The Cursed Warrior Class

 
 

LevelProficiency ModifierHemocraft DieBlood Curses KnownFeatures
1+2d40Fighting Style, Dark Fortitude
2+2d41Blood Maledict, Crimson Rite
3+2d41Subclass I
4+2d61Ability Score Improvement
5+3d61Extra Attack
6+3d62Subclass II
7+3d82Cursed Brand
8+3d82Ability Score Improvement
9+4d82Grim Psychometry
10+4d103Subclass III
11+4d103Umbral Form
12+4d103Ability Score Improvement

Basic Stats:

Level 1 HP = 10 + your Constitution Modifier; Gaining an additional [1d10 (or 6) + your Constitution Modifier] HP with every additional Cursed Warrior Level

Proficiencies

  • Armor: Light Armor, Medium Armor, Bucklers, and Shields

  • Weapons: Simple Weapons, Martial Weapons

  • Tools: Alchemist’s Supplies

  • Saving Throws: Proficiency with Constitution and Charisma Saving Throws 

  • Skills: Choose 3 from Arcana, Athletics, History, Insight, Investigation, Religion, or Survival

Equipment:

  • Simple Light Armor or Simple Medium Armor and a Buckler or a Shield

  • 1 Martial Weapon and 2 Simple Weapons of your choice

  • Alchemist’s Supplies

  • a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope

Feature:

  • Features:

    • Fighting Style - Fighting Style: Choose one of the Styles Below to focus your combat on 

      • Archer - Gain +2 to Attack Rolls made with Bows or Crossbows

      • Defense - Gain +1 AC when wearing Armor

      • Duelist - When only wielding a single one-handed Weapon in combat you gain +3 to that Weapon’s Damage Roll

      • Great Weapon Fighter - When using a Weapon in two hands that only uses 1 Damage Die and you Roll Damage, treat a result less or less than 3 as a 3. If it uses 2 Damage Die then treat any result on the Dice less than a 2 as a 2

      • Thrown Weapon Fighter - When you use your Action to Throw a Weapon you can immediately draw another Weapon of that Type as a Free Action. Any Weapons without the Thrown Property gain the Thrown Property (2m/10m) if you’re Proficient. Finally, you can draw and throw a Weapon with the Thrown Property as part of an Opportunity Attack

      • Two Weapon Fighting - When you make an Attack with your off-hand Weapon you can add your Ability Modifier to the Damage Roll

    • Dark Fortitude - After acquiring your Curse your body has changed into one far more resistant than most, as many others were not lucky enough to have survived a similar process. Your blood itself has been altered, allowing you to gain the powers of Hemocraft; utilizing your blood to produce and enhance magic that courses through you. You gain the following benefits - 

      • You select your Hemocraft Modifier at this level, choosing to utilize your Intelligence or Wisdom for any abilities you gain that utilize Hemocraft. If any of your ability calls for a Save it has a DC of 8 + your Proficiency Bonus + Hemocraft Modifier 

      • You can add +1 to all Saving Throws while you’re Conscious

      • You gain +1 Maximum HP per Cursed Warrior Level

      • You gain 10m of Low Light Vision

      • You gain 2m of Movement Speed 

    • Crimson Rite

      • At 2nd Level, you learn to invoke a rite of Hemocraft that infuses your weapon strikes with elemental energy. As a Bonus Action, you can activate any Rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a Short or Long Rest. When you activate a rite, you take Necrotic Damage equal to one roll of your Hemocraft die, which can be found in the table above based on your Cursed Warrior Level. This damage can’t be reduced in any way. In addition, you learn another Rite at Level 7 and every time you take another Level in this Class you can change any of your known Rites.

