Base Class: Blood Hunter
The Order of the Wyrddoom takes it upon themselves to protect the multiverse from creatures who would threaten the very fabric of reality. From living spells to insane mages, the threats they seek out are inevitably magical in nature and the Order knows that great sacrifices can and must be made to prevent these threats from manifesting, or completing their twisted plans.
Mystra's Curse
When you join this order at 3rd level, you learn Mystra's Curse, an esoteric warding that suppresses the Weave around you. Whenever you see or hear a spell being cast within 30 feet of you, you can use your reaction to make an Intelligence check where the DC is equal to 12 plus the level of the spell being cast. If you succeed, the spell fails and has no effect.
You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.
At 7th level, the DC is reduced to 10 plus the level of the spell being cast, and at 11th level it is further reduced to 8 plus the level of the spell being cast.
Know Thine Enemy
Beginning at 3rd level, your ancient order teaches you that to best defeat your enemies you must first understand them. You gain proficiency in the Arcana skill, and can add twice your proficiency bonus to any Arcana checks you make.
Word of the Wyrd
Upon reaching 7th level, As a bonus action and with a word you mark a creature with your haemocraft so that you know precisely what it is about to do. Until the end of your next turn you gain advantage on Insight checks and attacks made against that creature, as well as on any saving throws that it forces you to make; and it has disadvantage on any attacks made against you.
You can use this feature once. You regain all expended uses when you finish a short or long rest.
Brand of Annulment
Beginning at 11th 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 one additional hemocraft die of rite damage. In addition, you may end one magical effect that is active on the branded creature or that they have created.
Blood Curse of the Muddled Mind
At 15th level, you’ve honed your hemocraft to addle the minds of spellcasters. You gain the Blood Curse of the Muddled Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known. It always counts as amplified for you.
Wyrd Guardian
Upon reaching 18th level, you learn to reweave spells that would cause you harm, gaining resistance to magical damage. Furthermore you gain knowledge of the Blood Curse of the Errant Mind for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Errant Mind
Prerequisite: 18th level, Order of the Wyrddoom
As a bonus action, you can choose one creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or be unable to move or cast spells until the end of its next turn. If the creature is not native to this plane and fails its saving throw, it is banished to its home plane for ten minutes.
Amplify. The creature takes 3d6 psychic damage and is unable to use reactions until the end of its next turn.
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