Scribe of Curses (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search


Scribe of Curses[edit]

Wizard SubclassThe Scribe of Curses is not merely a wizard — they are a vessel of torment. Known as the Cursed King, their spellbook bleeds ink and malice, and their soul is shackled to a permanent affliction. Yet through this burden, they gain unmatched dominion over curses and fate.

Expanded Curse Spell List
Curse of the King
When you choose this subclass at 2nd level, you are marked by a unique and eternal curse that fuels your power.
  • The King's Burden:
You suffer from one of the following permanent afflictions (choose one): You subtract your proficiency bonus from all saving throws. Your maximum hit points are reduced by half your wizard level. You have disadvantage on Persuasion and Deception checks.
  • The King's Power:
In return for your suffering, you gain: Resistance to necrotic or psychic damage (your choice). The ability to cast one curse-tagged spell without using a spell slot a number of times equal to your proficiency bonus per short rest. The Book of Curses — a sentient arcane focus that acts as your spellbook and whispers forbidden truths. It cannot be destroyed by nonmagical means.
Cursed Recovery
Starting at 2nd level, when you cast a curse spell (such as Hex, Bestow Curse, or Geas), you can regain one expended spell slot of a lower level than the spell cast (minimum level 1). You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses after finishing a long rest.
Malicious Manipulation
Starting at 6th level, you gain the ability to alter the fabric of a curse as an action. Choose one cursed creature or object within 30 feet and make an Intelligence (Arcana) check against the original caster’s spell save DC. On a success, you may: Change the curse’s primary effect. Intensify the effect (double damage or penalties). Double its duration. You may also cast Bestow Curse once per long rest without requiring concentration.
Curse Fusion
At 10th level, you can combine the effects of multiple curses upon a single creature during a long rest. The fused curse: Combines all effects. Prevents saving throws until a set duration expires (at DM’s discretion). Gains a +2 bonus to the spell save DC. Additionally, all your curse spells last twice as long. If a curse has no set duration, it becomes permanent until removed magically. You may use this feature in combat as a bonus action by expending a 5th-level or higher spell slot.
Dominion of the Cursed King
At 14th level, your control over malediction transcends mortal limits.
  • Inevitable Affliction:
Your curse spells ignore resistance and immunity. The spell save DC of your curse spells increases by +4. Even deities must make saving throws against your curses. Your curses cannot be removed except by a spell two levels higher than the one used or by wish.
  • Malicious Eradication:
Once per 1d6 turns, you may expend a 7th-level spell slot to attempt to annihilate both a curse and its host. If the target’s existence depends on the curse (e.g., vampires, lycanthropes), it dies instantly. If not, it must succeed on a Wisdom saving throw or be destroyed. On a success, it takes 10d10 + (5 × your Intelligence modifier) psychic or necrotic damage (your choice). If you use a 9th-level spell slot, this feature affects all cursed targets within 60 feet.
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses