Fighter
Base Class: Fighter

Cursed Knights combine the martial mastery common to all Fighters with a raw and mystic power of magic.

Otherwordly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice:

  • The Archfey
  • The Fiend
  • the Great Old One
  • The Celestial

The choice you make augments some of your subclass features, as noted below.

The Archfey

  • You gain Resistance to Force Damage
  •  After getting hit by an attack, as reaction, you may choose to teleport up to 10 ft to an unoccupied space that you can see. You may use this a numbre of time equal to your Charisma modifier, you regain all uses once you finish a Long Rest.

The Celestial

  • You gain resistance to Radiant Damage
  • You gain a pool of D4's equal to your Charisma Modifier. As an Action you can use the die on this pool to heal creatures. Once you used this pool cannot use this Feature again until you finish a Long Rest.

The Fiend

  • You gain Fire Resistance
  • Once per turn, as a Bonus Action, after you make a successful attack roll, you can add 1d4 Fire Damage, you can do that a number of times equal to your Charisma Modifier, you regain all uses when you finish a Long Rest

The Great Old One

  • You are Resistance to Psychic Damage
  • As a Reaction to a creature making an attack roll or an ability check within 15 ft, you can make that creature subtract a 1d4 on the roll to turn a success in to a failure, you can do this a number of times equal to your Charisma Modifier, you regain all uses when you finish a Long Rest.

Level 3: War Bond

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: Pact Magic

 

Cursed Knight Spellcasting

Fighter
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

 

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 Knight Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Your spellcasting ability is Charisma for your warlock spells.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Level 7: Eldritch Attack

When you take the Attack action on your turn, you can replace one of the attacks with one of your Warlock cantrips that has a casting time of an action. This cantrip can only target one creature.

Level 10: Revealed Arcana

At 7th level, your patron grants you the use of a distinctive spell based on your pact. You cast this spell using without using any spell slot, and can’t do so again until you finish a long rest, you can also cast it using your pact magic spell slots.

The Archfey. You can cast Blur.

The Celestial. You can cast Lesser Restoration.

The Fiend. You can cast Scorching Ray.

The Great Old One. You can cast Detect Thoughts.

Level 15: Unsealed Arcana

At 15th level, your patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you finish a long rest.

The Archfey. You can cast Slow.

The Celestial. You can cast Revivify.

The Fiend. You can cast Fireball.

The Great Old One. You can cast Haste.

Level 18: Improved Eldritch Attack

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your leveled Warlock spells that has a casting time of an action.

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