The Sealed Warrior (5e Class)

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The Cost of Power[edit]

The village lay in ruins, smoke curling from the smoldering remnants of homes and shops. At the center of the devastation stood a lone figure, her dark armor glistening with an otherworldly sheen. Her power barely contained beneath the cursed seal that both granted and restrained her formidable abilities.

With a cruel smile, she raised her hand, and shadows seemed to coalesce around her fingers. A terrified villager, trying to crawl away, froze in place as her voice, dripping with malice, commanded, "Don't move." The villager's eyes widened in horror as his body refused to disobey, held captive by the sheer force of her will.

Introduction[edit]

The Sealed Warrior is a formidable fighter cursed with immense power that they can only use at great personal cost. This power, sealed within them, can be unleashed to perform extraordinary feats, but doing so drains their life force. The path of a Sealed Warrior is one of sacrifice and choice, where each decision to tap into their power can mean the difference between life and death.

Sealed Warriors walk a fine line between light and darkness. Depending on their choices, they can harness power to protect and heal, or destroy and corrupt. Their physical abilities are enhanced beyond that of ordinary mortals, granting them incredible strength, speed, and durability. As they sacrifice more of their life force, their very words gain power, compelling others to obey or cower in fear.

Whether a Sealed Warrior uses their cursed power for good or evil is up to them. They are often solitary figures, burdened by their curse and the consequences of their power. But those who master their abilities can become legends, heroes, or villains of great renown.

Creating a Sealed Warrior[edit]

When creating a Sealed Warrior, consider the nature of your character's curse: How did they become a Sealed Warrior? Was it a deliberate choice, an accident, or something forced upon them? Do they know who or what cursed them—was it a person, a deity, a magical artifact, or an ancient ritual? Think about what motivates your character to use their power. Are they driven by a desire to protect others, seek revenge, gain power, or something else? Reflect on how they perceive their curse: Is it a burden or a gift?

Consider how your character feels about sacrificing their life force. Are they willing to do it without hesitation, or do they use their power sparingly? How does the toll on their body and mind affect them emotionally and physically? Decide which path they follow: Do they harness the power of light and protection, or do they embrace darkness and destruction? How does their chosen path influence their actions and decisions?

Think about your character’s relationship with others. Are they a solitary figure, or do they seek companionship and allies despite their curse? How do others perceive them and their powers—are they feared, respected, or something else? Contemplate their goals and aspirations. Are they working towards lifting their curse, achieving a personal vendetta, or mastering their powers? How do they plan to achieve these goals, and what obstacles stand in their way?

Reflect on the role your character plays in the group. Are they a front-line combatant, a strategic leader, or a manipulative force from the shadows? How do they contribute to the group's success and interact with fellow adventurers? Finally, consider how they deal with the consequences of their power. Have they faced significant backlash from using their power, and how do they cope with these consequences? What limits do they set for themselves in terms of using their power?

Quick Build

You can make a Seal Warrior quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier background.


Class Features

As a Sealed Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sealed Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sealed Warrior level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple Weapons, Shortsword
Tools: Choose one artisan tool or musical instrument of your choice.
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Nature, Perception, Religion, and Stealth.

Equipment

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

  • (a) One martial weapon of your choice or (b) Two simple weapons of your choice
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Sealed Warrior

Level Proficiency
Bonus
Features Cursed Points Unarmored Movement
1st +2 Cursed Defense, Sacrificial Power
2nd +2 Cursed Points, Cursed Prowess 4+Wis +10 ft.
3rd +2 Sealed Path 6+Wis +10 ft.
4th +2 Ability Score Improvement 8+Wis +10 ft.
5th +3 Extra Attack 10+Wis +15 ft.
6th +3 Enhanced Vitality, Archetype Features 12+Wis +15 ft.
7th +3 Sealed Path Features 14+Wis +15 ft.
8th +3 Ability Score Improvement 16+Wis +15 ft.
9th +4 Unyielding Will 18+Wis +15 ft.
10th +4 Archetype Features 20+Wis +20 ft.
11th +4 Sealed Path Features, Extra Attack (2) 22+Wis +20 ft.
12th +4 Ability Score Improvement 24+Wis +20 ft.
13th +5 26+Wis +20 ft.
14th +5 Archetype Features 28+Wis +25 ft.
15th +5 Sealed Path Features 30+Wis +25 ft.
16th +5 Ability Score Improvement 32+Wis +25 ft.
17th +6 Enhanced Vitality 34+Wis +25 ft.
18th +6 Sealed Path Features, 36+Wis +30 ft.
19th +6 Ability Score Improvement, Unyielding Will 38+Wis +30 ft.
20th +6 40+Wis +30 ft.

