Cursed, Variant (5e Class)
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|Work In Progress|
Work in progress, gonna work on this for a couple days.
Creating a Cursed
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
As a Cursed you gain the following class features.
- Hit Points
Armor: Light, shields
Tools: One artisan's tool of your choice
Saving Throws: Constitution, Wisdom
Skills: Choose 2 from Acrobatics, Arcana, Athletics, Insight, Intimidation, Investigation, Perception, Religion, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||4||4||3||—||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||6||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||6||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||6||4||3||3||3||3||2||1||1||1|
As a conduit for cursed power, you can cast Cursed spells. See below for a selection of cursed spells.
At 1st level, you know three cantrips of your choice from the cursed spell list. You learn additional cursed cantrips of your choice at higher levels, as shown in the Cantrips Known column of the cursed table. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cursed spell list.
- Preparing and Casting Spells
At 1st level, you gain the ability to cast spells. You prepare the list of cursed spells that are available for you to cast, choosing from the cursed spell lists. When you do so, choose a number of cursed spells equal to your Constitution modifier + your cursed level + 1 (minimum of one spell). The spells must be of a level for which you have spell slots.
The cursed table shows how many spell slots you have to cast your cursed spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cursed spells that are available for you to cast, choosing from the cursed spell list. When you do so, choose a number of cursed spells equal to your Constitution modifier + your cursed level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cursed , you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hellish rebuke, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cursed spells requires time spent in concentration and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Constitution is your spellcasting ability for your cursed spells, since the power of your magic comes from blood. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a cursed spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
- Ritual Casting
You can cast a cursed spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your cursed spells.
Beginning at 1st level, your cursed magic draws on your own life force in order to cast spells. Whenever you cast a spell using a spell slot, you lose hit points equal to the spell level, however, if the spell deals damage, the spell deals extra damage equal to your Constitution modifier.
Additionally, you can use your Hit Dice to perform additional abilities or enhance existing ones.
- Accursed Might
When you make a Strength or Dexterity skill check or saving throw, you can spend a hit die to use your Constitution modifier instead, you lose hit points equal to the hit die.
- Bloodthirsty Maw
You can spend a hit die to make a Feasting Maw attack as a bonus action.
- Blood Rush
You can spend a hit die to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Charged Casting
When you cast a spell that has a casting time of 1 action, you can spend 2 hit dice to change the casting time to 1 bonus action for this casting.
- Forced Suffering
When you cast a spell or curse that forces a creature to make a saving throw to resist its effects, you can spend 2 hit dice to give one target of the spell disadvantage on its first saving throw made against the spell.
As an action you can spend a hit die to cast Bane on one creature per hit die.
At 1st level, your curse manifests as a hungering maw on your body, this mouth can be used in ordinary ways such as for eating or delivering vocal spell components, and can also be used as an arcane focus. Your maw is a natural weapon and uses your Constitution modifier for the attack and damage rolls, it deals 1d6 piercing damage and has the light property. Whenever you hit a creature with your Feasting Maw you can expend one of your hit dice and regain hit points equal to the amount rolled, the creature then takes the damage rolled.
At 2nd level, you learn a ritual that extends your curse to one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you are proficient with the weapon and you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Also at 2nd level, you use your Constitution in place of Dexterity when calculating your AC.
At 3rd level, you are able to cast the Hex spell, requiring concentration, without expending a spell slot. You can do so a number of times equal to your Proficiency bonus, and regain all uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you are able to regain expended hit dice, to a maximum equal to your Constitution modifier. When you regain the hit dice, roll the same number of d8s and reduce your hit points by that amount. Once you use this feature, you can't use it again until you finish a long rest. Additionally, when you regain your hit dice from a long rest you instead regain all expended hit dice.
At 6th level, you are able to heal a creature you can touch as an action, you sacrifice your hit dice (maximum equal to your Proficiency bonus) and heal the creature, you take damage equal to half the total amount.
At 8th level, you gain the ability to infuse your weapon strikes with cursed energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
In addition, you add your Constitution modifier to any damage roll you make for a cantrip.
Once you reach 9th level, you are able to spread your curse to another. As a bonus action you can attempt to spread your curse to a creature you can see within 120 feet, they must succeed on a Charisma saving throw or suffer the detrimental effects of Blood Magic. If you have another curse cast on yourself, such as Bestow Curse, you can instead transfer that curse.
At 10th level, you have learned to regain some of your magical energy by feeding your curse. When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your cursed level (rounded up), and none of the slots can be 6th level or higher. You then sacrifice a number of hit dice equal to the combined spell slot levels.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
At 11th level, when you reduce a creature you've cursed to 0 hit points, it erupts in a surge of chaos energy, casting magic missile at the highest level you can cast from the body.
Once you reach 13th level, you can cast the Bestow Curse and Remove Curse spells at the highest level you can cast once per long rest. When casting Bestow Curse using a spell slot, you can choose to increase the casting time to 1 hour, doing so allows you to target a creature within 1000 feet from you.
At 14th level, when you die you can choose to resurrect yourself when your next turn would normally be, returning with a number of hit points equal to your Constitution score. Once you use this feature, you must wait a week before you can use it again. Additionally, you no longer age and cannot die of old age.
Power from Chaos
At xth level, you learn to harness power from your misfortune. (fail spell counts as bonus action)
At xth level, your bonded weapon gains a fly speed of 60 feet, and can be used to make one attack to a target within
- FINISH THIS, TIRED
At xth level, weapon deal max damage when hit at disadvantage prof times
gain temp hp each turn, once a day turn temp hp to hp
At 15th level, resistance thing here
Cursed Spell List
You can learn from the following spells at the appropriate level.
- 1st Level
Prerequisites. To qualify for multiclassing into the Cursed class, you must meet these prerequisites: Constitution 13
Proficiencies. When you multiclass into the Cursed class, you gain the following proficiencies: Light armour, shields, simple weapons.