hexes, and jinxes for those that do not have the means to do so themselves, Curse Eaters work quickly to eradicate those who would afflict the unsuspecting. Through the extensive studies of curse removal and anti-magic, Curse Eaters found a purpose in helping those who have been tricked or forced into situations or contracts that would otherwise be unbeneficial. They gained a nose to sniff out curses and an innate ability to resist the charms of those who are up to no good.
Curse Seeker
At 3rd level, you become innately aware of those around you that have been afflicted with a curse, charm, hex, jinx, or are being possessed. When a creature that you can see comes within 30 feet of you, you are made of aware of their affliction.
When you make an attack against a creature that is afflicted in such a way or a fey creature, you deal one additional die of rite damage.
Additionally, you know if a magic item, weapon, or piece of armor is cursed when you touch it.
Devour Curse
At 7th level, you can use an action to touch a creature, object, or area that is affected by a curse or magical effect. This ability works similarly to Remove Curse or Dispel Magic, however, cannot be used to Devour something you have cast yourself. By devouring these magical effects, you gain Curse Points, though they take time to digest. You also begin to suffer from the Curse Burden when digesting curses.
If used on an unwilling creature to remove a magical buff or positive magical effect such as Bless or Haste, the target must succeed on a Wisdom saving throw against your Bloodhunter save DC. On a failed save, the magical effect is consumed, and you gain Curse Points based on the spell level of the effect removed. On a successful save, the magical effect remains, and no Curse Points are gained.
Curse Points. After successfully devouring a curse, magical effect, or condition (minus exhaustion) you gain Curse Points equal to the spell level of the effect (i.e., a 3rd-level spell gives 3 Curse Points). If the effect does not have a spell level, the DM determines how many Curse Points it grants.
Curse Burden. When you devour a curse, you must digest it over time. You experience negative effects known as the Curse Burden until the curse is fully digested. The digestion period is equal to a number of long rests equal to the spell level of the curse (or an equivalent determined by the DM). The more curses you are digesting, the stronger the Curse Burden becomes.
- 1 Curse: You suffer disadvantage on one ability check type of the DM's choice
- 2 Curses: You suffer disadvantage on all ability checks and saving throws related to the curse's type
- 3+ Curses: You suffer disadvantage on all attack rolls until at least one curse is fully digested
You can only digest a number of curses equal to your proficiency bonus at a time. Any attempt to devour additional curses while exceeding this limit will automatically fail.
Curse Scribe
Additionally at 7th level, you gain access to a number of curses taught through the order to abolish those who would cause mischief. Absorbing a curse through the use of your Devour Curse feature grants the Curse Eater access to special curses only known to the Order. You learn 3 curses at 7th level, and an additional one at 11th, 15, and 18th level.
Deteriorating Curse
Curse Points: 3
As a bonus action, you infuse your next attack with dark siphoning energy. On a hit, a creature takes 3d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target takes an amount of necrotic damage equal to your Intelligence modifier at the end of each of its turns for 1 minute unless it takes an action to end the effect on itself.
Dispelling Curse
Curse Points: 3
As a bonus action, you infuse your next attack with disruptive whispers. On hit, a creature takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the target loses concentration on any spell it is currently concentrating on.
Maelstrom Curse
Curse Points: 3
As a bonus action, you infuse your next attack with concentrated force energy. On hit, a creature takes an additional 3d6 force damage and must make a Strength saving throw. On a failed save, the target is knocked back 10 feet OR falls Prone (your choice).
Poisonous Curse
Curse Points: 1
As a bonus action, you infuse your next attack with a fetid poison. On hit, a creature takes 1d6 poison damage and must make a Constitution saving throw. On a failed save, the target becomes Poisoned for 1 minute.
Rupturing Curse
Curse Points: 3
As a bonus action, you infuse your next attack with the raw energy of your Crimson Rite. If your Crimson Rite is not already active, you choose one of your Crimson Rite options, activating it as a part of using this Curse. On a hit, a creature takes an additional 3d6 damage. The damage type is the same as your Crimson Rite.
Shadowpin Curse
Curse Points: 6
As a bonus action, you infuse your next attack with tethering shadows. On a hit, a creature takes an additional 3d6 necrotic damage and must make a Dexterity saving throw. On a failed save, the target is pinned by shadows for the next minute. If the creature attempts to move, they are dealt an additional 1d6 necrotic per 5 feet that they move. If the creature attempts to teleport, plane shift, or move themselves through magical means, then the pins burst, interrupting the spell and dealing an additional 3d8 necrotic damage, ending the curse.
Slumbering Curse
Curse Points: 5
As a bonus action, you infuse your next attack with draining energy. On a hit, a creature takes an additional 3d6 psychic damage and must make a Constitution saving throw. On a failed save, the target falls unconscious for 1 minute. The target wakes if it takes damage or another creature uses an action to shake or slap it awake. Undead and creatures immune to being charmed are unaffected by this shot.
Veiling Curse
Curse Points: 2
As a bonus action, you infuse your next attack with illusion magic. On a hit, a creature takes an additional 1d6 psychic damage and must make a Wisdom saving throw. On a failed save, you become invisible to that creature for 1 minute. The invisibility breaks if you interact with, cast a spell on, or make an attack on the creature.
Brand of Strife
Starting at 11th level, your Brand of Castigation now holds the marked creature at the mercy of your vast familiarity of curses. When you are within 10 feet of the branded creature you can amplify your Blood Maledict against the branded creature without taking any extra damage when doing so.
Blood Curse of the Tethered
At 15th level, as a reaction, when an ally that is within 15 feet you is targeted by a spell, or other magical effect, you can choose to tether the effects instead to you and the source of the magic. When tethered this way, both you and the source creature are considered the new targets of the spell. If the effect requires a saving throw, you use you Bloodhunter DC instead.
Amplify. Your tether only affects the source creature until the start of your next turn.
Incapacitating Curse
At 18th level, when you hit a creature with an attack that bears your crimson rite you can use a bonus action to send a hex into the creature. The creature must succeed a wisdom saving throw or waste their action in a crippling contortion until the end of their next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Previous Versions
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