Cursed Defense[edit]

At 1st level, your connection to the curse that empowers you grants you supernatural protection when you forego traditional armor. While you are not wearing any armor or using a shield, your Armor Class (AC) equals 13 + your Wisdom modifier.

Sacrificial Power[edit]

1st level, you can tap into your cursed essence to unleash greater power at the cost of your own vitality. At any time, you can sacrifice hit points to enter a state of enhanced capability. You choose one of the following stages, each requiring a specific sacrifice of hit points and imposing 1 extra level of exhaustion for each stage, the causes of exhaustion will take effect once you end the feature, for example if you activate stage 1, once you deactivate it you will gain one level of exhaustion, however if you reactivate stage 1 without taking a short or long rest you will still only have one level of exhaustion, but if you enter stage 2 you will have gain another level of exhaustion. The levels of exhaustion only increases when you activate a higher stage than what you previously had activated before taking a short or long rest. Hit points lost in this way cannot be restored by any means until you finish a long rest. If you try to use a stage that you don't meet the required hit points to sacrifice, you die instantly.

Stage 1

You sacrifice 5 hit points for each turn you have it active and gain the following:

  • +3 to AC
  • +3 to all attack and damage rolls
  • +10 ft bonus to movement speed
  • Level 1 Exhaustion once deactivated
Stage 2

You sacrifice 10 hit points for each turn you have it active and gain the following:

  • +5 to AC
  • +5 to all attack and damage rolls
  • +20 ft bonus to movement speed
  • Level 2 Exhaustion once deactivated
Stage 3

You sacrifice 20 hit points for each turn you have it active and gain the following:

  • +8 to AC
  • +8 to all attack and damage rolls
  • +40 ft bonus to movement speed
  • Resistance to all forms of damage
  • Level 3 Exhaustion once deactivated
Stage 4

You sacrifice 40 hit points for each turn you have it active and gain the following:

  • +15 to AC
  • +15 to all attack and damage rolls
  • +80 ft bonus to movement speed
  • Immunity to all forms of damage
  • Level 4 Exhaustion once deactivated

Cursed Points[edit]

Starting at 2nd level, you have a pool of cursed energy that fuels your abilities. This energy is represented by Cursed Points, which you can spend to activate various powers and features. Your Cursed Points are calculated as follows: Cursed Points = 4 + your Wisdom modifier and increases by 2 per Sealed Warrior level.

Cursed Prowess[edit]

At 2nd level, you begin to harness the true potential of your curse, developing abilities that align with your chosen archetype. Upon gaining this feature, you must choose one of two archetype: Sealed Mind or Sealed Body. This choice grants you access to unique abilities and influences your playstyle. You can use your Cursed Points to activate these abilities. Archetype Features are listed at the end of this class.

Sealed Path[edit]

At 3rd level, you make a crucial choice that defines your destiny: will you embrace the light or succumb to the darkness within your curse? This decision grants you unique abilities based on the path you choose.

You can choose one of the following paths: The Path of Light or The Path of Darkness. Each path provides distinct features at 3rd level, and additional features at 7th, 11th, 15th, and 18th levels.

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.

Enhanced Vitality[edit]

Starting at 6th level, your connection to your cursed essence fortifies your physical resilience. Your maximum hit points increase by 10. This enhancement reflects your ability to endure the physical toll of your powers and the grueling demands of your cursed abilities.

Your Hit Points Increase by 20 at 17th level.

Unyielding Will[edit]

Starting at 9th level, your sheer determination allows you to push beyond your normal limits. Once per long rest, you can choose to ignore one level of exhaustion. This feature allows you to negate some of the physical and mental strain caused by your Sacrificial Power and other exhausting activities. Starting 19th level you can use this feature twice before taking a long rest.

