Formally referred to as Dark charms, jinxes, hexes and curses are often associated with the Dark Arts because they inflict malicious effects on the target. While jinxes are mostly irritating and hexes are a little worse or more painful, curses are the worst kind of Dark magic. All three Unforgivables are classified as curses, and the average civilian wizard could go their whole life without casting a serious curse.
Aurors
Curses are mainstays in the arsenals of Aurors, highly-trained specialist officers tasked with upholding the law and protecting their magical communities from large-scale threats. To be successful, an Auror must be capable across a variety of skills, like curses, counter-spells, transfiguration, poisons, antidotes, concealment, disguise, and tracking.
Curse-Breakers
On the other end of the spectrum, a curse-breaker removes, counters or breaks curses placed on objects or places for a living. Whilst curse-breakers could work for the Ministry of Magic, the term is also used to denote a number of adventurous bankers employed by Gringotts Wizarding Bank, tasked with disabling and countering curses in ancient tombs or historical sites to bring back gold and treasure.
School of Magic Spells
| Spell Level | Spell |
|---|---|
| 3rd | Langlock (sustained & reaction) |
| 4th | Sectumsempra (dark) |
| 5th | Nullum Effugium, Omnifracto |
Subclass Features
Practical Studies
At 1st level, you gain one of the following features.
- Auror Training. You've already started practicing the required skills to become an Auror. You learn one common potion recipe and gain proficiency in two of the following: Investigation, Potion-Making, Stealth, Survival.
- Curse-Breaking. Your curiosity in taking apart spells and enchantments has found an outlet. Gain a set of Curse-breakers' Tools and gain proficiency in Curse-breakers' Tools.
Combat-Ready
At 6th level, you gain one of the following features.
- Forceful Magic. You cast every spell as if it were life-or-death. When you cast a spell that deals damage, add 1d6 to one damage roll.
- Magical Adrenaline. Your magic invigorates you in times of dire need. As a bonus action, you can spend one hit die to recover hit points as you normally would after a short rest, equal to hit die + Constitution modifier. You have a number of uses equal to your proficiency bonus, and all uses are restored after a long rest.
Specialized Skills
At 10th level, you gain one of the following features.
- Dark Traces. You've learned the patterns and styles of Dark magic. You have advantage on any Investigation, Insight, or Perception roll that is involved with detecting Dark magic or a Dark wizard.
- Ward-Breaker. Curse-Breaking required. It is impossible for anyone to magically detect the act of you successfully breaking a curse, removing an enchantment, or taking down a ward. If someone sees you curse-breaking or is actively looking for the removed magic, they will notice the magic's absence. If a spell is designed to notify the caster in some way, it no longer works and the caster will not be notified.
Cursemaster
At 14th level, you gain one of the following features.
- Dark Duelist. Your experience fighting Dark wizards has taught you how to use their own techniques against them. You have advantage on any saving throws made against Dark spells, and any Dark spells you cast are automatically cast one level higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
- Defensive Arts. You've learned how to block the most dangerous of spells. Defensive spells are automatically cast two levels higher than the consumed spell slot, not exceeding the highest available level of spell slots you have.
Legendary
At 18th level, you gain one of the following features.
- Auror Alert. As a prominent combatant of Dark magic, you have connections in the Department of Magical Law Enforcement. You can call in a two-man auror team to apparate in on your location. You can’t use this feature again until you finish a long rest.
- Unravelling Magic. Automatically succeed whenever casting Finite Incantatem.
- Fractured Soul. Your pursuit of Dark magic has uncovered the writings of Herpo the Foul. You can create a Horcrux by performing the Horcrux Ritual, committing murder, and selecting a target to become the Horcrux. Only one Horcux may exist at one time.