        • While the rite is in effect, Melee Weapon Attacks you make with this weapon are Magical, and deal extra damage equal to your Hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

          • Rite of Flames - Fire Damage

          • Rite of Freezing - Cold Damage

          • Rite of Storms - Lightning Damage

          • The Rites below can be chosen starting at 7th Level

            • Rite of Death - Necrotic Damage

            • Rite of Mind - Psychic Damage

            • Rite of Roars - Thunder Damage

    • Blood Maladict - ou now have the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through Hemocraft magic. You know one Blood Curse of your choice at Level 3, gaining more per the table above. Each time you gain a Level in this Class you can choose one of the blood curses you know and replace it with a different one. Each time you use your Blood Maledict feature, you choose which Curse to invoke from the curses you know. While invoking a Curse, but before it affects the target, you can choose to Amplify the curse to activate an additional effect by taking necrotic damage equal to one roll of your Hemocraft die, which can’t be reduced. However you cannot amplify your Curses against Creatures without blood. You can use Blood Maledict feature twice per Long Rest, gaining an additional use at 5th, 8th, and 11th Levels

      • Curse of Anxiety - As a Bonus Action you harass the mind of a Creature within 10m, granting your Deception and Intimidation Checks Advantage against them for 1 minute

        • Amped - The Creature’s next Charisma or Wisdom Saving Throw is done at Disadvantage

      • Curse of Binding - As a Bonus Action you bind a Creature (if it is of the Large size or smaller) within 10m of you that you can see. It must make a Strength Saving Throw, taking 1d8 Bludgeoning Damage, being Restrained and losing its Reaction until the end of its next turn on a Failure or just taking the Damage on a Success

        • Amped - You begin Concentrating on this Curse like it is a Spell, it now lasts for up to 1 minute, and the Creature can reattempt this save at the end of each of its turns

      • Curse of Bloated Agony - As a Bonus Action you curse a Creature you can see within 10m of you, causing its body to bloat until the end of your next turn. This gives it Disadvantage on all Strength and Dexterity checks and it takes 1d10 Necrotic Damage if takes an Attack or Movement Action on its next turn

        • Amped - You begin Concentrating on this Curse like it is a Spell, it now lasts for up to 1 minute

      • Curse of Exposure - When a Creature within 20m that you can see takes Damage you can use your Reaction to weaken it temporarily. Until the end of the target’s next turn it loses all Resistance to the trigger’s Damage Type; this includes the triggering effect. 

        • Amped - The target instead loses invulnerability to the damage types of the trigger instead

      • Curse of the Eyes - When a Creature within 10m makes an Attack you can use your Reaction to roll your Hemocraft Die and subtract that from the Attack Roll. You can do so after the creature rolls but before you know that the Attack Hits or Misses. Creatures that are Immune to the “Blinded” Condition are immune to this Curse. If the target still hits with this Attack Roll you don’t count this Maledict sa having been uses

        • Amped - You apply the penalty to all the Creature’s Attack Rolls until the end of its next turn, rolling for each Attack Separately

      • Curse of the Infection - As a Bonus Action you can pick a Creature you can see within 10m and cause it to become Poisoned. It makes a Constitution Saving Throw at the end of each of its turn to end the effect

        • Amped - The effect lasts for up to 1 minute, the target takes 2d6 Necrotic Damage when the curse is inflicted, and finally it takes this Damage again each time it fails a Constitution Saving Throw during the duration

      • Curse of the Puppet - When a Creature within 10m of you drops to 0HP (and dies) you can use your Reaction to send some facsimile of life into that corpse, causing the target to immediately make an Attack against a Creature of your choice within the target’s range

        • Amped - The target can move up to half its Movement Speed as a part of this Attack and you grant a bonus to its Attack and Damage Rolls equal to your Hemocraft Modifier

      • Curse of the Marked - As a Bonus Action you mark a Creature you can see within 10m. Until the end of your turn you have Advantage on Attack Rolls and Damage Rolls when you utilize your Crimson Rite

        • Amped - You have Advantage on your Rolls even if you don’t have a Crimson Rite on your weapon and it lasts until the end of your next turn 

      • Curse of the Mindless - As a Bonus Action you can curse a Creature you can see within 10m that in Concentrating on a Spell or a Feature that requires Concentration. That Creature has Disadvantage on their Concentration Saves this turn 

        • Amped - The target has Disadvantage on all Concentration Saves until the end of your next turn

    • Ability Score Improvement

      • When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each

    • Extra Attack

      • This ability allows you to Attack faster than before. When you make the Attack Action you can now make two Attacks instead of just one. 