Sealed Warrior Spell List[edit]

As a Sealed Warrior, you draw upon the cursed power within you to cast unique spells, channeling your life force and dark energy to unleash powerful abilities. Unlike traditional spellcasters, your magic comes from the depths of your curse, granting you powers that few dare to wield. The spells you cast are fueled by your Cursed Points.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Cursed Strike

Cost: 2 Cursed Points

Range: Touch

For the duration, your melee weapon attacks deal an additional 1d6 necrotic or radiant damage (your choice).

Phantom Strike

Cost: 2 Cursed Points

Range: Self (10-foot line)

As an action, you make a swift, ghostly strike in a 10-foot line. Each creature in the line must make a Dexterity saving throw, taking 2d8 necrotic or radiant damage on a failed save, or half as much damage on a successful one.

Vengeful Slash

Cost: 2 Cursed Points

Range: Self

When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Cursed Blast

Cost: 2 Cursed Points

Range: 60 feet

As an action, you hurl a bolt of Cursed energy at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic or radiant damage.

Cursed Wave

Cost: 3 Cursed Points

Range: Self (15-foot cone)

As an action, you unleash a wave of Cursed energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d6 necrotic or radiant damage on a failed save, or half as much damage on a successful one.

Cursed Blade

Cost: 3 Cursed Points

Range: Self

As a bonus action, you create a weapon of Cursed energy in your hand. This magic weapon lasts for 1 minute and deals 2d6 necrotic or radiant damage on a hit. The weapon counts as a simple melee weapon with which you are proficient. Additionally you can make a melee attack as a bonus action for the duration it's active.

Cursed Shield

Cost: 2 Cursed Points

Range: Self

As a reaction, you create a shield of cursed energy that absorbs 2d10 + your Wisdom modifier damage from the triggering attack. At 10th level, you can choose to reflect the absorbed damage back to the attacker.

Stage Features[edit]

When a Sealed Warrior taps into their cursed essence and enters a specific stage of Sacrificial Power, they gain access to unique and powerful abilities exclusive to that stage. These abilities harness the raw potential of their sacrifice, enabling them to achieve extraordinary feats while in that particular stage. Moreover, a Sealed Warrior in a higher Sacrificial Power stage can also utilize abilities from lower stages, drawing upon a broader range of skills and strengths as they ascend through the stages of their power.

Additionally in higher stages a Sealed Warrior spell save DC increases, showcasing the levels of power one can achieve by sacrificing their own life.

Spell save DC = 12 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Stage 2 Features[edit]

Words of Power

Cost: 7 Cursed Points

Range: 30 feet

You speak a command in a powerful, resonant voice. All creatures you can see within range must succeed on a Wisdom saving throw or follow the command on its next turn.

Kneel As an action, on a failed save the creature drops to the ground and is prone.
Slow Down As an action, on a failed save all attack rolls made on the creature will have advantage and the creature will have disadvantage on Dexterity saving throws.
Stop As a reaction, on a failed save the creature's turn ends.

Cursed Regeneration

Cost: 5 Cursed Points

Range: Self

As a bonus action, you regain hit points equal to 3d10 + your Wisdom modifier. This ability can not regain hit points lost through Sacrificial Power.

Cursed Step Strike

Cost: 4 Cursed Points

Range: 30 feet

As a bonus action, you teleport to an unoccupied space within 30 feet and make a melee weapon attack with advantage. On a hit, the target takes an additional 3d8 necrotic or radiant damage.

Stage 3 Features[edit]

Flurry

Cost: 4 Cursed Points

Range: Self

As an action, you make three melee weapon attacks against a single target. If all three attacks hit, the target is stunned until the end of your next turn.

Wave of Destruction

Cost: 10 Cursed Points

Range: 60 feet

As an action, you release a beam of Cursed energy in a 60-foot line that is 10 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d8 necrotic or radiant damage on a failed save or half as much damage on a successful one.

