Order of the Culler
The Order of the Culler cared not for the Undead and the minor creatures of the world. They saw the threat of the huge monsters that could destroy towns and arms as their targets. Because of this, it has led hunters to prefer hunting creatures of great size and power that could bring imbalance to an ecosystem such as a rampaging beast or a tyrannical dragon.
Big Game Hunter
At 3rd level when you join this Order you add Dragons and Monstrosities to the list of creatures included as a part of the Hunter's Bane feature.
Ready for Anything
At 3rd level when you join this Order you gain resistance to 1 of the following damage types: fire, cold, lightning, acid, poison, radiant or necrotic. During a short rest you can change which damage type you resist by expending one of your hit dice. Whenever you finish a long rest, you may choose to change your damage resistance.
Rite of the Magic
At 7th level you learn the esoteric rite, Rite of the Magic.
Rite of the Magic: Your rite damage is force type. While this rite is active you gain the following benefits:
Once per turn when you hit a creature that has Natural Armor with this rite, you can force the creature make a Constitution saving throw. On a fail the creature's AC is lowered by 1d6 (to a minimum of 10) until the end of your next turn.
If you hit a creature that is at least one size category larger than you with this rite, you may roll an additional Hemocraft die of force damage.
Expert Hunter
At 11th level while tracking a creature of a type covered by Hunter's Bane you cannot be surprised by them. Additionally, when you fight a Legendary creature or any creature inside its Lair, you can make a DC 20 Intelligence check (at advantage if Hunter's Bane applies). If you succeed, you have advantage against all saves made against the creature's Lair Actions or Legendary Actions that require saving throws.
Blood Curse of Rupturing
At 15th level you learn the blood curse, Blood Curse of Rupturing.
Blood Curse of Rupturing: Whenever a creature within 60 feet of you uses an internally generated ability such as a breath weapon, injects poison via a natural melee weapon, roars/screams/sings, casts a spell with a vocal component or anything else that may apply; you can use your Reaction to mitigate the damage by forcing the creature to make a Constitution saving throw. On a fail it takes 2d10 necrotic damage and the damage from its ability is halved before the ability's saving throws occur; if the creature was casting a spell with a vocal component it takes the damage and its spell fails, and the spell slot is spent. On a success the creature takes half damage and the damage they deal with the ability is reduced by the necrotic damage taken; spells continue as normal with no loss of damage.
Amplify: The curse prevents the use of, and ability to recharge if applicable, the internally generated ability for 1d6 turns. If the curse is amplified and the target intends to cast a spell with a vocal component on their next turn, they must first succeed a Constitution saving throw otherwise they lose the spell and expend the spell slot.
Brand of Defamation
At 18th level your Brand of Castigation can strip a creature of its well-earned infamy. Whenever you apply your Brand of Castigation, the branded creature must make a Charisma saving throw, a creature may not use its Legendary Resistance to pass this save. On a fail, the creature can no longer use its Legendary Resistances and may only use 1 Legendary Action per round of combat. At the end of each of it turns the creature may repeat this save, ending the brand early on a success. If it initially succeeds its save against the brand, the Brand of Castigation is still applied as per the norm. If the creature you brand is not a Legendary creature and they fail the save, they simply take 4d6 psychic damage or half as much on a success; either way the creature is still branded as per the normal Brand of Castigation.