    • Cursed Brand - Once per Long Rest you can activate this ability when you use a Blood Maledict, causing a bright red brand of your magic to appear on your target. This brand grants the effects below for up to 8 Hours or until you fall unconscious or utilize this feature again

      • Every time this Creature deals Damage to you it takes Psychic Damage equal to a roll of your Hemocraft Die + your Hemocraft Modifier

      • You gain a bonus to your Attack and Damage Rolls to this Creature equal to your Hemocraft Modifier

      • Once per use of this ability when you force that Creature to make a Saving Throw you can utilize your Reaction to grant it Disadvantage

      • You always know where the Branded Creature is in relation to you as long as you are both on the same plane of existence

    • Grim Psychometry - You gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. You utilize your Action to focus on an object you’re touching, drawing out the past events that have marked it by making a History Check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location. You can Amplify this ability like a Blood Maledict to grant yourself on Advantage

    • Umbral Form - Your body has managed to fully incorporate the cursed blood within you, your muscles, bones, and organs having fully absorbed the Cursed power

      • Your Dark Fortitude bonus to Saving Throw increases to +2

      • Your Dark Fortitude’s Low Light Vision increases to 30m

      • Your Dark Fortitude bonus to Movement Speed increases to 4m

      • Once per Short Rest you can use your Bonus Action to cast the Spell “Invisibility” without any Components on yourself with a duration of 1 minute

      • You gain 10 Maximum HP

Cursed Order Subclass - This selection represents the way your Order enhances their powers, whether before or after the Rite has been taken is up to you but there are always some repercussions for the powers that a Cursed Warrior has taken into themselves. This normally is chosen based on the group or school that a Cursed Warrior has learned their art but some are forced upon themselves.

  • Bloodletter

      • Bloodletter’s Curse - You gain the following Blood Maledict, it doesn’t count towards your number of Curses Known

        • As an Action you target a Creature you can see which has blood and has less than its maximum HP, forcing it to make a Constitution Saving Throw. On a Failure it takes Necrotic Damage equal to 3 rolls of your Hemocraft Die and you regain HP equal to half of this amount

          • Amplify - When you amplify this ability you regain all the Damage that you dealt as HP and if you exceed your Maximum HP with this healing you convert that directly to Shielding and it stacks on any Shielding you already have 

      • Blood Draw

        • At 3rd Level you learn how to physically manifest the magic in your blood to enhance your physical capabilities. Once per turn when you deal Damage to a Creature adjacent to you that has blood you regain HP equal to 1d4 up to your Maximum HP

    • II

      • Blood Hardening

        • You can transfer your magic into the blood in your body, allowing it to temporarily enhance your survivability. When you take Damage you can use your Reaction to reduce the Damage by 1d10 + your Hemocraft Modifier. You can do so a number of times per Short Rest equal to your Proficiency Modifier

      • Blood Draw II

        • You now heal for 1d6, which activates on both attacks whenever you utilize the Extra Attack Feature 

    • III

      • Blood Recycling

        • Whenever you are below half your maximum HP you regain HP equal to your hemocraft modifier at the start of your turn

      • Cleansing Blood

        • When you are afflicted by a harmful Condition including Blinded, Dazed, Deafened, Paralyzed, Poisoned, or Stunned you can end that effect by expending a use of your Blood Maledict

  • Ghostslayer

    • I

      • Ghostslayer’s Curse - You gain the following Blood Maledict, it doesn’t count towards your number of Curses Known

        • As a Bonus Action you target 1 Creature you can see within 10m that is Charmed, Frightened, or Possessed. That targeted effect ends by using this.

