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### 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. \pagebreak ***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. #### 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. #### 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. \pagebreak ### Order of the Houndkeeper Any peasant with a pitchfork can kill a monster, but it takes a special blend of persistence, bravery, and lunacy to train one. The Order of the Houndkeeper specializes in breeding, raising, and training monsters to aid them in tracking and killing their targets. These hunters form a special bond with the hound that is uniquely suited to their needs and methods, taking advantage of their keen noses and fearsome teeth. In return for their tactical value and assistance in tracking, the hunter provides their hound with a steady supply of prey. Hounds come in many varieties, some even hailing from other planes or being spawned by magic. This order takes great care in making sure a hound is strong and fierce enough to fight alongside their hunter, but also not so overwhelming that they become impossible to train. ##### Order of the Houndkeeper Features | Blood Hunter Level | Feature | |:---:|:-----------| | 3rd | Bonded Hound, Hound Origin | | 7th | Precise Training, Reliable Tracking | 11th | Brand of Aggravation | | 15th | Ravenous Bite | | 18th | Wolfish Ferocity | #### Bonded Hound *3rd-level Order of the Houndkeeper feature* You invoke the words spoken at the birth of the creature to summon your Bonded Hound. The hound is friendly to you and your companions and obeys your commands. It uses the the statblock shown which uses your proficiency bonus (PB) in several places. You also determine the origin of the hound you are bonded with, whether it is a blink dog, a death dog, a guard drake, a hellhound, a shadow mastiff, or a worg. Depending on the variety of hound, it gains additional features described in the Hound Origin section and its appearance reflects its breeding. In combat, the hound acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the hound to take the Attack action. If you are incapacitated, the hound can take any action of its choice, not just Dodge. If the hound has died within the last hour, you can use your action to touch it and take damage equal to two rolls of your hemocraft die. The hound returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon your hound again if it has died or been separated from you. The hound appears in an unoccupied space within 5 feet of you with full hit points. The hound vanishes if you die. If the hound has an ability that requires a saving throw, the DC is the same as your Hemocraft save DC. \columnbreak
___ > ## Bonded Hound >*Medium beast* > ___ > - **Armor Class** 13 + PB (natural armor) > - **Hit Points** 5 + five times your blood hunter level (the hound has a number of hit dice [d10s] equal to your blood hunter level) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+1)| >___ > - **Senses** Darkvision 60 ft, passive Perception 12 + PB > - **Languages** understands the languages you speak > - **Challenge** - > - **Proficiency Bonus (PB)** equals your bonus > ___ > > ***Hound Origin.*** The hound gains additional actions or abilities based on its origin > > ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that rely on hearing or smell. > > ***Steadfast Bond.*** You can add your proficiency bonus to any ability check or saving throw that the hound makes. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* 3 + PB to hit, Reach 5 ft., one target. *Hit:* 1d6 + 3 + PB piercing damage \pagebreak #### Hound Origin *3rd-level Order of the Houndkeeper feature* You gain the ability to summon your Bonded Hound, which was bred by your order. It is descended from one type of hound of your choice: a blink dog, a death dog, a guard drake, a hellhound, a shadow mastiff, or a worg. Your hound gains additional abilities based on its breeding (outlined below). ***Blink Dog.*** Your hound gains the Teleport action. The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the hound can make one bite attack. This ability can be used once. At the start of each of its turns when it does not have a use of this ability, roll a d6. On a 4-6, it regains a use of this ability. Starting at 7th level, the hound can bring along one willing adjacent creature of its size or smaller, provided there is space at the destination. ***Death Dog.*** When your hound lands a critical hit with its bite attack, the target must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your Hemocraft Die, or half as much damage on a successful save. Additionally, the hound's bite attack can crit on a roll of 19 or 20. ***Guard Drake.*** When you activate your Crimson Rite, you can suffer damage equal to an additional role of your Hemocraft Die to activate the same rite on the teeth of your hound, which lasts as long as the rite you activated. While active, your hound's bite attack deals additional damage of the type associated with the rite. The hound also gains resistance to that damage type while the rite is active. ***Hell Hound.*** Your hound gains the Fire Breath action. The hound exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Hemocraft Die on a failed save, or half as much damage on a successful one. This ability can be used once. At the start of each of its turns when it does not have a use of this ability, roll a d6. On a 5-6, it regains a use of this ability. ***Shadow Mastiff.