Cursed (5e Class)

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13:43, 8 September 2020 (MDT)|"Almost everything about this class is atrocious" hey thats mean! "It is written without any regard for grammar and punctuation" english is hard! ; "the formatting is incorrect" ??? , "the terminology is wrong" than fix it , "and the features are illogical and make no sense within the bounds of D&D rules" they are actually. whoever writ this needs to check again, and no im not trying to be rude

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[edit]

<!-Introduction Leader->[edit]

read discussion please. if somthings wrong just change it please.

it is no longer bad enough to warrant deletion[edit]

it just needs some love now and to be ruthlessly torn apart. if i could be here again soon i would but it might be a month or longer, life is wierd now

[edit]

Creating a Cursed character[edit]

additional resources[edit]

treat these as sub-races that replace current sub-races if existent (you keep your physical appearance though)

vampire

vampires gain +1 to their strength and dexterity scores and -1 to their charisma score.

vampires gain a natural weapon (fangs) with the weapon fineness property, that deals 1d6 piercing damage and grants additional hit points equal to the vampires strength or dexterity modifier (whichever is higher). hit points gained this way are lost after one hour, if this drops you to zero hit points instead you drop to 1 hit point. this ability does not allow you to exceed your hit point maximum.

vampires are undead and don't require air or food and drink but require blood for sustenance. vampires are also immune to turning effects


a vampire may also choose order of the wolf or order of the bat.


order of the bat once per long rest these vampires may transform into a bat for up to one hour a day as a free action (see bat in the monster manual). a vampire in bat form takes on the stats of a bat except for: intelligence score, wisdom score, charisma score, and hit point values, in which the vampire uses his own.


the vampire may assume the form of any bat that may reasonably fit the stat block in the monster manual but must choose one when he assumes his curse.


order of the wolf once per long rest these vampires may transform into a wolf for up to one hour a day as a free action (see wolf in the monster manual). a vampire in wolf form takes on the stats of a wolf except for: intelligence score, wisdom score, charisma score, and hit point values, in which the vampire uses his own.


the vampire may assume the form of any dog that may reasonably fit the wolf stat block in the monster manual but must choose one when he assumes his curse.


lycanthrope

lycanthropes gain +1 to their strength and dexterity scores but -1 to their charisma score.

lycanthropes gain the ability to transform as a free action into the appropriate animal for up to one hour a day, it doesnt need to be all at once. when in animal form they gain +2 to their constitution score for the duration. lycanthropes also gain two natural weapons: bite that deals 1d8 piercing damage with the finesse property, and claw that deals 1d6 slashing with the finesse property, these natural weapons are only usable in the lycanthropes alternate form.

though your alternate form is somewhat humanoid you cant wear armor or use weapons while in your alternate form unless they are specifically fashioned for your alternate form. additionally you do not change size when in your alternate form.

Vampire[edit]

Quick Build

You can make a vampire quickly by following these suggestions. First, strength should be your highest ability score, followed by dexterity. Second, choose any background. Third, choose a rapier, a dungeoneer's pack, and a shortbow for your equipment.

Class Features

As a vampire you gain the following class features.

Hit Points

Hit Dice: 1d8 per vampire level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per vampire level after 1st

Proficiencies

Armor: light
Weapons: simple weapons, sabers, and rapiers
Tools: vampires are not proficient with any tools
Saving Throws: dexterity and strength
Skills: choose two charisma or dexterity skills

Equipment

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

  • (a) two daggers or (b) one rapier or saber
  • leather armor
  • (a) dungeoneer's pack or (b) explorers pack
  • (a) one short bow and twenty arrows or (b) ten darts
  • If you are using starting wealth, you have as fighter in funds.

Table: The vampire

Level Proficiency
Bonus
KickStart MagicFangs Features
1st +2 1/day +0 kickstart , strength caster , vampirism
2nd +2 1/day +0
3rd +2 1/day +1 magic fangs
4th +2 2/day +1 Ability Score Improvement
5th +3 2/day +1
6th +3 2/day +1 fighting style
7th +3 2/day +2
8th +3 3/day +2 Ability Score Improvement
9th +4 3/day +2 extra attack
10th +4 3/day +2
11th +4 3/day +3
12th +4 4/day +3 Ability Score Improvement, permanent metabolism
13th +5 4/day +3
14th +5 4/day +3
15th +5 4/day +4 magic armor
16th +5 5/day +4 Ability Score Improvement
17th +6 5/day +4
18th +6 5/day +4
19th +6 5/day +4 Ability Score Improvement
20th +6 6/day +5

kickstart[edit]

your natural metabolism has since ceased and been replaced by a magical one, but that doesn't mean you've lost your organs. starting at level one you may kickstart your disused natural metabolism accelerating your body's ability to heal itself. when using this ability you gain 1d4 plus proficiency hit points. you must be able to breath air when using this ability, you also must consume food and drink within the next hour after using this ability or take one level of exhaustion. use this ability as a bonus action.

