Base Class: Fighter
To be a Curse Spreader is to put your own problems onto other people. Those who choose this path bear the a mighty curse that is to each their own. Some may choose to live in solidarity with their affliction, and others may choose to actively harm those they know. But one thing is for certain, this is not a path treaded without risk. (Still a WIP)
Curse Carrier
When you choose this archetype at 3rd level, you obtain afflictions that curse both you and target in some form.
Afflictions. You learn 2 afflictions of your choice. Most of which harm you in some fashion. You learn an additional affliction of your choice at 7th, 10th, and 15th level. Each time you obtain new affliction, you can also replace one affliction you obtain with a different one.
Scars. You have scars. A scar is expended when you use it. You regain all of your expended scars when you finish a short or long rest. You gain another scar at 7th level and one more at 15th level.
Saving Throws. Some of your afflictions require your target to make a saving throw to resist the affliction's effects. The saving throw DC is calculated as follows:
Affliction save DC = 8 + your proficiency bonus + your Charisma modifier
Agony
When you take the Attack action on your turn, you can forgo one of your attacks to cause your curse of agony to flare. Choose a target within 60 feet, you and the target gain disadvantage on Strength and Dexterity saving throws until the end of your next turn. The target must make a strength saving throw against your Affliction DC. On a failure, they are restrained until the end of their next turn.
Blighted
As a bonus action, you can expend one scar to enhance your weapon. When you activate this effect, you take necrotic damage equal to half your fighter level, this damage cannot be reduced in any way. Until the end of your next turn, your melee weapon attacks deal an additional 1d6 acid damage + half of your fighter level (rounded down).
Crippling
When you take the Attack action on your turn, you can forgo one of your attacks to cause your curse of crippling to flare. When you do so, choose a creature who can see or hear you and expend one scar, that creature must make a wisdom save equal against your Affliction DC. On a failure that creature along with you have their bodies buckle and break, their speed is reduced by 10 feet until the start of your next turn.
Decay
When you take the Attack action on your turn, you can forgo one of your attacks to cause your curse of Decay to flare. When you do so, choose a creature who can see or hear you and expend one scar, you take necrotic damage equal to your fighter level, this damage cannot be reduced in any way, that creature must make a constitution saving throw equal against your Affliction DC. On a failure, for the next minute, that creature takes necrotic damage equal to your fighter level at the start of their turn. The target can make a constitution saving throw at the end of each of their turns, ending the effect on a success.
Frailty
When you take the Attack action on your turn, you can forgo one of your attacks to cause your curse of frailty to flare. When you do so, choose a creature who can see or hear you and expend one scar, that creature must make a wisdom save equal against your Affliction DC. On a failure that creature along with you have their AC reduced by your charisma modifier (min. 1) until the end of your next turn.
Siphoning
When you make a weapon attack against a creature, you can expend a scar to attempt to siphon the creatures lifeforce as your own. Take a -5 penalty to the attack roll, if you hit, deal an additional 2d8 necrotic damage. You regain hit points equal to the necrotic damage dealt by this attack.
Withering
During another creature's turn if they are within 60 feet and hit with an attack, you can, as a reaction, expend a scar to heighten your curse of withering. When you do so, choose a creature who can see or hear you. Roll a 1d6, that creature takes a penalty to the attack roll equal to the number rolled + a third of your fighter level (rounded down). Whether the attack hits or not, you take necrotic damage that cannot be reduced in any way equal to the total penalty to the attack.
Shared Suffering
Starting at 7th level, you start to gain more control over your curse. As a result, your Afflictions that target a single creature can now target an additional creature.
Decaying Weapons
At 10th level, you grow more in tune with the degenerating effects of your curse. As a result, your weapon attacks deal an additional 1d6 necrotic damage.
Malison Unleashed
Starting at 15th level, you can manifest the pure unbridled energy of your curse. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:
- You gain temporary hit points equal to 2d10 + 2 times your fighter level.
- Once during each of your turns, when you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw against your Affliction DC, and if the saving throw fails, the target becomes blinded until the end of your next turn.
- Whenever a hostile creature starts their turn within 10 feet of you, you can force it to make a Wisdom saving throw against your Affliction DC, and if the saving throw fails, the target becomes frightened of you until the transformation ends or they can make a Wisdom saving throw at the end of each of their turns, on a success the condition ends. A creature who succeeds the save cannot be affected by this ability for 24 hours.
You cannot transform again until you finish a long rest.
Anathema
At 18th level, you attain true power over your curse. Once per turn, whenever you make a weapon attack, you can add a condition from one of your afflictions that affect a creature to the weapon attack, with you ignoring the negative downside of the affliction.
You can use this feature a number of times equal to your Charisma modifier (min. 1) until you finish a long rest.
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Posted Jan 10, 2026This is my first posted subclass, it is not derivative of my other works. I'll eventually remake it into something better.