Curses are an unfortunately common occupational hazard for those seeking to uncover the deep secrets of the multiverse. Whether delving into ancient tombs or infiltrating nefarious cults, sooner or later, someone or something will try to inflict pain and misfortune upon you.
Cursebreaker societies specialize in identifying, preventing and breaking such curses, traps and enchantments.
Temp hp for removing conditions
adv. against condition based saving throws
Can make INT save in place of WIS/CHA save (or just gain a bonus equal to int mod)
paladin like aura for WIS/INT/CHA/CON saves
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cursebreaker Spells table. These spells count as lorehunter spells for you, but they don't count against the number of lorehunter spells you prepare.
Cursebreaker Spells
Lorehunter Level.3rd | protection from evil and good5th | divine sunder, lesser restoration, nystul's magic aura9th | remove curse13th | aura of purity17th | greater restorationAt 3rd level, you possess a number of special charms that can mask your true nature. Only you can use the charms, and if you lose your charms you can perform a ritual to produce new ones at the end of a short or long rest. When you are subject to a spell or magic effect that has effects dependent on your creature type or alignment, you can use a reaction to present one of your charms, appearing as a different creature type or of a different alignment of your choice until the start of your next turn. For example, you might mask yourself as an undead to avoid the effects of the charm person spell.
You can use this reaction a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.
This is basically Nystul's Magic Aura but for yourself and as a reaction, should it differ more? arguably the spell is only about detection, this has more practical effects
Maybe change the saving throw type? (this could be a different feature). i.e. you choose one of 3 (or 6) charms, they give advantage on saving throws of that ability. Maybe let you make several and allow you to share them (either buff several of your own abilities or the same ability for multiple others)
Starting at 3rd level, when you finish a short or long rest, you can produce a number of special charms equal to your proficiency bonus. These charms last until you use this feature again. When you create each charm, choose one of the following effects, you may choose the same effect or a different one for each charm:
Choose an ability, the wearer has advantage on saving throws for that ability. Limit to Con, Wis, Cha?
Choose a creature type, the wearer appears as that type for the purposes of spells and other effects targeting them.
Choose an alignment, the wearer appears as that alignment for the purposes of spells and other effects targeting them.
Starting at 3rd level, you can use your knowledge of curses and similar effects to protect against them. When you, or a creature within 5ft of you makes a Consitution, Wisdom or Charisma saving throw, you can use a reaction to add a bonus to the roll equal to your Intelligence modifier.
At 3rd level, you know the resistance cantrip. It counts as a lorehunter spell for you, and Intelligence is your spellcasting ability for it.
When you, or a creature within 5ft of you makes a Consitution, Wisdom or Charisma saving throw, you can cast this cantrip on them as a reaction. You can use this reaction a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
"When you cast this cantrip, it does not require concentration and lasts for its full duration, or until you cast it again."
Maybe just make this a sepearate feature that doesn't require conc
Alt benefits:
Maybe just grant a feature rather than cantrip. it could be based on conditions but be allowed as reaction
Detect source of magic effect and remove certain ones
Starting at 7th level,
Starting at 11th level, you and any creatures you choose within 10 feet of you have a bonus to Constitution, Wisdom and Charisma saving throws equal to your Intelligence modifier.