vampirism[edit]

you take on the vampire sub race as listed near the top of the page.

strength caster[edit]

because of your magic body as a vampire your strength in body is the same as strength in magic. if you have or at any point gain the ability to cast spells you may use strength as your casting ability for any spell used.

magic fangs[edit]

by honing your fangs against numerous foes your fangs have become harder and with more intense magic. starting at level three your fangs become magic weapons with enhancements following the "magic fangs" table. the extra damage dealt by your fangs due to magic enhancements adds to the amount healed by your bite attack.

fighting style[edit]

at level 6 you have decided on your most effective means of combat. choose a fighting style available to the fighter or one of the following.

blade and fang when not using a shield and only having one weapon in hand you may bite as a bonus action.

rip and tear when not using a weapon or shield add your proficiency bonus to your bite attack's damage.

permanent metabolism[edit]

at 12th level you've willed yourself to life enough times that your curse can no longer stop it from living. you lose the undead type and as long as you breath, eat and drink in a day your adrenal glands push you farther in battle, as long as you are in combat you heal 1 hit point at the start of your turn.

extra attack[edit]

at 9th level whenever you take the attack action you may make two attacks.

magic armor[edit]

your body adapts to hit after hit and hardens an incredible amount. at 15th level you gain a +1 enhancement bonus to your armor class when wearing light or no armor, this increases to +2 at 17th level, and +3 at 19th level.

subclasses[edit]

path of decay[edit]

at 1st you may start to shed your natural form instead of bringing it back. if you choose path of decay replace kickstart with death rot. and at 12th level replace permanent metabolism with lichdom

death rot death rot follows the times per day as kickstart but is a ranged touch attack with finesse that deals 1d4 acid damage times number of times a day you can use this feature

lichdom at 12th level your natural form has withered to bones and scraps of skin. you become resistant to damage from non-magical, non-adamantine sources.

path of transformation[edit]

at first level you may choose path of transformation, if you do you lose the kickstart class feature but gain the ability to use your bite attack while in your alternate form.

additional transformation every third level you gain an additional hour per day of transformation

physical mastery every fourth level you gain an additional 5 feet of movement while in your alternate form

Ability Score Improvement[edit]

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.

lycanthrope[edit]

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->

Class Features

As a lycanthrope you gain the following class features.

Hit Points

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

Proficiencies

Armor: light and medium armor
Weapons: simple and martial weapons
Tools: any one artisan tool
Saving Throws: constitution and strength
Skills: any two strength, intelligence or wisdom

Equipment

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

  • (a) hide armor and cloak or (b) leather armor and cloak
  • (a) greataxe or (b) greatsword
  • any simple weapon
  • (a) dungeoneer's pack or (b) explorers pack

Table: The lycanthrope

Level Proficiency
Bonus
magic claws Features extra transformation
1st +2 0 light armor defense , lycanthropy 0
2nd +2 0 0
3rd +2 1 magic claws 0
4th +2 1 Ability Score Improvement, extra transformation 1
5th +3 1 1
6th +3 1 stat boost (str) 1
7th +3 2 1
8th +3 2 Ability Score Improvement 2
9th +4 2 hybrid form 2
10th +4 2 stat boost (dex) 2
11th +4 3 2
12th +4 3 Ability Score Improvement 3
13th +5 3 large/small form 3
14th +5 3 stat boost (con) 3
15th +5 4 3
16th +5 4 Ability Score Improvement 4
17th +6 4 4
18th +6 4 4
19th +6 4 Ability Score Improvement 4
20th +6 5 5

light armor defense[edit]

when wearing light or no armor a lycanthrope gains +2 to their ac.

lycanthropy[edit]

your subrace is replaced by lycanthrope as seen near the top of the page.

magic claws[edit]

at third level your natural weapons gain magic enhancements through physical mastery of your magic form. (see table above)

stat boost[edit]

starting at level 6 you learn how to alter your form in minute but powerful ways. while in your lycanthrope form you gain +2 to your strength score. at level 10 you gain +2 to dexterity, and at 14th level you gain +2 to constitution

extra transformation[edit]

at 4th level you increase you limit for transformation increasing the number of hours you can maintain transformation as listed on the table above.

hybrid form[edit]

at 9th level you can step somewhere in between your forms, maintaining a form compatible with armor fashioned for regular members of your race. you also have the ability to use weapons and gain benefits from the stat boost class feature while in hybrid form. maintaining hybrid form counts against the hours a day you can transform.

large/small form[edit]

at 13th level while transforming you may change size to one size larger or one size smaller than your standard form. while larger your natural weapons have a reach of 10 feet. while smaller your natural armor improves by 3.

magic armor[edit]

at 15th level the magic of your form gives you the ability to sustain greater hits you gain a +1 enhancement bonus to your armor class when wearing light or no armor, this increases to +2 at 17th level, and +3 at 19th level.

