Godcursed (5e Class)

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Godcursed[edit]

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

Eye slots[edit]

Starting at level one, your curse manifests itself in your eyes, destroying your own but allowing you to steal the eyes of others. Without at least one eye equipped, you are considered blinded. At level one you have 6 eye slots, which carry the eyes off of fallen enemies for you to use later. You may have 2 eyes equipped at one time, each with their own effect. Every time your proficiency modifier improves, the amount of eye slots you have increases by two, meaning you can carry two more.

This comes at a price however, and is why these eye slots are a curse. Whenever you hold a wondrous magic item, it explodes in your hands, dealing 3d6*(your Godcursed level)*(the rarity value of the item) fire damage in a 20ft radius centered on you. Creatures in range must make a DC (8+Your Proficiency modifier+Your Wisdom modifier) Dexterity save. on a failed save they take full damage, and on a successful save they take half damage. Rarity values go as such: Common=1, Uncommon=2, Rare=3, Very Rare=4, Legendary=5. Your eyes that you pick up off of enemies however may be capable of replacing these items effects for you.

As a bonus action you may switch one eye that you have equipped to another eye in your eye slots.

Your DM will need to design the eyes that you pick up off of enemies. Their affects can be of any type, as long as they do not cancel out abilities or break the game, as per magic item ruling.

Eyes of the Past[edit]

At first level, you chose an Eye Subclass. Choose between Divine Eyes, Eldritch Eyes, or Shattered Eyes, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 5th level, 13th level, and 17th level.

Past Life[edit]

At first level, you get a Subclass based off your background. Choose the subclass that is labeled after your background detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd level, 7th level, and 10th level.

Improved Sight[edit]

Starting at level 2, you gain Darkvision up to 60ft. If you already had Darkvision, add an additional 60ft.

Starting at level 9, you gain Tremorsense up to 60ft.

Starting at level 14, you gain Blindsight up to 30ft.

Starting at level 18, you gain Truesight up to 20ft.

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.

Cursebreaking[edit]

Starting at level 6, your control over your curse begins to allow you to resist other effects similar. You gain advantage against spells spells that would curse or control you, and gain resistance to necrotic damage

At level 11, you immediately succeed against anything that would charm you, and are immune to necrotic damage.

Shifting Eyes[edit]

Starting at level 15, you may change one eye per turn as a free action, or both eyes as a bonus action.

Perfect Sight[edit]

Starting at level 20, your curse almost predicts when attacks are going to come your way and preemptive allows you to dodge. You gain a +5 bonus to AC regardless of what you are wearing or wielding, and additionally may take the dodge action as a free action.

Eyes of the Past[edit]

Divine Eyes[edit]

Cursed clerics and paladins all fall into this subclass, and as such their curse manifests to be especially holy. Some divine eyes hate this truth, as it continuosly reminds them of the past and their failed bond. As such, most divine eyed godcursed are outcasts in their church, and tend to not worship their gods anymore. Their curse however is one of the divine, thus the divine magic once wielded by these godcursed still stay prominent.

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Eldritch Eyes[edit]

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Shattered Eyes[edit]

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Past Lives[edit]

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Charlatan[edit]

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Criminal[edit]

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Entertainer[edit]

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Folk Hero[edit]

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Guild Artisan[edit]

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Hermit[edit]

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Noble[edit]

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Outlander[edit]

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Sage[edit]

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Sailor[edit]

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Soldier[edit]

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Urchin[edit]

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