My Documents
Become a Patron!
### Order of the Cursebreaker 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. ##### Order of the Cursebreaker Features | Blood Hunter Level | Feature | |:---:|:-----------| | 3rd | Antimagic Ward, Arcane Preparation | | 7th | Punishing Strike, Spellbreak | | 11th | Antimagic Brand | | 15th | Blood Curse of the Mute | | 18th | Equalizing Field | #### 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, it does not require spell slots, and you must make a check to challenge the spell even if it is of 3rd level or below. The DC equals 10 + the level of the spell. Cantrips have a DC of 10. On a success, the creature's spell fails and has no effect. Intelligence is your spellcasting ability for this spell. If the Intelligence check fails, you can take damage equal to one roll of your hemocraft die and apply your proficiency bonus to the roll, potentially causing it to succeed. Your Antimagic Ward counts as a spell for the purposes of Dispel Magic, and the spell level is equal to half your Blood Hunter level (maximum of 9th level spell), though you can use this feature to contest that casting of Dispel Magic. This feature lasts 1 hour, until you dismiss it as a free action, or until you are incapactiated. Once you use this feature, you can't use it again until 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. \columnbreak #### 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 effects. Unless otherwise specified, the effect lasts until the end of your next short or long rest. ***Sense.*** While you have this option active, you know if anything you touch is magical, or if a creature you touch is an abberation, celestial, elemental, fey, fiend, or undead. Additionally, as a free action while this effect is active, you can take damage equal to one roll of your hemocraft die and sense the presence of magic or otherworldly creatures 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. ***Analyze Arcana.*** Choose an item or creature other than yourself which must remain within 10 feet of you for the duration of the short or long rest. Over this period, you cast *identify* on the object or creature, without expending spell slots or requiring material components. ***Dire Detection.*** Choose an item that is familiar to you. You can cast *locate object* without using spell slots or material components. The range of detection becomes one mile, and the effect lasts until your next short or long rest and do 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 option to instead 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 posessed. 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. ***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 that creature type. You have advantage on the Intelligence checks for Antimagic Ward and Spellbreak 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. 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. \pagebreak #### 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 a free action. You may use this feature a number of times equal to your Intelligence modifier, 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. This casting of *dispel magic* is special, you must make an Intelligence check to challenge the spell even if it is of 3rd level or below, and the DC equals 10 + the spell's level. Cantrips have a DC of 10. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest. If the Intelligence check fails, you can take damage equal to an additional roll of your hemocraft die to apply your proficiency bonus to the roll, potentially causing it to succeed. #### 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 your Crimson Rite feature. You can choose to apply both your Antimagic Ward and Brand of Castigation to the target at the same time. The duration of the Antimagic Ward becomes indefinite, like the 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 Intelligence check against the spell by 5 or more, you can choose a new creature, 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. \columnbreak #### Blood Curse of the Mute *15th Level Order of the Cursebreaker Feature*
You gain the Blood Curse of the Mute for your Blood Maledict feature, detailed at the end of the subclass description. 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 contest spells with Antimagic Ward 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. ### Blood Curse of the Mute *Prerequisite: 15th level, order of the Cursebreaker*
As a bonus action, you can choose one creature within 60 feet. The creature must make a Constitution saving throw or become muted until the end of your next turn. While muted, the creature cannot speak or make noise in any way without the assistance of an object or spell. A muted creature cannot cast spells that require a verbal component. ***Amplify.*** The curse lasts for 1 minute. At the end of each of their turns, the target can make another Constitution saving throw. On a success, this curse ends.
##### Order of the Cursebreaker for D&D 5e Created by [u/NotTheDreadPirate](https://www.reddit.com/user/NotTheDreadPirate "u/NotTheDreadPirate's profile")**Artist Credits:**[Bogdan Tomchuk - witch hunter](https://www.artstation.com/artwork/lVdzo5 "Bogdan Tomchuk - witch hunter") *This subclass is intended for use with Matt Mercer's Blood Hunter 2020 class. Please note that this subclass is unofficial homebrew content, and has limited playtesting. Adjustments are being made for the sake of balance, flavor, and consistency. Please feel free to leave feedback on Reddit. Thank you for reading.*