Ability Score Improvement[edit]

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.

Yeenoghu's hunger[edit]

Quick Build

You can make a Yeenoghu's hunger quickly by following these suggestions. First, strength should be your highest ability score, followed by constitution. Second, choose the soldier background. Third, choose a chain shirt, greatclub, sickle, and an explorer's pack for equipment

Class Features

As a Yeenoghu's hunger you gain the following class features.

Hit Points

Hit Dice: 1d10 per Yeenoghu's hunger level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Yeenoghu's hunger level after 1st

Proficiencies

Armor: light and medium armor
Weapons: simple and martial weapons
Tools: not proficiant with tools
Saving Throws: constitution and strength
Skills: any two strength, or dexterity

Equipment

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

  • (a) chain shirt and cloak or (b) leather armor and cloak
  • (a) greatclub or (b) greataxe
  • any simple weapon
  • (a) dungeoneer's pack or (b) explorers pack

Table: The Yeenoghu's hunger

Level Proficiency
Bonus
finish off Features
1st +2 2 natural weapons , finish off
2nd +2 4
3rd +2 5
4th +2 5 Ability Score Improvement
5th +3 5 rampage
6th +3 6
7th +3 7 powerful grip , terrible resilience +1
8th +3 8 Ability Score Improvement, feel the hunger
9th +4 9
10th +4 10 terrible resilience +2
11th +4 11 jaw full of blood
12th +4 12 Ability Score Improvement
13th +5 13 terrible resilience +3
14th +5 14 share the curse
15th +5 15
16th +5 16 Ability Score Improvement, terrible resilience +4
17th +6 17 more blood
18th +6 18
19th +6 19 Ability Score Improvement, terrible resilience +5
20th +6 20 war cry

finish off[edit]

starting at first level when you reduce an opponent to hit points equal or lower than the value listed on the table above you are met with a surge of powerful rage and hunger and you may as a bonus action crush your jaws onto them instantly killing them.

natural weapons[edit]

at first level your jaw gains incredible strength and so do your fingers which sprout large claws. you gain natural attacks: bite that deals 1d8 piercing damage, and claws that deal 1d6 slashing damage.

rampage[edit]

at 5th level if you drop an opponent to 0 hit points you gain back half your movement and may attack with a natural weapon once as a free action, this feature can only be used once per round.

powerful grip[edit]

at level 7 your claws become talons of bone and iron. when grappling with an opponent treat your strength score as if its higher by half your level and you may grapple as a bonus action.

terrible resilience[edit]

at 7th level whenever you take damage instead take one less, this feature improves every third level. like damage resistance in 3.5, i dont know how best to design this class feature becouse damage resistance in 5e is very powerful and this one just shouldnt be. maybe it should be choose one type of damage and become resistant every time this feature shows up so you end up with resistance to 5 types of damage by level 20?

jaw full of blood[edit]

at 11th level when you drop an opponent to 0 hit points you gain all your movement back instead of half of it, in addition if you drop an opponent to 0 hit points using your rampage ability you may use the rampage ability again on your same turn.

feel the hunger[edit]

at level 8 your natural weapons gain a magic enhancement bonus equal to the number of ranks of exhaustion you suffer from starvation, in addition exhaustion never gives you disadvantage on attack rolls, and can never drop your speed to zero.

share the curse[edit]

at level 14 you may use your action and bonus action at the same time to give up to three allies half their movement and an attack action on your turn you may only use this once per long rest and twice at level 20.

more blood[edit]

at 17th level your natural weapons improve to 3d4 damage for your bite and 2d4 for your claws.

war cry[edit]

at 20th level you may use share the curse using only one action and for the first time after a long rest up to three allies have advantage on their next attack roll

Ability Score Improvement[edit]

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.


<!-roleplay->[edit]

<!-to roleplay the curse of yeengu you are probably a gnoll but you dont have to be evil, you may be a respected mercenary with levels of fighter, a zealous convert with levels in cleric or paladin, or an enlightened gnoll who can suppress the curse at his wish with levels in monk ->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Cursed class, you must meet these prerequisites: you must have been afflicted with your respective curse Proficiencies. When you multiclass into the Cursed class, you gain the following proficiencies: you gain proficiencies listed under your respective curse except skill proficiancies

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