Base Class: Barbarian
A deadly curse is cast upon any barbarian who dares walk this path; a hex that ensnares its vessel with promises of great power, solely to fall prey into mindless frnzy and absolute barbarity. Only a few gifted warriors possess the will to subdue the dark temptations of a curse, and even fewer are those hosts with the whim to overcome them. You are one such prevailing examplars, and for weal or woe, cursing now comes as second nature to you as is raging.
Course Curses
By taking this path at 3rd level, you learn a curse that binds a suit of armour or a melee weapon to you. You perform the curse over the course of 1 hour, which can be done during a short rest. You must be wearing or wielding the item throughout the cursing. Once cursed, the item gains the following properties
Eerie Malleability. The cursed item cannot be doffed or disarmed from you against your will. You can also change the appearance of the cursed item to your liking: its statistics remian the same when you do so. If the cursed item is a suit of heavy armour, you have proficiency with it, and you can benefit from your Rage and Fast Movement features while wearing it. If the cursed item requires attunement, you ignore all class, race and spell requirements to attune or use this item and it does not count against the number of items you can attune.
Curse Save DC. When you force a creature to make a saving throw against one of the subclass features, the DC is equal to 8 + your proficiency bonus + your strength modifier.
Occult Arsenal. The cursed item can be stored in an extradimensional space; as an action or free interaction on your turn, you can don or draw one cursed item from this space, or shunt it back to it. You can have up to two cursed items. If you attempt to curse a third item, you must first part with one of the other two cursed items, which requiresyou to be the target of a Remove Curse spell or similar effect.
Inflict Hexes
At 6th level, while raging, you can cause one of the following effects when you hit a creature with a cursed weapon that you are wielding with two hands; you can cause two effects while also recklessly attacking
Breaking Point. The target must succeed on a wisdom saving throw or be frightened of you until the start of your next turn.
Mental Torment. The target takes an extra psychic damage equal to your barbarian level.
On Your Knees. The target must succeed on a strength saving throw or be knocked prone.
Periapt Plate
At 6th level, when you wear a cursed armour while raging, you have advantage on saving throws against being charmed and frightened: you ignore the effects of both conditions while also recklessly attacking.
Maledtiction
At 10th level, when you enter rage, and as a bonus action on each of your turns while raging, you can poin your cursed item at a creature and cast the Command spell. The target must be frightened, and it can e undead. Besides the typical commands, you can issue one of the following commands
Betray. The target usesits next action to make one melee attack against a creature other than itself that you choose.
Confess. The target uses its next action to respond truthfully at one question you ask.
Truce. The target is indifferent about creatures of your choice that it is hostile toward.
Witching Hour
At 14th level, once per rage, you can use your action to touch a creature with your cursed item and cast the Bestow Curse spell at 5th level. You must finish a long rest before you can curse the same target with this feature again. Besides the typical curses you can bestow the following curses
Cower. If frightened, the target has disadvantage on saving throws while its source of fearis within its line of sight.
Dread. The target is frightened of a creature or object of your choice, even if it is immuneto the frightened condition.
Jinx. When the target rolls a 20 on an attack roll, ability check or saving throw, it must reroll the die and use the new roll
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
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Posted Feb 23, 2023I found a stat sheet on pintrest so I put it hereand hade to write everything down because there wasn't anywhere to copy paste