Base Class: Fighter
Misfortune Weaver Warriors are rare to find since their presence only brings misfortune. as much as they suppress the negative energies around them they cant help but leak sudden spikes of Misfortune around them. with that said with their control of negative energies they manipulate the misfortune of those around them to their advantage often resulting in an unfortunate Event.
These warriors can change fate for the worst to a target becoming a bane in their life. they become Bad Omens, bad luck charms, and bearers of bad news, though tho their power is not well know, the events they bring are well known.
Bane / Bad Luck Spike
At 3rd level the warrior can control the negative energies around them to an extent, changing Fate for the Worse. You are surrounded by negative energies that only you can control resulting as bad luck spike. that said you can push this Negative energies onto a target of your choice with in sight
- Bane
- As an action, bonus action, or Reaction. Decrease/increase either Attack, damage, saving throw, skill check, of a target within your sight by a d4
- You can do this a number of times equal to your Proficiency modifier. And regains the uses on a Short or long rest.
- Bad Luck spike
- When getting a natural 1 Everyone within 30ft of you suffers a string of Misfortune
- Till the end of your Next Turn every Creature within the Range has Disadvantage on everything they attempt till the end of your Next turn
Bane Upgrade/ Bad luck Charm
At 7th level the Warrior increases its grasp over the negative energies he can push onto the Target, in addition they can craft or assign a special Charm to help control these unstable energies. the warrior can even Shatter their Protective Charm if they so wish but they will become vulnerable to the spikes just like before, till they Take a long rest to assign a new charm or make a new Charm.
- Bane (upgrade)
- Decrease/increase either Attack, damage, saving throw, skill check, of target by a d6
- Bad Luck Charm:
- You can Create a Charm that Can Aid when You have your Sudden Spikes
- While you Are in Possession of this Charm, you can redirect your Spike to chosen Targets instead of affecting everything around you, yet the warrior are still affected by the Spike just not as Much.
- You get Disadvantage on your Next Roll, instead of everything you do.
- When you Shatter the charm you unleash all the stored up Misfortune in a violent energy
- Everyone within 60ft suffers your bad luck Spike for 1 Hour
- Everyone with 20 ft of the charm when it shatters suffers 4D10 Psychic Damage
- You can Have multiple Charms on you, but to make one takes an object worth 50 gold, or something the character is fond of. That said, only one charm can be active at a time. Shattered Charms or making a new one can be recovered only after a long rest.
Bane Upgrade/ Unfortunate Events
at level 10 your Bane ability increases in strength now being able to not only push the negative energies around targets, but also affect the defenses that lie within the target. In addition the Misfortune weaver can trigger a grimly spike onto the target and affect it in unfortunate ways, such as Causing its wounds to open, or have it tumble causing the injuries it take to be much deeper.
- Bane
- Decrease/increase either Attack, damage, saving throw, skill check, of target by a d8
- In addition your Bane can now lower the targets AC, and Save DCs the target has
- Unfortunate Events:
- As a bonus action You can trigger a Bad luck Spike onto a target of your choice they can see within 60ft. This will make the Target Susceptible to many things Till the End of your next turn, the target under Unfortunate Events.
- Takes Double Damage of any damage it suffers.
- The damage it deals is Halved.
- You can do this a number of Times equal to your Proficiency Modifier. And regain its uses after finishing a long rest.
Bane Upgrade/ Misfortune Weaver
at level 15 Your bane increases in strength as you push your Negative energies onto the target. in addition you learn to weave others Misfortune for the worst allowing you to trigger either your Bane, Unfortunate Events, or Cause self detriment with out using your uses.
- Bane
- Decrease/increase either Attack, damage, saving throw, skill check, AC, And save DC, of a target by a d10
- Misfortune Weaver:
- You can now Manipulate the Misfortune of others within 60ft of you.
- Whenever a creature rolls a Natural 1, your Bad luck spike triggers affecting those around them in a 30ft range.
- In addition the creature suffers one of the Following effects of your Choice
- 3d10 Psychic damage as a result of self detriment
- Inflict them with “Bane” without expending one of your Uses
- Trigger “Unfortunate Events” without expending one of its uses
Bane Upgrade / Devil's Luck
Your Grasp of being the Bane of once existence has reached its peak. enhancing your abilities to near perfection. your Devilish luck is a frighting thing to be near of when the outcome can turn for the worst with a simple flick of a finger.
- Bane
- Decrease/increase either Attack, damage, saving throw, skill check, ac, save DC, of a target by a d12
- in addition you have no limit to how many uses you can trigger your Bane now, but you can use one use to make it a concentration that lasts for 1 minute that passively affects the targets chosen trigger, this does not cost one of your chosen actions while you concentrate, but can use a bonus action to change the affect to a different one.
- Devil's Luck:
- At the Start of each of your turns , you can choose a target within 60ft and trigger either your Bane or unfortunate events without using your Actions but still expending one use of it.
- In addition, your Unfortunate Events now Lasts for 1 minute
- As well the damage you deal with Misfortune Weaver increases to 5D10 instead.
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