Fighter
Base Class: Fighter

Old runes marring the hills and scaring the caves even some people conversing with these brutish fools learn there is an ancient magic, a near forgotten language of magic. After studious analysis a breakthrough occurred making little headway but it was a start. Training few soldiers the craft of this new advancement.

Disfigured Runes

The curse is a glyph applied via touch and slowly become more powerful the more the target is marked. The first curse appears to be like involuntary movement the targets arm jerks to miss the ally. The third curse seems more like the curse binds them to the ground like bits of shadow grabbing onto the target not strong enough to keep them from holding them but enough to slow movement. 

Disfigured Runes

Starting at 3rd level you gain the ability to mark your enemy with curses, small cracks that can lead to the downfall of giants. On successful attack rolls your weapon afflicts your opponent with a curse. This small mark gives a slight glow of ancient magic and only grows stronger the more you mark this enemy. The creature must make a dc equal to your strength modifier plus proficiency bonus (this effect does not apply to dual wielding weapons and can only be used on one person and is only applied once per round) 



  • 1st curse: The creature has disadvantage on attack rolls against other party members 
  • 2nd curse: The creature takes an extra 1d8 necrotic damage when hit with any attack or spell 
  • 3rd curse: Movement speed is halved 
  • 4th curse: roll a d4 (this effect works similar in the bane spell) and subtract that from any ability score 

Altar of the damned

At 7th level, you gain the ability to create altars which act as a conduit for curses allowing you to apply curses more effectively you apply two curses instead of one; this effect applies in a 60 foot radius and can be moved via teleport on a bonus action. If the altar is destroyed or otherwise changed the effect of all curses applied while using the altar are applied upon the user. This effect takes long rests equivalent to the number of curses applied to remove or a remove curse spell cast with the same spell slot as the level of curse. (The altar has an AC of 10 and 20 hp it cannot be obstructed and must be visible) 

Sicking Banes

At 10th level your curses become more powerful allowing them to overwhelm the opponent.

  • 5th curse:Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded.
  • 6th curse:The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • 7th curse :The creature gains a random madness from the long term madness table 

 

d100

Effect 

01–10

The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.

11–20

The character experiences vivid hallucinations and has disadvantage on Ability Checks.

21–30

The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.

31–40

The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the Antipathy/Sympathy spell.

41–45

The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.

46–55

The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.

56–65

The character is Blinded (25%) or Deafened (75%).

66–75

The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.

76–85

The character suffers from partial amnesia. The character knows who he or she is and retains racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took Effect.

86–90

Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion Effect lasts for 1 minute.

91–95

The character loses the ability to speak.

96–100

The character falls Unconscious. No amount of jostling or damage can wake the character.

Curse practitioner

After much trial and error you have suffered from many effects of your own machinations. These marks of scaolages effect seemed to dull is this a tolerance or a boon from some power.  

At 15th level you only receive the negative effect of curses above 4th. 

The final blasphemes

At 18th level you finally develop the coup de grâce of this arcane near forgotten language of runes modified with human ingenuity. 

  • 8th curse:The creature afflicted with this curse is paralyzed and unable to move until the curse user is 30 feet away
  • 9th curse:The curses tear away at the creatures armor their clothes their skin until nothing is left but blood and bone 

Previous Versions

Name Date Modified Views Adds Version Actions
7/8/2022 3:51:16 AM
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5e
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