Cataclysmic Wave

Cost: 30 Cursed Points

Range: 60 feet

As an action, you release a cataclysmic wave of cursed energy. Each creature in a 60-foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 12d8 necrotic or radiant damage, is knocked prone, and stunned for 1 minute. On a successful save, a creature takes half as much damage and is knocked prone.

Stage 4 Features[edit]

Ultimate Sacrifice

Cost: 20 Cursed Points

Range: Self

As an action, you release all your remaining hit points in a massive explosion of cursed energy. Each creature within a 30-foot radius must make a Dexterity saving throw, taking 20d10 necrotic or radiant damage on a failed save or half as much damage on a successful one. You are reduced to 1 hit points and fall unconscious.

Speak Death

Cost: 0 Cursed Points

Range: 30 feet

As an action, you utter the word Death, targeting one creature you can see within range. The target's body is utterly destroyed, reduced to ashes that scatter to the wind. The target cannot be resurrected or brought back by any means, including the wish spell. The user also sacrifices their life in the process, falling to 0 hit points and dying instantly.

Archetype Features[edit]

At 2nd level, the Sealed Warrior can further specialize their cursed abilities by choosing between two paths of Cursed Prowess: Sealed Body or Sealed Mind. Each path provides distinct abilities that evolve as the Sealed Warrior gains levels. This decision shapes the development of your character's skills, focusing either on enhancing physical capabilities or unlocking potent mental and telepathic powers.

Sealed Body[edit]

Enhanced Physicality

Starting at 2nd level, you gain a bonus to all Strength, Dexterity, and Constitution saving throws and ability checks. This bonus is equal to 1d4. This enhancement represents your increased physical prowess, allowing you to excel in feats of strength, agility, and endurance.

Martial Arts

At 2nd level, your training in physical combat allows you to utilize martial arts techniques similar to those of a monk. You gain the following benefits:

  • Unarmed Strike: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial arts weapons.
  • Damage Die: Your unarmed strikes and martial arts weapons deal 1d6 damage.
  • Bonus Attack: When you use the Attack action with an unarmed strike or a martial arts weapon on your turn, you can make one unarmed strike as a bonus action.
Physical Surge

Starting at 6th level, your enhanced physical training allows you to tap into bursts of extraordinary prowess. You can gain advantage on Strength, Dexterity, and Constitution saving throws and ability checks a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Indomitable Body

Starting at 10th level, your physical capabilities reach a new height. You gain a permanent +2 bonus to your Strength, Dexterity, and Constitution ability scores. Additionally, your movement speed increases by 10 feet and you gain another Extra Attack.

Devastating Strike

Starting at 14th level, when you hit a creature with a melee weapon attack, including unarmed strikes, you can choose to deal an extra 4d8 damage of the weapon's type. You can use this ability a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Sealed Mind[edit]

Enhanced Mentality

Starting at 2nd level, you gain a bonus to all Intelligence, Wisdom, and Charisma saving throws and ability checks. This bonus is equal to 1d6. This enhancement represents your increased mental prowess, allowing you to excel in feats that require high levels of intelligence.

Telekinetic Manipulation

Starting at 2nd level, your mind gains the ability to manipulate objects with telekinetic force. You gain the following abilities:

Telekinetic Force: You can use your action to manipulate an object or creature within 30 feet of you that isn't being worn or carried. The object can weigh up to 300 pounds. You can move the object up to 30 feet in any direction, but it must remain within your line of sight. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of this ability after finishing a short or long rest.

Telekinetic Toss: As a bonus action, you can hurl an object you are currently manipulating towards a creature you can see within 30 feet of you. The damage is determined by the weight of the object:

  • Objects weighing 10 to 100 pounds: 1d6 damage.
  • Objects weighing 101 to 200 pounds: 2d6 damage.
  • Objects weighing 201 to 300 pounds: 3d6 damage.

The object must be an inanimate object that you can lift with your telekinetic force. After using this feature, the object falls to the ground at the end of your turn.

Telepathic Insight

Starting at 6th level, your telepathic abilities deepen, allowing you to probe deeper into the minds of others. For a number of times equal to your Wisdom modifier (minimum of once), you gain the following abilities:

Telepathic Communication: You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language.