          • Amped - The Creature that Charmed, Frightened, or Possessed the target must make a Wisdom Saving Throw. On a Failure it takes 4d6 Psychic Damage and is Stunned for its next turn, on a Success it only takes ½ the Damage and isn’t Stunned

      • Rite of Dawn - You add the Rite of Dawn to your list of Crimson Rites, which gains the following effects

        • It deals Radiant Damage and you have Advantage on the Crimson Rite Damage Rolls against Undead Creatures

        • You are Resistant to Necrotic Damage while holding a Weapon with this Rite

        • This Weapon emits bright light in a 10m radius and dim light another 10m past that. You have Advantage to 

    • II

      • Undead Slayer

        • You can amplify curses against creatures without blood 

        • If you roll your Hermocraft Die to deal Damage to yourself and roll the maximum value, treat it as rolling the minimum value instead

      • Veil Walking

        • Once per Long Rest you can magically step into the veil between the planes as long as you aren’t incapacitated, using your Action to initially move into this realm, and lasting for a number of rounds equal to your Hemocraft Modifier. At the start of your subsequent turns you can choose to return to the mortal plane or continue in the Ethereal. In this other plane you can move through creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane however, you take 1d10 force damage if you end your turn inside an object or creature

        • During this period whenever you choose to return to the mortal plane you melee attacks deal an additional 1d6 Force Damage as your forcibly bring some of that plane into your weapons

    • III

      • Sundering Blade

        • Your true magical form is able to be concentrated into your weapons at will, granting all your weapon attacks additional Force Damage equal to a roll of your Hemocraft Die. If you are applying this Damage with a Weapon that has the Rite of Dawn active you have Advantage on this Damage Roll

  • Lycan

    • I

      • Lycan’s Curse

        • As a Bonus Action, you can use one of your Blood Maledicts to transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. In addition, this Feature replaces the normal rules for lycanthropy. While you are transformed, you gain the following features:

          • Feral Might 

            • You have advantage on Strength checks and Strength Saving Throws

            • Your gain a +1 bonus to Melee Damage Rolls

          • Resilient Hide

            • You have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical attacks not made with silvered weapons

            • If you are wearing no Armor or Light Armor only when you transform you gain an additional +1 bonus to AC

          • Predatory Strikes

            • You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon

            • Your Unarmed Strikes deal 1d8 slashing damage, increasing to 1d10 at 7th Level and to 1d12 at 11th Level

            • When you use the Attack Action to make an unarmed strike, you can make one additional unarmed strike as a Bonus Action if you are targeting the same Creature as the previous Attack

          • Bloodlust

            • If you start your turn with less than half your Max HP, you must succeed on a DC 8 Wisdom Saving Throw or move directly toward the nearest creature and use the Attack Action against that creature. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself

              • If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this Saving Throw

      • Lycan Senses

        • You gain Proficiency with Perception Checks

    • II

      • Stalker’s Prowess

        • Your Movement Speed and Long Jump increases by 2m

        • Your hybrid form also gains an additional +1 to Melee Damage Rolls

        • You can add your Proficiency Bonus to Dexterity Saving Throws while in Hybrid Form

      • Lycan Senses II

        • You gain 20m of Low Light Vision

        • You gain Expertise with Perception Checks

    • III

      • Beastial Healing

        • Whenever you are in Hybrid form and below half your maximum HP you regain HP equal to 1 + your Hemocraft Modifier

        • Once per Short Rest you can use your Bonus Action to heal HP equal to your Cursed Warrior Level + your Hemocraft Modifier

      • Lycan Senses III

        • You gain 20m of Darkvision 

  • Mutant

    • I

      • Mutagenesis - You learn to master forbidden alchemical formulas—known as Mutagens—that can temporarily alter your mental and physical abilities. Mutagens are designed for the specific biology of the character who concocted them. Your mutagens have no effect on other creatures and are unstable by nature, losing their potency over time and becoming inert if not used before you finish your next Long Rest

        • You know how to create 4 different formulas at this Level, and gain the knowledge of another one at Cursed Warrior Levels 6th, 9th, and 12th, which also represents your ability to actively collect the necessary materials to craft them

        • You can spend 1 hour on the process after completing a Long Rest to craft 2 mutagens of your choice that you have formulas for, increasing this amount by 1 at Cursed Warrior Levels 6th, 9th, and 12th

