Barbarian
Base Class: Barbarian

Cursed by the whims of the gods, these warriors channel their misfortune into mythic strength. Whether cursed by retribution or simply as a trial to overcome, barbarians that follow the Path of the Cursed turn what would cripple others into their greatest asset. 

You can choose the origin of your curse or determine it by rolling on the Origin of the Curse table. You should also work with your DM to see how this curse fits into the campaign setting.

Origin of the Curse
d4 Origin
1 In a fit of rage, you desecrated a temple or artifact of one of the gods or offended one of their chosen. In their response to this affront, they have cursed the same anger which led you to commit your trespass.
2 The dilemma of fortune and misfortune has found you as you have drawn the attention of a god who seeks you to be their champion. In order to prove yourself, you must endure this curse that they have deemed to test you with.
3 Some rites must be upheld even when their origin has been forgotten. Whether knowingly or not, you have broken a sacred tradition of the land and must now bear the consequences.
4 Few things are as fickle as fate. Not even the gods know the cause for your suffering, only that you will accomplish great things if you can survive.

Raging Curse

Starting when you choose this path at 3rd level, a dark curse manifests within you. You can choose one of the following options for how the curse afflicts you.

Body

While you’re raging, you take necrotic damage equal to 1d8 plus your class level whenever you roll a natural 1 on an attack roll. This damage bypasses resistance and immunity.

Mind

While raging, you have disadvantage on all Wisdom, Intelligence, and Charisma saving throws while raging.

Soul

While you’re raging, you are resistant to healing magic. You only recover half the hit points you would normally receive from any magical healing.

Cursed Might

Starting at 3rd level, you use your curse to fuel your rage. You now can empower your rage with this affliction. Your Rage feature now has the following effects.

  • When you enter your rage, you gain resistance to Acid, Cold, Fire, Lightning, or Thunder damage (your choice).
  • While raging, your weapons' damage increases by an amount based on your level in this class, as shown on the Cursed Bonus Damage table. 

Cursed Bonus Damage

Barbarian Level Damage Increase
3rd 1d4
10th 1d6
16th 1d8
20th 1d10

Afflicted Resistance

At 6th level, you develop defenses against curses. When you fail a saving throw against a curse (e.g. the Bestow Curse spell, Mummy's Rot, etc.) you can choose to succeed instead. You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses of it when you finish a long rest.

Additionally, by spending 10 minutes with an object, you can tell if it is cursed. You cannot determine the specifics of the curse, but just whether there is a curse.

Cursed Presence

At 10th level, you gain the ability to inflict a curse on your enemies. The effect is determined by your Cursed Rage feature. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Body

When a creature you can see within 30 feet misses you with an attack roll, you can use your reaction to cause them to take necrotic damage equal to 1d8 + half your barbarian level.

Mind

When a creature you can see within 30 feet makes an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to impose disadvantage on the roll.

Soul

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to cause the target to lose any resistances to the damage types of the triggering attack or spell.

Fury of the Cursed

At 14th level, your curse fuel your rage to a new intensity. While raging, you gain the following benefits if you aren't wearing heavy armor.

  • You gain resistance to all the options from your Cursed Might feature (Acid, