Godcursed (5e Class)

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Godcursed[edit]

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Broken, fallen, praying to her god, a tiefling prays to her patron, in a hope to make one final appeasement. Having failed to uphold the pact, her god steals her eyes, leaving her blind, lost and forgotten. Picking up her pieces, she goes to live her new life.

A cracked symbol to a god lies on the dwarf's barren chest, knowing full well he's about to break his bond with the god he devoted his life to this point with one singular act of adultery. As he begins the sinful act, his eyes and symbol break, terrifying him and the whore.

The orc paladin stands with his dark god's army prepared to fight the light of good. Realizing his fault as he sees not only his loved ones fall around him, but realizing the sacrifices that his god's general was willing to make without considering the consequences, he breaks ranks and joins the opposing side. With everything else stolen from him, the dark god steals his eyes as punishment for this betrayal.

Regardless the origin or alignment, the godcursed all share a few traits that make them all similar, yet unique in their own way. All godcursed once worshiped a god, and failed to serve them in some way or another. All godcursed are now blinded and picking up the pieces of their old life. This is where your character's story begins. This is where their curse becomes their blessing.

Stealing the Eyes of the Fallen[edit]

A godcursed's curse partially allows them to regain their eyes via the brutal act of stealing another's eyes. While grotesque and crazy, all godcursed follow the simple creed of killing or gathering to better who they are. Whether they are the good of heart stealing the eyes off of a recently killed bandit, or a heartless cannibal regaining their eyes off of a recent prey. Some still try to worship their old god, while others focus on a new ideal after their bond broke.

A Character Beyond Limits[edit]

The eyes are a window to the soul, and as such the soul carries over to the godcursed when they gain a new eye. This souls can torment the wielder, but also provide new types of abilities and other bonuses. Their curse limits certain aspects of them beyond this, however and genuinely limits how the public may receive them. As a godcursed, you are generally limited by your bloody eye sockets and bloodshot eyes forged into your cursed body. As a godcursed, your previous lifestyle defines how you may fight, however the curse may have changed that slightly. A Paladin or Cleric's healing magic may now be dark and twisted by their curse, or the eldritch spells of the Warlock more fighting to their personality instead of their old patron. Whatever their old life, they are now their own Unique character, with their own style of living.

Creating a Godcursed[edit]

As you build your godcursed, keep in mind that this class takes a lot of pieces to determine who or what you once were and how that effects you. This class has two subclasses, as opposed to the usual one. One of these is based of your background, while the other is based off your past worship. Think about what made you lose your old bond? What brought you to fall? What lows and highs has the curse brought you to?

In the past, you may have worshiped Bahumut, and that draconic holiness may have been to much for you to uphold. Perhaps you were a soldier for your city, and that old cast brought you to, by some right, worship then betray a god. Whatever the means of you gaining this curse, how did you become an adventurer? How did you achieve your armaments? How did you achieve your first eye?

Finally, you should talk to your DM about playing this class, firstly as it is a homebrew creation and secondly as it requires a bit of extra work for your DM to design the eyes of which you shall be using to gain your bonuses. This also requires your DM to do their own self balancing, as the Eye abilities must be similar to that of magic items, however must also be not to crazy and over the top.

Quick Build

You can make a godcursed quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose the Divine Eye subclass.

Class Features

As a Godcursed you gain the following class features.

Hit Points

Hit Dice: 1d8 per Godcursed level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Godcursed level after 1st

Proficiencies

Armor: Dependent
Weapons: Dependent
Tools: None
Saving Throws: Constitution, one more decided by Subclass
Skills: Choose 3 from Arcana, Athletics, Deception, Insight, Intimidation, Stealth, or Survival

Equipment

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

  • (a) chain mail or (b) leather armor or (c) a simple weapon.
  • (a) a mace and shield or (b) a longsword and shield or (c) a martial weapon and a shortbow with 20 arrows.
  • (a) explorer's pack or (b) dungeoneer's pack.
  • one eye with no bonuses.
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Godcursed

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Eyes of the Past Feature, Past Life Feature, Eye Slots
2nd +2 Improved Sight
3rd +2 Past Life Feature
4th +2 Ability Score Improvement
5th +3 Eyes of the Past Feature
6th +3 Cursebreaking
7th +3 Past Life Feature
8th +3 Ability Score Improvement
9th +4 Improved Sight Bonus
10th +4 Past Life Feature
11th +4 Cursebreaking Bonus
12th +4 Ability Score Improvement
13th +5 Eyes of the Past Feature
14th +5 Improved Sight Bonus
15th +5 Shifting Eyes
16th +5 Ability Score Improvement
17th +6 Eyes of the Past Feature
18th +6 Improved Sight Bonus
19th +6 Ability Score Improvement
20th +6 Perfect Sight

Path of Sin[edit]

Starting at 1st level, you committed a sin in the eyes of a given god, which have bestowed a type of curse upon you. Choose one of the Path of Sins available at the end of the class description. Your chosen sin grants you features at 1st-level, and again at

Curses

Each path of sin give you a godly curse, a feature that will give you impediments. As you gain levels in this class, the curse increases in power, demonstrating the growing antagonism of your god towards your success.

Divine Scourge[edit]

Starting at 2nd level, you can harbor the vile curse bestowed by the gods upon you, using it against their own creators.

Scourge Talents

You start by knowing two scourge talents, from the talent list below. You gain more talents as you gain levels in this class, as shown on the Talent column on the Godcursed class.

