Pact of the Cursed Warrior Warlock (5e Subclass)

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Pact of the Cursed Warrior[edit]

Warlock Subclass

Lore[edit]

Legends tell of a powerful warrior locked in time. This warrior is bearing the burden of a powerful cursed undead sword. By wielding this sword he prevents it from causing untold destruction by resisting its effects. In a quest to destroy the sword, the warrior gains immense strength and inspires others around him through his tales. His tales reach far and wide and begin to inspire others to emulate his path. The ageless warrior begins to get deified and soon finds himself strong enough to share his magic with others through devotion to his cause.

Through dedication to his cause, Aolec was able to melt his legendary sword in the Engine of Creation with the aid of his party. He spun the tales personifying their magics as the Sacred Flame, and bestows similar magics to those that devote their life to a similar cause.

Alternate Subclass Description[edit]

When playing a Cursed Warrior, work with your DM to fabricate a hero of legend that can inspire followers. You do not need to use the lore provided above.

As a Cursed Warrior you gain a connection to a mythical warrior of legend who dedicated their life to destroying cursed items. You may have chosen this path for a noble cause, attuning to cursed items to prevent others from falling to their effects. Or, you seek power through curses, collecting and using items others would not be able to wield.


Subclass Features[edit]

Expanded Spell List[edit]

The Cursed Warrior lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Level Spells
1st Burning hands, Absorb Elements, Bane
2nd Locate Object, spiritual weapon, enhance ability
3rd Fireball, Elemental Weapon, Bestow Curse
4th Fire shield, Private Sanctum
5th Greater Restoration, Legend Lore



Cursed Empowerment[edit]

Starting at 1st Level,

Version 1

you begin to open your body to the effects of curses in an attempt to better understand them. Each time you make a saving throw apply the following effects.

Each time you succeed on the saving throw you gain the following benefits
  • You gain a bonus on that type of saving throw equal to your proficiency bonus, until you finish a long rest.
  • You may choose to end a Charm, Poison, or Fear effect on your character, or remove one level of exhaustion.


Each time you fail the saving throw you gain the following effects
  • You subtract your proficiency bonus from your saving throw of this type until you finish a long rest.
  • Your weapon and spell attacks now deal an additional 1d4 necrotic damage when you hit, once per round. This bonus can stack a number of times up to your proficiency bonus and lasts until you finish a long rest, where all stacks are removed. This features damage increases to 1d6 when you reach 5th level, 1d8 when you reach 11th level, and 1d10 when you reach 17th level.


Additionally, you can choose to apply a bonus equal to your proficiency bonus to an ability check. If you apply the bonus in this way, you gain a penalty to your next ability check equal to your proficiency bonus. In doing so, you gain the positive benefits of Cursed Empowerment now, and receive the negative consequences of Cursed Empowerment on the following ability check.

Version 2

when you fail an ability check you gain a necrotic die. This is a d4 at 1st level, increasing to 1d6 when you reach 5th level, 1d8 when you reach 11th level, and 1d10 when you reach 17th level.
You can use these die to enhance ability checks and attack damage. When you deal damage to a creature with a weapon or spell attack you can expend the necrotic die and add the number rolled to the damage total. You can also expend the die and add the number rolled to an ability check. When you expend a die in this way you take necrotic damage equal to the number rolled.
You can have a maximum number of these die equal to your proficiency bonus. You lose all die when you complete a long rest.

Cursed Vigor[edit]

Starting at 6th level, your body begins to feel the effects of channeling curses through it. You also learn to sacrifice your body to gain unnatural resilience.
You gain the ability to choose to willingly fail a saving throw.

  • When you fail a saving throw, you may take on one level of exhaustion. If you choose to do so, you may treat the effects of the saving throw as a success rather than a failure. You may do this a number of times per day equal to your proficiency bonus.
  • You can ignore a number of levels of exhaustion equal to your proficiency bonus.



Broken Body[edit]

At 10th level you gain the following benefits:

  • You gain one attunement slot, but it can only be used to attune to a cursed item.
  • As a reaction, you can spend up to two hit die to reduce incoming damage by the amount rolled.
  • When you make a saving throw you can expend one hit die to count negative modifiers from Exhaustion, spell effects, or other effects as positive.



Share Curse[edit]

You learn the spell Bestow Curse if you do not already. It counts as a Warlock spell for you and does not count against your number of spells known. You can cast it at will at its lowest level, or cast it using your Warlock spell slots, or as a Mystic Arcanum spell.
Starting at 14th level, when you cast Bestow Curse, the target suffers a -1 penalty to the saving throw for each level of Exhaustion on you + your expended hit die.

Pact Boon[edit]

This subclass offers an additional option when selecting your Pact Boon at 3rd level.


Cursed Weapon

At 3rd level when you select Cursed Weapon as your pact boon, your Patron bestows you with a cursed item pulled from the world you inhabit. It entrusts you with the task of protecting others from its curse. You attune to and become proficient with the Cursed Weapon if you are not already during a 1 hour ritual with your Patron. As an action, you can attempt to cleanse an item of a curse by channeling it into your Cursed Weapon. Make a Charisma Saving throw, the DC of which is outlined in Cursed Weapon DC Table, to successfully transfer the curse. Some mundane curses that your cursed weapon can start with are outlined in the Curse Table.

Your Cursed Weapon has a maximum number of curses that can be transferred to it and successfully transferring more than you can store onto it causes one curse of your choosing to dissipate from the weapon, cleansing the world of its scourge.

