Curse Bearer (5e Class)

Curse Bearer

As a curse bearer, you have been the target of powerful dark magic. You may have been the subject of a failed transformation by a demon, or you may be one in a long line of tainted ones. This curse has caused you to suffer greatly, but it has given you unique powers, and a thirst for revenge against the one who bestowed your curse.

Class Features

As a Curse Bearer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Curse Bearer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Curse Bearer level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple Weapons, martial weapons
Tools: None
Saving Throws: Charisma and Constitution
Skills: Choose two from Arcana, Athletics, History, Intimidation, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Choose one martial melee weapon.
  • studded leather armor
  • (a) light crossbow or (b) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 4d4*10gp in funds.

Table: The Curse Bearer

LevelProficiency
Bonus
FeaturesStamina PointsCurses Known
1st+2Curse11
2nd+221
3rd+2Curse Bearer Archetype32
4th+2Ability Score Improvement42
5th+352
6th+3Archetype Feature62
7th+373
8th+3Ability Score Improvement83
9th+494
10th+4Archetype Feature104
11th+4114
12th+4Ability Score Improvement124
13th+5134
14th+5Fiendish Form145
15th+5155
16th+5Ability Score Improvement166
17th+6176
18th+6186
19th+6Ability Score Improvement196
20th+6Curse Removal206

Curse

At 1st level, your curse is determined. You are cursed with one of the following effects (d6):

1-Curse of the Evil Aura: All fey and celestials are hostile to you.

2-Curse of Disability: A random ability score decreases by 1d4.

3-Curse of the Master's Puppet: On your 1st turn in combat, you must use your action to make a melee attack against a random creature.

4-Curse of the Worthless Hands: All gold or precious gems that you touch with your skin turn into lead.

5-Curse of Bloated Agony: Whenever you cast a curse, you take necrotic damage equal to your level.

6-Curse of Disfigurement: You are horribly mutated, causing you to have disadvantage on all Persuasion checks.

Stamina Points

Your ability to cast curses is measured by your stamina points. Your stamina point maximum equals your level. Your curse save DC equals 8 + your proficiency bonus + your Charisma modifier. To cast a curse, you can spend one stamina point. If you cast a curse without spending a stamina point, the curse takes effect but you take necrotic damage equal to twice your level. You regain all expended stamina points after a long rest.

Curses Known

At 1st level, you know 1 curse from the curse list. You gain an additional curse at 3rd, 7th, 9th, 14th, and 16th level.

Curse Bearer Archetype

At 3rd level, you choose your Curse Bearer Archetype. It grants you features at 3rd, 6th, and 10th level.

Order of the Demon Slayer

Members of this archetype have sworn to annihilate those that bestowed their curse.

When you choose this archetype at 3rd level, you learn the Curse of the Mark, which doesn't count against the number of curses you know.

At 6th level, whenever you cast a curse on the target of your Mark, the target has disadvantage on the curse's saving throw.

At 10th level, you gain temporary hit points equal to your Charisma modifier when you reduce a Fiend to 0 hit points.

Order of the Eldritch Wand

Members of this archetype use arcane magic to supplement their curses.

When you choose this archetype at 3rd level, you gain 2 1st level spell slots and you learn 2 cantrips and 3 1st level spells from the Wizard Spell list. CHA is your spellcasting ability.

At 6th level, you learn 2 2nd-level spells and gain one 1st level and one 2nd level spell slot.

At 10th level, you learn 1 3rd-level spell and gain one 1st level, one 2nd level spell slot, and 1 3rd level spell slot.

Order of the Empowered Curse

Members of this archetype have embraced and enhanced their cursed nature.

When you choose this archetype at 3rd level, you gain 1d4 extra stamina points.

At 6th level, you learn the Bestow Curse spell, and you can cast it once per long rest.

At 10th level, you gain the ability to transform into those who bestowed their curse, albeit painfully and dangerously. You can expend 10 stamina points to attempt this transformation. To do this, you must first make a DC 15 Arcana check, taking 1d12 necrotic damage and the transformation failing on a failure. Then, you must make a DC 15 Constitution saving throw. On a failure, you take 2d12 necrotic damage, or half as much on a success. Last, you must expend a number of stamina points equal to the damage you took. If you do not have enough stamina points, you take 1d12 necrotic damage and the transformation fails. If you have enough points, you transform into your choice of a Pit Fiend or a Balor for 1d4 minutes.

Fiendish Form

When you reach 14th level, you gain the ability to morph into the forms of those who cursed you. As an action, you can expend stamina points as listed on the table below to transform into their associated forms:

1pt: Imp, Quasit, or Dretch

2pts: Spinagon

3pts: Hamatula

4pts: White Abishai

5pts: Vrock or Aramite

Once you use this feature, you can't use it again until you finish a long rest.

Curse Removal

At 20th level, you can expend 5 stamina points to temporarily alleviate the worst effects of your curse. You can remove your curse's detrimental effect for 1d12 hours.

Curse List

Curse of Agony: You cause a creature to take 1d8 necrotic damage. You can expend additional points to add an extra d8 per point.

Curse of Binding: You attempt to bind a creature. They must succeed on a Strength saving throw or be paralyzed for one minute. You can expend additional points to add an extra minute per point.

Curse of the Horrid Stench: You cause a creature to be surrounded by noxious gas. They must succeed on a Constitution saving throw or take 2d12 poison damage. You can expend additional points to add an extra d12 per point.

Curse of the Impulsive Mind: Prerequisite: 3rd level. You cause an impulse in a creature. The creature must succeed on a Wisdom saving throw or use its action to attack a creature of your choice.

Curse of the Mark: Prerequisite: Order of the Demon Slayer. You impose a mystical mark on a creature. Whenever you make a weapon attack on the marked creature, you do an extra 1d6 radiant damage, and your weapon attacks on the marked creature count as magical, for the purpose of overcoming resistance and immunity. This mark remains for 1 hour per stamina point spent.

Curse of Transformation: Prerequisite: 9th level. You cause a creature to transform into a creature of its CR or less, or its level if it does not have a CR. It must succeed on a Charisma saving throw or transform into a creature of your choice for 1 hour, or until it drops to 0 hit points in its new form. If the creature wants to be transformed, it can fail the save voluntarily.

Multiclassing

You cannot multiclass into this class.


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