Fighter
Base Class: Fighter

Cursed Guardian Features

Fighter Level Feature
3rd Spellcasting, Weapon Bond, Cursed Energy
7th Improved Cursed Energy, Eldritch Fortitude
10th Advanced Cursed Techniques, Eldritch Riposte
15th Cursed Mastery, Aura of Despair
18th Relentless Guardian

Level 3: Spellcasting

You augment your martial prowess with the ability to cast spells. See the general rules of spellcasting in the Player’s Handbook.

Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional Warlock cantrip of your choice at 10th level.

Spell Slots. The Cursed Guardian Spellcasting table shows how many spell slots you have to cast your spells. To cast one of your Cursed Guardian spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Spells Known. You know three 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Cursed Guardian Spellcasting table shows when you learn more spells. Each spell must be of a level you can cast. For example, when you reach 7th level, you can learn one new spell of 2nd level or lower.

Spellcasting Ability. Charisma is your spellcasting ability for your Cursed Guardian spells. You use your Charisma whenever a spell refers to your spellcasting ability. Your Spell Save DC and Spell Attack Modifier are calculated as follows:

  • Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.

  • Spell Attack Modifier = your proficiency bonus + your Charisma modifier.

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
7th 2 4 3 2
10th 3 5 3 3
15th 3 8 3 3 2
18th 3 10 3 3 3 1

Level 3: Curse Bound

You can create a magical bond between yourself and a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual. Once bonded, the weapon cannot be disarmed from you unless you are incapacitated. You can summon the weapon as a bonus action to your hand if it is on the same plane of existence.

You can bond with up to two weapons at once, but summoning one requires a separate bonus action.


Level 3: Cursed Energy

You gain a pool of Cursed Dice equal to your proficiency bonus. These dice begin as d4s and scale as you gain levels: d6s at 7th, d8s at 10th, and d10s at 15th.


Level 7: Improved Cursed Energy

You gain two additional techniques:

  • Eldritch Resilience. When you roll a Cursed Die, you can gain temporary hit points equal to the roll + your Charisma modifier.

  • Hexing Leap. Expend a Cursed Die to double your jump distance and reduce fall damage by the die result.


Level 7: Eldritch Fortitude

When you are reduced to 0 hit points but not killed outright, you can expend a Cursed Die to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.


Level 10: Advanced Cursed Techniques

You gain two additional techniques:

  • Eldritch Sight. Expend a Cursed Die to gain darkvision out to 60 feet for 1 hour or extend your darkvision by 30 feet.

  • Cursed Accuracy. When you miss with an attack roll, expend a Cursed Die to reroll the attack.


Level 10: Eldritch Riposte

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it. If you hit, you can expend a Cursed Die to deal additional necrotic damage equal to the roll.


Level 15: Cursed Mastery

Your mastery of cursed energy grants you two additional techniques:

  • Hexing Defense. Expend a Cursed Die to impose disadvantage on an attack roll targeting you or an ally within 10 feet.

  • Overwhelming Hex. When you deal damage with a spell or weapon attack, expend a Cursed Die to force the target to make a Charisma saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, they are frightened until the end of your next turn.


Level 15: Aura of Despair

You emit an aura of cursed energy in a 10-foot radius. Enemies in the aura have disadvantage on saving throws against being frightened or charmed. Additionally, any enemy that starts its turn in the aura takes necrotic damage equal to your Charisma modifier (minimum 1).


Level 18: Relentless Guardian

Your bond to cursed energy becomes unbreakable. When you roll initiative and have no Cursed Dice remaining, you regain 2 dice. Additionally, when you use a Cursed Technique, you can choose to roll with advantage.

Level 3: Spellcasting

Level 3: Spellcasting

You augment your martial prowess with the ability to cast spells. See the general rules of spellcasting in the Player’s Handbook.

Cantrips. You learn two cantrips of your choice from the Warlock spell list. You learn an additional Warlock cantrip of your choice at 10th level.

Spell Slots. The Cursed Guardian Spellcasting table shows how many spell slots you have to cast your spells. To cast one of your Cursed Guardian spells, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Spells Known. You know three 1st-level spells of your choice from the Warlock spell list. The Spells Known column of the Cursed Guardian Spellcasting table shows when you learn more spells. Each spell must be of a level you can cast. For example, when you reach 7th level, you can learn one new spell of 2nd level or lower.