Mind Probe: You can use your action to probe the mind of one creature you can see within 30 feet of you. The target must make an Intelligence saving throw against your spell save DC. On a failed save, you gain insight into its reasoning, its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). This effect lasts for 1 minute or until the target takes damage.

Psionic Fear: As part of the same action used for Mind Probe, if the creature fails its Intelligence saving throw against your Mind Probe, you can project a wave of psychic energy into its mind, instilling it with fear. The target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. While frightened in this way, the creature's speed is halved, and it can't willingly move closer to you. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Iron Will

Starting at 10th level, your mental fortitude strengthens:

Psionic Levitation

Starting at 14th level, you can unleash a potent psionic wave to manipulate the battlefield and control your enemies:

  • Psionic Levitation: As an action, you can expend a psionic charge to lift all creatures of your choice within a 30-foot radius centered on you into the air. Each affected creature must succeed on a Strength saving throw against your spell save DC or be lifted 20 feet into the air and restrained for 1 minute. A restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your spell save DC. On a success, the creature frees itself from the restraint and falls to the ground prone.
  • Psionic Slam: As a bonus action on subsequent turns after using Psionic Levitation, you can choose to slam all restrained creatures back to the ground. Each creature takes 5d12 force damage from the impact as they crash to the ground. A successful Dexterity saving throw against your spell save DC halves this damage. After using Psionic Slam, the levitated creatures are no longer restrained.

You can use this feature twice, regaining the ability to do so after finishing a long rest.

Sealed Path Features[edit]

At 3rd level, the Sealed Warrior must choose to embrace either The Path of Light or The Path of Darkness. This choice reflects the internal struggle of their cursed power and dictates how they channel their abilities going forward. The Path of Light focuses on using their immense power for protection, healing, and righteousness, while the Path of Darkness embraces destructive and malevolent abilities, amplifying their combat prowess and intimidating presence.

Each path offers unique features and abilities that further define the Sealed Warrior's role in the world. As they progress, they will unlock new powers at 3rd, 7th, 11th, 15th, and 18th levels, reflecting their deepening commitment to their chosen path. This critical decision shapes not only their abilities but also their story, aligning them with forces of good or evil as they navigate the trials of their cursed existence.

IN ORDER TO USE THESE FEATURES YOU MUST AT LEAST HAVE STAGE 1 OF SACRIFICIAL POWER ACTIVE

The Path of Light[edit]

The Path of Light is chosen by Sealed Warriors who seek to use their cursed power for good. These warriors strive to protect the innocent, heal the wounded, and bring justice to the oppressed. Embracing the radiant side of their power, they become beacons of hope in a dark world. Their abilities focus on enhancing their allies, providing powerful defensive options, and unleashing holy wrath against their enemies. A Sealed Warrior on the Path of Light embodies the principles of honor, courage, and self-sacrifice, using their formidable strength to defend the weak and uphold the light.

Healing Radiance and Light's Protection[edit]

Starting at 3rd level, you can channel your cursed power to both heal your allies and protect yourself with radiant energy.

  • Healing Radiance: As an action, you can spend 3 Cursed Points to touch a creature and restore hit points equal to 1d8 + your Wisdom modifier. The healing increases by 1d8 for every additional Cursed Point spent.
  • Light's Protection: As a bonus action, you can spend 3 Cursed Points to gain temporary hit points equal to 1d8 + your Wisdom modifier. These temporary hit points last for 1 hour. You can increase the temporary hit points gained by spending additional Cursed Points, with each extra point increasing the temporary hit points by 1d8.

Eternal Light[edit]

At 6th level, you gain additional radiant abilities to further bolster your capabilities.

  • Radiant Burst: As an action, you can spend 6 Cursed Points to emit a blinding flash of light. Each creature of your choice within 20 feet must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t blinded.
  • Beacon of Hope: As a bonus action, you can spend 4 Cursed Points to emit an aura of hope and resilience. All allies within 30 feet gain advantage on saving throws against being frightened and charmed, and they gain 1d10 temporary hit points. This aura lasts for 1 minute.
  • Golden Seal: As an action, you can spend 10 Cursed Points to create a 120-foot radius golden seal on the ground centered on you. This seal lasts for 1 minute. While within the seal, you and your allies add an extra 2d6 radiant damage to all weapon attacks, and this damage is further increased by your Wisdom modifier.

