Base Class: Fighter
Those who walk the path of the Cursed Vessel are not ordinary fighters. They are bodies filled beyond capacity—overflowing with a volatile energy that was never meant to be contained. Their strength does not come from discipline alone, but from enduring the weight of something greater than themselves.
To fight as a Cursed Vessel is to constantly stand on the edge of collapse… and choose to move anyway. At a glance, they appear like any other weapon master—blade in hand, stance refined, movements precise. But the illusion shatters the moment they engage.
Their strikes land heavier than they should.
Their bodies endure more than they should.
Their presence distorts the rhythm of battle in ways that can’t be explained by skill alone.
Because every motion is reinforced by something unseen. Cursed energy flows through them like a second bloodstream—coating their limbs, sharpening their attacks, and dulling the damage that should break them. It is not cast like a spell or invoked through ritual.
It is instinct.
When they swing, it follows.
When they are struck, it answers.
When they are pushed to the brink—
it pushes back.
Level 3: Cursed Die
Cursed Dice. You have four Cursed Dice, which are d8s. A Cursed Die is expended when you use it. You regain all expended Cursed Dice when you finish a Short or Long Rest.
You gain an additional Cursed Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Your Cursed Die Upgrade when you reach Fighter levels 10 (d10) and 18 (d12).
You can use these dice to fuel your Cursed Techniques.
Level 3: Cursed Techniques
You can use these following techniques:
Reinforced Strike
When you hit a creature with a weapon attack, you can expend one Cursed Die to deal extra force damage equal to the die + your Constitution modifier.
Guarded Flow
When you take damage, you can use your reaction and expend one Cursed Die to reduce the damage by the number rolled + your Constitution modifier.
Flowing Step
As a bonus action, you can expend one Cursed Die to move up to half your speed without provoking opportunity attacks.
Cursed Energy Slash
As an action, you release a blade of condensed cursed energy at a creature you can see within 60 feet. Make a ranged spell attack against the target using your Constitution modifier.
On a hit, the target takes 2d8 force damage + your Constitution modifier. The damage increases to 3d8 at 11th level and 4d8 at 17th level.
Reinforced Strike
Reinforced Strike. When you hit a creature with a weapon attack or unarmed strike, you can expend one Cursed Die to deal extra force damage equal to the die + your Constitution modifier.
Cursed Energy Slash
You release a blade of condensed cursed energy at a creature you can see within 60 feet. Make a ranged spell attack against the target using your Constitution modifier. On a hit, the target takes 2d8 necrotic damage + your Constitution modifier. The damage increases to 3d8 at 11th level and 4d8 at 17th level. This attack is considered a Cursed Technique for the purposes of your subclass features.
Flowing Step
Flowing Step. As a bonus action, you can expend one Cursed Die to move up to half your speed without provoking opportunity attacks.
Guarded Flow
Guarded Flow. When you take damage, you can use your reaction and expend one Cursed Die to reduce the damage by the number rolled + your Constitution modifier.
Level 3: Cursed Reinforcement
- While you aren’t wearing heavy armor, you gain a +1 bonus to AC.
- Your weapon and unarmed strike attacks deal an extra 1d8 force damage.
Level 7: Mimicry (Copy Technique)
When a creature you can see within 60 feet casts a spell of 1st level or higher, or uses a magical effect, you can use your reaction to copy it.
- The spell must be of a level no higher than your proficiency bonus. If its a magical effect you have to BEAT, not meet the targets DC or you don't copy the effect.
- You can cast the copied spell or used the magical effect once within 1 minute, requiring no components.
Your spellcasting ability for this spell is Constitution.
You can use this feature a number of times equal to your proficiency bonus per long rest. You can also restore a use of the feature by expending one Cursed Die (no action required).
Level 10: Reverse Cursed Technique
- At the start of your turn, if you have at least 1 hit point, you regain hit points equal to your Constitution modifier.
- When you use your Second Wind, you regain the maximum number of hit points instead of rolling.
- you can use Second Wind an extra amount of times equal to your Constitution modifier.
Level 15: Overflowing Output
When you use Action Surge, you gain the following benefits until the end of your turn:
- You have advantage on all attack rolls.
- Your weapon attacks deal an extra 2d8 force damage.
Level 18: Perfect Vessel
- When you hit a creature with three or more attacks on your turn, it takes an extra 3d8 force damage.
- When you fail a saving throw, you can reroll it. You must use the new roll. You can use this feature once per long rest.
Previous Versions
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8/25/2026 3:38:42 AM
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