Base Class: Warlock
The Cursed Commodity is a warlock subclass that delves into the dark arts of manipulating and harnessing cursed objects. These warlocks are drawn to the allure of forbidden artifacts and have made pacts with supernatural entities to gain power over these cursed commodities. They are experts at uncovering and harnessing the hidden potential of these items, using them to inflict curses upon their enemies and turn the tide of battle in their favor.
Soul of the Artefact
Your Patron is a fiend or other evil entity, that was banished and trapped, centuries ago, in the artefact that you wield today. Consult the item table to find out what your artifact looks like.
ITEM TABLE: You may roll a d6, or you may choose one yourself.
|
D6 Roll |
Artefact |
|
1 |
A Pair of Sneakers |
|
2 |
A Ring |
|
3 |
A Watch |
|
4 |
A Staff* |
|
5 |
A Necklace |
|
6 |
A Greatsword* |
The Greatsword and Staff deal an extra 1d8 necrotic damage once you get to 5th level, and you are proficient in them while you wield it, but they can be disarmed. Everything else cannot be disarmed. When the Greatsword or the staff is disarmed, it will spend one minute floating towards you, ready for you to equip it. You can customise what your item looks like after choosing. Your item speaks to you telepathically, in any language you know. Additionally, your alignment changes to chaotic evil.
Expanded Spell List
Your Artefact grants you choice from an expanded list of spells:
|
Spell Level |
Spell |
|
1 |
False Life, Bane |
|
2 |
Darkvision, Enhance Ability |
|
3 |
Haste, Water Breathing |
|
4 |
Death Ward, Freedom of Movement |
|
5 |
Geas, Telekinesis |
Vampirism
Starting at 6th level, you can feed on the energy of the cursed. As a bonus action, if a creature is cursed by a warlock feature of yours, you can create a ray of necrotic energy washing over the target, as long as it is not undead or a fiend. The target must make a constitution saving throw, (DC 10 + your proficiency bonus) or take necrotic damage equal to your warlock level, and you in turn heal that damage. Once used, you may only use this feature once per long rest.
Master of Curses
At 10th level, you can curse any weapon or armour you touch. As an action, if you touch a weapon of any kind, it gains a plus two bonus to attack and damage rolls. If you touch an armour or shield, it gains a plus two AC bonus. You can only curse one object at a time. All curses reset every 24 hours, or at the start of a short or long rest. Once you use this feature, you can not use it again until the end of your next long rest.
Possession
At 14th level, your affinity with your artefact reaches its peak. As an action, you can attempt to possess a target that you can see. The targeted creature must make a wisdom saving throw (DC your warlock level), or be possessed for one hour (Concentration). At the start of each turn, the target must make a wisdom saving throw, and you must make a charisma check to maintain concentration. If your charisma check is higher than the opponent’s wisdom saving throw, it remains possessed. This must be repeated at the start of each turn. When you are possessing another creature, your body hovers 5 feet off the ground, and is immune to all damage. It cannot communicate in any way, and mind-altering spells do not work on it. Your soul is transported to the target creature, and you can control it’s every move. You leave the target if the target enters death save, falls incapacitated, or is subject to the spell lesser restoration. You may not use this feature again until the next dawn, and upon completion, you gain one level of exhaustion.
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