Golden Radiance[edit]

At 11th level, your mastery over radiant energy allows you to unleash powerful new abilities.

  • Golden Arrow Barrage: Use 4 Cursed Points to release a barrage of Golden arrows. Make a ranged spell attack for each of the 4 arrows, dealing 2d8 force damage per successful hit. You do not add your spellcasting modifier to the damage of these separate attacks. Alternatively, you can choose to fuse the arrows into a single, powerful shot, spending 4 Cursed Points to deal 8d8 force damage to one target on a successful hit. If you fuse the arrows, you may add your spellcasting modifier to the damage.
  • Blinding Radiance: As an action, you can spend 8 Cursed Points to emit a dazzling light that blinds enemies and bolsters allies. Each enemy within 30 feet must make a Constitution saving throw. On a failed save, an enemy takes 5d6 radiant damage and is blinded for 1 minute. On a successful save, an enemy takes half as much damage and isn't blinded. Allies within the same radius gain 2d10 temporary hit points and advantage on their next attack roll.
  • Divine Shield: As a reaction when you or an ally within 30 feet is hit by an attack, you can spend 4 Cursed Points to create a radiant shield. The shield grants a +5 bonus to AC against the triggering attack.

Purity[edit]

At 15th level, your connection to radiant energy reaches its pinnacle, granting you access to extraordinary abilities that harness the purest essence of light.

  • Purifying Nova: You can unleash a devastating burst of radiant energy, purging darkness and restoring vigor to your allies. As an action, you can spend 15 Cursed Points to create a purifying nova in a 30-foot radius centered on yourself. Creatures of your choice within the radius regain hit points equal to 4d10 + your Wisdom modifier. Additionally, all hostile creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage. On a successful save, a creature takes half as much damage.
  • Radiant Empowerment: You can empower yourself and your allies with radiant energy. As a bonus action, you can spend 10 Cursed Points to grant yourself and all allies within 30 feet advantage on attack rolls, saving throws, and ability checks for 1 minute. Additionally, any creature that starts its turn within this aura regains hit points equal to your Wisdom modifier.

Divine Ascendancy[edit]

At 18th level, you achieve Radiant Ascension, unlocking abilities that elevate you to the pinnacle of your connection with radiant energy. These abilities embody the ultimate manifestation of your cursed power, granting you unparalleled strength and influence on the battlefield.

  • Heaven's Wrath: As an action, you can spend 20 Cursed Points to call upon Heaven's Wrath. A beam of radiant energy descends from the heavens in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 10d12 radiant damage on a failed save, or half as much damage on a successful one.
  • Avatar of Radiance: You can transform into an Avatar of Radiance as a bonus action, spending 20 Cursed Points. For 1 minute, you become a luminous figure wreathed in radiant energy. While in this form, you gain the following benefits:
  • Your melee attacks deal an additional 2d10 radiant damage.
  • You emit bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Whenever a creature hits you with a melee attack, it takes radiant damage equal to your Sealed Warrior level.


The Path of Darkness[edit]

The Path of Darkness is chosen by Sealed Warriors who embrace the malevolent aspect of their cursed power. These warriors use their abilities to dominate, destroy, and instill fear in their enemies. Harnessing the necrotic and shadowy side of their power, they become harbingers of dread and destruction. Their abilities focus on draining life, amplifying their combat prowess through dark magic, and manipulating shadows to their advantage. A Sealed Warrior on the Path of Darkness embodies the principles of power, ruthlessness, and fear, using their formidable strength to crush their foes and impose their will.

Cursed Leech[edit]

Starting at 3rd level, you now use your enemies to fuel yourself in battle giving you new ways to replenish your heath and cursed points.

  • Shadow Absorption: As a reaction when you are targeted by a ranged magical attack, you can spend 8 Cursed Points to absorb part of the attack's energy. You absorb 2d12 plus your Wisdom modifier of the attack's damage, converting it into Cursed Points. You take any remaining damage from the attack. This ability allows you to partially protect yourself while replenishing your cursed power.
  • Siphon Strike: As an action, you can spend 4 Cursed Points to make a melee weapon attack. On a hit, the target takes an additional 4d4 necrotic damage, and you regain hit points equal to the necrotic damage dealt.