Additionally, at 5th level you can make one additional attack when you take the attack action with your Cursed Weapon in addition to the weapon now counting as magical for the purposed of overcoming resistances.

Cursed Weapon Bonuses
Warlock Level Number of Curses Bonus
5th 2 +1
10th 3 +2
15th 3 +3
Cursed Weapon DC Table
Rarity DC
Common 10
Uncommon 12
Rare 15
Very Rare 17
Legendary 20
Curse Table
Curse Level Description
No Taste C You lose the ability to taste things
Deep Wound UC On a successful weapon attack, your weapon becomes lodged in the body of the creature you attacked. A DC 15 Strength check is required to remove it.
Heavy Hitter UC It requires 2 attack actions to make one attack, but on successful hits, your weapon deals twice the normal damage.
Ignorance is Bliss C When asked if you are under the effects of a curse or charm effect you must lie and say that your are not.
Critical Error UC When you land a critical hit on an enemy treat your next attack roll as if you have rolled a 1
Turn off the Flash R If you are within 5ft a spell being cast that is not your own, you become blinded for 1 minute.
Proficient Strike R After completing a long rest, you must succeed on a DC 15 Wisdom saving throw or lose proficiency in the item this curse is on.
DM's Portent VR Roll 2d20s after taking a long rest. Until you take another long rest, if you roll a number equal to either of the dice rolled this way, treat it as if the other number was rolled.
Restless Sleep VR Whenever you take a short rest you must pass a DC 10 Constitution check or suffer one level of exhaustion.
Weakness is Strength Declare an elemental damage type, if you succeed on the Constitution saving throw you become resistant to an elemental damage type of your choice until you finish a long rest. If you succeed on the saving throw by more than 5, you can choose any damage type to become resistant to. Otherwise, you become vulnerable to the declared elemental damage type until you finish a long rest. You may only attempt this once per long rest regardless of the outcome.
Demonic Velocity You invigorate your body with unnatural speed. You must succeed on the Dexterity saving throw or have your movement speed halved for 1 minute. On a success your Dexterity score increases by 2 and you gain 5 times your proficiency bonus extra feet of movement for 1 minute.
The Bigger They Are Your Strength score increases by your proficiency bonus for 1 hour. On a fail, your Strength score decreases by your proficiency bonus for 1 hour.
Patron's Wisdom On a successful Wisdom saving throw your Wisdom score increases by your proficiency bonus for 1 hour. On a failure, you expend one hit die and take damage equal to a roll of it.
Extra Power You can attempt to up cast your spells, drawing on cursed magic. You can increase a spells level by 1, if you succeed a DC 10 plus the spell’s upcast level Charisma saving throw or have the spell downcast a level.
Forbidden Knowledge You can learn one ability score from the creature who targeted you. On a failure, you gain one level of exhaustion.
Curse
d10  Effect
1 The pc will gain one point of exhaustion every long rest they spend not surrounded by or touching gold. such gold can be coins, artifacts, or jewelry.
2 The pc will become suspicious of all strangers they meet. any rolls made to decipher a strangers true intent or character will lead them to believe they are an enemy. the dm is also free to describe them to become more suspicious if needed. the pc will not know about this effect.
3 The pc will become distressed when parted with any of their magic items, gaining disadvantage on all attack rolls and saving throws.
4 The pc will refuse to part with any of their wealth, down to the smallest copper coin.
5 The pc becomes brutish in nature, like a white dragon. they gain disadvantage on stealth, sleight of hand, deception, and persuasion checks, but gain an advantage on intimidation checks.
6 The pc becomes deceptive like a green dragon. they gain advantage on deception checks, but take 1 psychic damage every time that they speak truthfully.
7 The pc becomes prideful and vain, like a blue dragon. they gain disadvantage on deception rolls that would belittle themselves in some way, only capable of lying to make themselves look better.
8 You gain an unrivaled cruelty, like a black dragon. you become neutral evil.
9 You gain a terrible ferocity, like a red dragon. your melee weapon attacks have a +2 to them, but you take 1d4 psychic damage if you spend two turns without dealing damage to any creature.
10 You become unable to speak any language except draconic.

Cursed Items[edit]

Rusty Amulet

Requires attunement

You gain temporary hitpoints equal to your total hit dice when you complete a long rest.

When you complete a long rest, roll a d100. On a 5+Charisma modifier or lower, the gifter of the Rusty Amulet briefly recalls a vague memory of the wearer.

If this item is gifted to you, until your attunement with it ends, the gifter will lose all recollection of you.

Everburning Lantern

A black and spiked wire frame lantern with no glass containing the flame. The flame cannot be snuffed out by normal means. Drawing an item through the open flame will be lit on fire and will remain on fire until snuffed out. Being on fire does not damage the object in any way and if a humdane item it has the properties of a torch. If a weapon is drawn through the lantern as a bonus action, it gains 1d4 fire damage on hit. add some negative effect here

Patricia’s Box

Requires attunement

Whenever you complete a long rest you may attempt to open Patricia’s Box. A successful DC 15 Strength check will allow you to open the box. The box remains open until you finish a long rest. If successfully opened you can add 1d4 to all saving throws. If you fail the check the box remains closed tight and rattles loudly and weights heavily as if filled with rocks. You have disadvantage on Stealth checks and lose 5ft of movement.

Bracer of True Strike

Requires attunement

Whenever you roll initiative make a DC 15 Dexterity saving throw. On a success begin your first turn as if the spell True Strike had been cast on you. If you fail roll with disadvantage on your first turn.


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