Spellcasting Ability. Charisma is your spellcasting ability for your Cursed Guardian spells. You use your Charisma whenever a spell refers to your spellcasting ability. Your Spell Save DC and Spell Attack Modifier are calculated as follows:

  • Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.

  • Spell Attack Modifier = your proficiency bonus + your Charisma modifier.

Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
7th 2 4 3 2
10th 3 5 3 3
15th 3 8 3 3 2
18th 3 10 3 3 3 1

Level 3: Curse Bound

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Level 3: Cursed Energy

Level 3: Cursed Energy

You gain a pool of Cursed Dice equal to your proficiency bonus. These dice begin as d4s and scale as you gain levels: d6s at 7th, d8s at 10th, and d10s at 15th. You can use your Cursed Dice in the following ways:

  1. Add to Attack Rolls (Special). Roll a Cursed Die and add the result to your attack roll.

  2. Reduce Incoming Attacks (Reaction). Roll a Cursed Die and subtract the result from an attack roll made against you.

  3. Expend for Advantage (Special). Spend a Cursed Die to gain advantage on a Strength, Dexterity, or Charisma check.

When you reach 7th, 10th, and 15th levels, you learn additional ways to use your Cursed Dice.

Eldritch Fortitude

Your Curse has made your body more durable and it refuses to allow you to go down.

Level 3: Cursed Technique

Through your Cursed Energy you gain techniques that with the energy you can perform powerful feats.

Binding Curse

As an action you expend one Curse Die target one creature within your sight that target makes a Wisdom Saving Throw against your spell DC. On a failed saving throw the target is paralyzed for 1 minute roll the expended die the target cannot make a saving throw for an amount of turns equal to half the number rolled rounded down (minimum 1).

Cursed Accuracy

When you miss an attack roll as a reaction you can expend a Cursed Die to reroll the attack adding the roll of the Cursed Die to the attack roll.

Cursed Parry

As a reaction you can expend one Cursed Die and subtract the number rolled from an attack roll made against you.

Cursed Step

Expend a Cursed Die to teleport up to 10 feet per die result to an unoccupied space you can see.

Cursed Strike

When you make a successful attack roll against a target as a bonus action you can expend one Cursed Die the target makes a constitution saving throw against you spell DC on a fail they are considered poisoned and take necrotic damage equal to one Cursed Die.

Eldritch Resilience

When you roll a Cursed Die, you can gain temporary hit points equal to the roll + your Charisma modifier.

Eldritch Sight

Expend a Cursed Die to gain darkvision out to 60 feet for 1 hour or extend your darkvision by 30 feet.

Empowered Strike

Add your Cursed Die to the damage of an attack.

Harbinger's Touch

On a successful attack roll you can roll a Cursed Die and deal an additional amount of psychic damage, the target must make a Wisdom saving throw against your spell DC or be unable to take reactions until the end of your next turn.

Hexing Defense

Expend a Cursed Die to impose disadvantage on an attack roll targeting you or an ally within 10 feet.

Hexing Leap

As a bonus action:

Expend a Cursed Die to double your jump distance and reduce fall damage by the die result.

Necrotic Grasp

Make a grapple check adding your Cursed Die to the initial roll. The target takes damage equal to the amount rolled on the Cursed Die while you heal the same amount.

Overwhelming Hex

When you deal damage with a spell or weapon attack, expend a Cursed Die to force the target to make a Charisma saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failure, they are frightened until the end of your next turn.

Shadow Veil

As an action you can expend a Cursed Die to cast invisibility upon yourself or 1 willing creature.

Spectral Shield

Expend a Cursed Die to give yourself or an ally within 30 feet increased AC equal to your Charisma bonus until the start of your next turn.

Weakened Resolve

Expend a Cursed Die to subtract the roll from a creature's saving throw against being frightened or charmed.

Eldritch Riposte

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it. If you hit, you can expend a Cursed Die to deal additional necrotic damage equal to the roll.

Aura of Despair

You emit an aura of cursed energy in a 10-foot radius. Enemies in the aura have disadvantage on saving throws against being frightened or charmed. Additionally, any enemy that starts its turn in the aura takes necrotic damage equal to your Charisma modifier (minimum 1).

Level 18: Relentless Guardian

Your bond to cursed energy becomes unbreakable. When you roll initiative and have no Cursed Dice remaining, you regain 2 dice. Additionally, when you use a Cursed Technique, you can choose to roll with advantage.

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