Order of the Curse Eater
When desperate people fall prey to unfair deals of hags, the Curse Eater undoes the damage done. When dangerous items are sold to unsuspecting townsfolk, the Curse Eater removes them from the world. When bored fey creatures find their kicks in tormenting helpless mortals with bizarre afflictions, the Curse Eater returns the favor in kind. When lycanthropy runs rampant through a village’s populace, the Curse Eater is there to quell the beast inside those diseased. Armed with wards engraved into instruments that are embedded into the hunter’s body and through the studying of old documentation on reverse engineering curses, the order works quickly to extinguish catastrophic magical effects. With the defined purpose of sniffing out hexes, jinxes, and curses, the order has won the hearts of those that have been liberated from these effects. They have also gained scorn from those who would use such vile tricks, especially when they find those tricks have little effect on the hunters. Having the ability to resist such magic has given the order of the Curse Eaters a secondary role. When a hunter has become like the beasts they swore to eliminate, disregarded their oaths to protect the innocent, or fallen to darker temptations, it's certain that a Curse Eater will make their way to dispatch the rogue member. When the common folk ask, “Who hunts the huntsman?” the Curse Eaters are there to answer those calls.
Bewitchment Seeker
At 3rd level, you innately know when a creature is under a charm, curse, or possession on close inspection. Your weapon deals one additional Hemocraft die of rite damage when you hit a fey creature. Additionally, you are immune to the curse effects of any curse item that you wield, and you can end attunement from the curse item after a long rest.
Curse Specialist
At 3rd level, your ancient order teaches advanced mastery over blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
Devour Curse
At 7th level, as an action, you can touch a creature to have your wards consume the magical energies that are affecting the creature. The creature is no longer charmed, frightened, possessed, cursed as if under the effects of the remove curse spell, or the creature is granted advantage on the next spell saving throw to break free from an ongoing spell. If the creature is under an effect of a cursed item, that curse is broken, and any attunement of the cursed item is severed. Once you use this feature, you can’t use it again until you finish a long rest. Additionally, you can expend a hit dice to use this ability again. If you don't have any hit die remaining, you instead suffer one level of exhaustion.
Brand of the Refined Jinx
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 Shackled Revenge
At 15th level, you’ve honed your Hemocraft to lash powerful magic between yourself and the source of that power. You gain the Blood Curse of Shackled Revenge for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Shackled Revenge: As a reaction, when you or an ally within 15 feet of you are targeted by a spell, or other magical effect, you tether the effect of the spell to you and the source creature as the new targets of the spell. All saving throws are changed to an Intelligence saving throw DC of 8 + your proficiency bonus + your Intelligence modifier. If the spell or magical effect requires concentration, you maintain the concentration and any additional effects are determined as if you are the source of the effect.
Amplify: The tethered spell or magical effect only targets the source creature allowing you to ignore the effects entirely.
Crippling Hex
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.