*** Your hound gains the ability to see ethereal creatures and objects, and it can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, your hound gains the Shadow Blend action. While in dim light or darkness, the hound can use an action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until you use a bonus action to end it or until the hound attacks, is in bright light, or is incapacitated. ***Worg.*** The hound's Hit Points become 6 + 6 times your blood hunter level. Its Hit Dice become d12s, and it gains a +1 bonus to attack and damage rolls with its bite attack. \columnbreak #### Precise Training *7th-level Order of the Houndkeeper feature* Your hound is well practiced in several tactical exercises. The hound’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, at the end of a short or long rest, you can choose one of the following benefits that the hound gains until the end of the next short or long rest. ***Loyal Companion.*** When a creature within 5 feet of the hound makes an attack roll against another creature, the hound can use its reaction to reduce the attack roll by 1 roll of your Hemocraft Die, potentially causing the attack to miss. ***Mauling Attacks.*** If the hound hits a creature with its bite attack, the target must succeed on a Strength saving throw or be knocked prone. If the target fails their saving throw by 5 or more, the hound can make an additional bite attack as part of the same action. ***Nimble Guardian.*** Your hound's base movement speed becomes 50 feet, and opportunity attacks against it have disadvantage. In addition, your hound has advantage on checks and saving throws to avoid being grappled or restrained. ***Pack Tactics.*** The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated. ***Terrifying Howl.*** As an action, the hound can release a blood-curdling howl that strikes fear in all that hear it. Creatures you choose within 30 feet that can hear the hound must make a Wisdom saving throw or become frightened until the end of the hound's next turn. If a target's saving throw is successful or the effect ends for it, the target is immune to the hound's Terrifying Howl for the next 24 hours. This ability can be used once. At the start of each of its turns when it does not have a use of this ability, roll a d6. On a 5-6, it regains a use of this ability. ***Toughened Hide.*** The hound gains a +2 bonus to their AC and saving throws. Whenever the hound takes damage, it can use its reaction to reduce that damage by 1 roll of your Hemocraft Die. If the roll of the die is greater than the damage taken, the hound gains a number of temporary hit points equal to the roll minus the damage.
\pagebreak #### Reliable Tracking *7th-level Order of the Houndkeeper feature* Your hound never falters when tracking your marks. While your hound is with you, whenever you make an ability check to track or locate a creature, you can treat a d20 roll of 9 or lower as a 10. Additionally, the damage die of your hound's bite attack becomes a d8. #### Brand of Aggravation *11th-level Houndkeeper feature* Creatures affected by your Brand of Castigation suffer psychic damage whenever they deal damage to your hound, even if your hound is more than 5 feet away from you. Moreover, when your hound takes the attack action and it is within 5 feet of a creature affected by your Brand of Castigation or one of your Blood Curses, it can attack twice. If your hound has additional actions it can take from its Hound Origin or your Precise Training feature, it can replace one of those attacks with the action. #### Ravenous Bite *15th-level Order of the Houndkeeper feature* Whenever your hound hits a creature with its bite attack, the hound can expend one Hit Die to regain a number of hit points equal to a roll of its Hit Die + 2 + your proficiency bonus. If the hound is below half hit points when you use this feature, add half of the health it regains as damage to the attack. Additionally, the damage die of your hound's bite attack becomes a d10. #### Wolfish Ferocity *18th-level Order of the Houndkeeper feature* At the end of a short or long rest, you can select two benefits from Precise Training. You also gain the Blood Curse of the Devourer for your Blood Maledict feature. This does not count against your number of blood curses known. ### Blood Curse of the Devourer *Prerequisite: 18th-level, Order of the Houndkeeper*
When a creature is reduced to 0 hit points by your hound, you can use your reaction to have your hound feast upon it, granting you and your hound increased vitality. Until the end of your next turn, you and your hound have doubled speed, gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. While this effect is active, your hound can use its actions without requiring your commands. ***Amplify.*** At the end of the duration, make a DC 20 Constitution saving throw. On a success, the effect continues for 1 additional round, up to a maximum of 3 rounds. If you roll a natural 1 on this saving throw, you and your hound can't move or take actions until the end of your next turn. \columnbreak
##### Blood Hunter Orders 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")[Grafit Studio - Dire Mutated Hound](https://www.artstation.com/artwork/w8gXe5 "Grafit Studio - Dire Mutated Hound")[Veli Nyström - Forest Village](https://www.artstation.com/artwork/XBkbR "Veli Nyström - Forest Village")[Jakub Bazyluk - Machina Arcana - Tindlosi hound illustration](https://www.artstation.com/artwork/Dx9Byy "Jakub Bazyluk - Machina Arcana - Tindlosi hound illustration") *These subclasses are intended for use with Matt Mercer's Blood Hunter 2020 class. Please note that this 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.*