Scourge Points

Some scourge talents are fueled by scourge points. You have an amount of scourge points indicated on the Scourge Points column on the Godcursed class table.

Curse Defiance[edit]

At 3rd level, you can choose to challenge your curses and taints in one of two ways: fighting them off, or leaning on their darkness and deriving power from them. You can choose one of the following approaches: Curse Harvester or Curse Breaker. Depending on your choice, your path of sin will give you different benefits.

Impervious to the Divine[edit]

When you reach the 18th level, most effects and magical abilities from god servants have no effect upon you. You have advantage on saving throws against divine spells, which are spells cast by clerics, paladins and creatures whose powers come from any god or god-like entity, resistance to the damage of these spells, and spell attacks from these sources have Disadvantage against you.

These benefits also affect saving throws made against any spells or effects who came from aberrations, celestials, fey and fiends.

Scourge Talents[edit]

Godless Rage
Unholy Pact

You have chosen to forge a pact with a powerful entity.

Paths of Sin[edit]

Apostasy[edit]

You have turned your back to your former religion, and have been cursed for abandoning your god.

Curse of Severance

Starting at 1st level when you choose this sin, you have your connection to the divine being severed for your crime. Below are the manifestations of this curse:

(1st-level).
(5th-level).
(11th-level).
(15th-level).

Blasphemy[edit]

You have spoken prohibited words, that were considered unlawful by the decrees of your faith.

Curse of Silence

Starting at 1st level when you choose this sin, your voice is hindered for daring to speak against the gods. Below are the manifestations of this curse:

Stuttering Voice (1st-level). Your voice is weak and you stutter. You have Disadvantage on any Charisma checks that require you to speak, and any spell you cast that have a verbal component gives advantage to your opponents save, or disadvantage on your spell attack.
(5th-level).
(11th-level).
(15th-level).

Curiositas[edit]

Your sin is greedily pursuing knowledge, beyond the limits established for a given deity.

Cursed of Sightlessness

Starting at 1st level when you choose this sin, your sight have been stolen by a god. Either you have been cursed by blindness, have your eyes burned from the sockets or the eyeballs stolen, now you must endure your new life in darkness. You gain the following traits:

Shrouded Vision (1st-level). Your eyes lose their potency and your sight, its clarity. Your Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight have Disadvantage. You also have disadvantage on any ranged attacks made against creatures further than 20 feet of you.
(5th-level).
(11th-level).
(15th-level).

Paganism[edit]

You have worshiped or made a deal with an entity that opposed your former god.

Curse of the Marked

At 1st level when you choose this sin, you have been branded as an sworn enemy of a god, which can put you at constant risk. Although the mark can be concealed by clothing, it will sometimes glow, revealing itself through any type of cover (DM chooses when the mark glows).

Any creature that glances at your mark becomes uneasy, being overtaken by fear of your god. Thus, you have Disadvantage on Charisma (Persuasion) checks against creatures that can see your mark, or Advantage on Charisma (Intimidation) checks against these creatures.

Enemy Expose (1st-level). The mark will reveal yourself to your enemies. You have Disadvantage on Dexterity (Stealth) checks, and you can't be affected by the invisible condition.
Emissaries of Vengeance (5th-level). Enemies will have an unexplainable attack you on your weakest moments. Whenever you are taking a short or long rest, in the middle of the rest, roll a d6. On a 6, 1 CR 2 creature, 2 CR 1 creatures or 4 CR 1/2 creatures appear within 30 feet of you and attack you, disrupting your rest. Once the creatures are defeated, it can't appear again until you finish your next long rest.
Fury of God (11th-level). When you roll initiative, roll a d6. On a 6, you are attacked by a CR 6 or lower creature (determined by the DM), that appears in an unoccupied space within 30 feet of you, is hostile to you. That creature will do everything in its power to destroy you, and disappear after you die. You don't gain XP for defeating this creature. Once the creature is defeated, it can't appear again until you finish your next long rest.
(15th-level).

Sacrilege[edit]

You have stolen a sacred object, which has tainted your hands as a sign of your crime.

Curse of Distorted Hands

At 1st level when you choose this sin, your hands have been twisted and deformed by your god, to forever mark you as a thief, and stop you from robbing again.

Any creature that glances at your hands is instantly weary of you, feeling an uncanny aura of untrustworthiness coming from you. Thus, any creature able to see your hands have Advantage on Wisdom (Insight) and (Perception) checks against you.

Twisted Hands (1st-level). You have disadvantage on Dexterity (Sleight of Hand) checks and on any checks using a tool proficiency that requires careful work with hands.
Unholy Touch (5th-level). Whenever you touch a sacred object, creature or place (as determined by your DM), you take 1d6 radiant damage.
Unreliable Manipulation (11th-level).
Painful Grasp (15th-level).

Curse Defiance[edit]

Curse Breaker[edit]

Curse breakers have chosen a path of resistance, defying the effects of the curse upon their bodies, to ultimately get themselves rid of it.

First Act of Defiance

Starting at 3rd level, you begin your journey with your first act of defiance, choosing to finally stand up against your curse, striving to lift it from you. You gain one of the following benefits, depending on your chosen path.


Gentle Touch (Sacrilege). You can use your bonus action to return your hands back to normal for 1 minute. When you do so, your hands become graceful and agile. You lose the Twisted Hands trait for the duration. In addition, when you use this bonus action, and as a bonus action in each subsequent turn, you can take the Use an Object action, make an ability check using your hands or make an attack using a light or finesse weapon. You can use this feature a number of times equal to your proficiency bonus, regaining your uses after a long rest.
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