Shadow's Embrace[edit]

At 6th level, you gain additional necrotic abilities to further bolster your capabilities.

  • Shadow Lance: Spend 15 Cursed Points to unleash a lance of shadowy energy, piercing through targets in a straight line up to 60 feet. Deals 6d8 necrotic damage. This attack ignores resistances and immunities, damaging the creature's health directly.
  • Shadow Veil: As an action, for 8 Cursed Points you can enter a shadowy phase for 1 minute. During this time, you become intangible and can pass through objects as if they were difficult terrain. While in this phase, you cannot touch or be touched physically, but you are still susceptible to psychic damage.

Hand of Death[edit]

At 11th level, your mastery over necrotic energy allows you to unleash powerful new abilities.

  • Aura of Decay: For 10 Cursed Points, you force a creature to make a Constitution saving throw. On a failed save, an aura of decay surrounds their body, causing them to take 2d8 necrotic damage at the start of each of their turns for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
  • Dark Devastation: As a bonus action for 12 Cursed Points after attacking a creature, you shoot 3 beams of dark energy from your fingertips. Each beam counts as its own attack, and deals 4d6 per beam you can add your modifier to each attack roll.
  • Soul Ripper: As an action, you can spend 15 Cursed Points to make a ranged spell attack. ,The target must make a Constitution saving throw. On a failed save, the target takes 6d10 necrotic damage, and you regain hit points equal to the damage dealt. On a successful save, the target takes half as much damage, and you regain hit points equal to half of the damage dealt.

Destructive Power[edit]

At 15th level, your connection to necrotic energy reaches its pinnacle, granting you access to extraordinary abilities that harness destruction in it's purest form.

  • Eldritch Nova: You can use your action to project a 30-foot cone of pure eldritch energy. Each creature in the area must make a Dexterity saving throw, taking 6d12 necrotic damage on a failed save. This ability requires 12 Cursed Points. This energy erases all non-magical objects and matter in its path.
  • Void Sphere: As an action, for 20 Cursed Points you conjure a ball of dark energy, inflicting 6d10 necrotic damage. For each additional Cursed Point you spend, the blast becomes stronger, adding an additional d10 damage per point. This attack deals double damage against creatures that are restrained or paralyzed.
  • Despairing Gaze: As an action, you can spend 30 Cursed Points to focus your gaze on a creature within 60 feet. The target must make a Wisdom saving throw. On a failed save, the target takes 10d10 necrotic damage and is paralyzed for 1 minute. On a successful save, the target takes half as much damage and isn't paralyzed. The paralyzed target can make another Wisdom saving throw at the end of each of its turns to end the effect.

Darkness Mastery[edit]

At 18th level, you achieve Mastery over your dark powers and can now unleash the full devastating power of The Path of Darkness.

Singularity of Destruction: A small black void appears on your chest. As you reach into it, you unleash the ultimate force of darkness by expending 40 Cursed Points and 40 Hit Points to create a localized singularity. A swirling vortex of pure darkness forms, affecting all within a 100-foot radius of the singularity. For the next 30 seconds, the following effects occur:

  • Pulling Grasp: All creatures within the radius have their speed halved and must make a Strength saving throw. On a failed save, they are pulled towards the singularity, suffering 4d10 necrotic damage and becoming restrained. On a successful save, they take no damage and avoid being restrained. They must continue making the saving throw at the start of each of their turns for the next 4 turns.
  • Endless Void: Any creature restrained by the singularity at the start of its turn suffers an additional 5d12 necrotic damage as the darkness consumes them.
  • Consuming Darkness: The singularity expands and explodes, multiplying the damage already dealt by your proficiency bonus.
  • End of All Things: Any creature reduced to 0 hit points by the singularity is obliterated, its essence consumed by the unrestrained darkness. After the singularity dissipates, all objects and creatures that were drawn into it are irreversibly erased from existence.


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