        • You can utilize your Blood Curse to instead craft another Mutagen. During a Short Rest you can expend any number of Blood Maledicts you have to produce an equal number of Mutagens as per the original use of this Feature. You treat this as a normal downtime activity and regain HP as normal during your Short Rest

    • II

      • Mutant Body I 

        • You gain a Resistance to Poison Damage and an immunity to an extra effects caused by non-magical poisons (such as causing the Paralyzed or Unconscious Conditions)

        • You gain Proficiency with Athletics or Acrobatics (your choice)

      • Mutant Combat

        • Select 3 of the Maneuvers from the Maneuvers List to gain access to from this Feature, you can change these out at the end of every Long Rest. You gain 2 Superiority Dice (these are d8s for you) to utilize for them and any Save required has a DC of 8 + your Proficiency Bonus + your Dexterity or Strength Modifier (your choice). You regain the use of these Dice after completing a Short or Long Rest

    • III

      • Mutant Body II

        • You now have Immunity to Poison Damage and to the effects from Magical Poisons

        • Once per Short Rest you can fully activate your mutant magic and ignore the negative effect of a mutagen for 1 minute

        • You gain Proficiency with Strength Saving Throws 

      • Perfected Mutagens

        • Once per Long Rest when you can utilize finely honed magic to ever so slightly enhance your Mutagens, removing the negative effect from a number of Mutagens equal to your Hemocraft Modifier

  • Profane Soul

    • I

      • Profane Curse - You gain the following Blood Maledict, it doesn’t count towards your number of Curses Known

        • Curse of the Soul Eater (Requires; Profane Soul Subclass) - When a Creature (that isn’t a Construct or Undead) is reduced to 0HP within 10m of you, you can use your Reaction to offer their Soul Energy to your Patron, granting you Advantage on all Attacks and Resistance to all Damage until the end of your next turn

          • Amped - You also regain an expended Warlock Spell Slot. 

            • You can only use this Blood Curse once per Long Rest

      • Profane Magic

        • When you reach this Level, you can augment your combat techniques with the ability to cast spells. The spells you can learn can be found in the Arcane Spell List marked as the ones Warlocks can learn. The rules for your Spellcasting is as follows

        • Cantrips

          • You learn two Cantrips of your choice from the list, you learn an additional Cantrip of your choice at 7th, and 11th levels 

        • Spell Slots

          • The Profane Soul Spellcasting table (below) shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Profane spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

            • For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

        • Spells Known of 1st Level and Higher

          • At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

          • The Spells Known column of the Profane Soul Spellcasting table shows when you learn more Profane Spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. 

          • Additionally, when you gain a level in this class, you can choose one of the Profane Spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

        • Spellcasting Ability

          • Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

            • Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier.

            • Spell attack modifier = your proficiency bonus + your Hemocraft modifier

        • Rite Focus

          • You can utilize an Arcane Focus to cast your Spells such as a Wand or Staff when a Spell requires a Material Component. However if you are holding a Weapon with an active Crimson Rite you can utilize that instead

    • II

      • Mystic Warrior

        • When you use your Action to cast a Cantrip you can make a Melee Weapon Attack as a part of the same Action

      • Mystic Boon

        • You gain access to the list of Spells below via your continual connection to the outer planes. The spell you select counts as Profane Spells for you and does not count against your number of Spells Known. You can cast this Spell at the highest Spell Slot Level you have once per day without expending a Spell Slot. In addition, every time you complete a Long Rest you can replace your chosen spell with a different one. 

          • Blindness/Deafness, Blur, Branding Smite, Detect Thoughts, Gust of Wind, Hold Person, Lesser Restoration, Phantasmal Force, Scorching Spears, or Silence

    • III

      • Sapping Brand

        • Whenever you have put your Brand on an enemy you can slowly weaken their resolve against your Magics. If you target this Creature with a Spell that requires a Saving Throw it has Disadvantage on the Save

LevelCantrips KnownSpells KnownSpell SlotsSpell Slots Level
32211st
42211st
52311st
62321st
72422nd
83422nd
93522nd
103532nd
113633rd
124633rd
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