Base Class: Warlock
Your patron is one who has only a fraction of the power they once had. They have been cursed by a powerful enough magic to reduce them to what they are now, not who they once were. You have been gifted your magic from this entity, given ability with the promise that you will do whatever you can to restore them to their full power when the time is right. Your power is not as strong as one who might be gifted by a celestial or a fiend, but it is still enough, still a fractional amount that helps you to survive in a world where anyone could be out to kill you.
Extended Spells
The Cursed One gives you the ability to choose the following spells as a part of your warlock spell list.
Cursed One Extended Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Maledict Manifestation
Beginning at 1st level, you become aligned to your patron's curse. When a creature attempts to charm or frighten you and requires you to roll a saving throw, you can roll with advantage.
Also, your patron's curse gives you a new life when you use a curse yourself. Whenever you attempt to render a creature charmed or frightened, regardless of whether your attempt succeeds or fails, you can choose to regain a number of temporary hit points equal to your warlock level + your charisma modifier.
Sacrificial Hex
At 6th level, you can choose to sacrifice some of your own vitality to impart a curse on an enemy. You voluntarily lose 1d10 + your charisma modifier in hit points to place a curse on a creature you can see within 60 feet. For one hour, you are bonded to the creature by the curse you have planted on them. This curse ends early if you die, the creature dies, or if you become incapacitated. You gain the following effects against this creature for the duration of the curse.
- All attack rolls against this creature are made with advantage.
- All attack rolls this creature makes against you are with disadvantage.
- You are considered proficient in guarding yourself from this creature. Subtract your proficiency bonus from all damage rolls made by this creature against you.
- If this creature has a challenge rating of 4 or lower (or if their level is 4 or lower), you automatically succeed on all Wisdom and Charisma saving throws this creature forces you to make. If the creature's challenge rating or level is 5 or higher, you have advantage on the saving throws.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rebounded Jinx
Beginning at 10th level, when a creature drops you to 0 hit points, roll 5d10. The creature must then roll a wisdom saving throw against your warlock spell save DC. On a failed save, if the creature has more than the amount you rolled remaining in hit points, they immediately drop unconscious for an hour or until they take damage, whichever comes first, but retain their remaining health. If the creature has fewer than the amount you rolled in remaining hit points, they take that amount in psychic damage and drop unconscious at 0 hit points.
Regardless of whether the creature has more or fewer hit points than the number you roll, if they fail the save, you gain a successful death save.
Devastating Abjuration
At 14th level, you manifest the ability that took away power from your patron. As an action, you make physical contact with a creature, and immediately sap all magic from within them. Until the end of your next turn, they are unable to perform magic of any kind or use any features that rely on magic. At the end of your next turn, their magic reappears to them and they have two options. The first option is to immediately regain their magic in full, allowing them full power again, but they take 10d10 force damage from the intensity of the magic reentering their system. The second option is to forgo regaining their magic for one minute (including the turn they already spend magic-less), and regain at the end of the minute with no harm to them.
Once you use this feature, you can not use it again until you complete a long rest.
Previous Versions
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8/26/2020 3:04:41 AM
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6
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0
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1.1
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Coming Soon
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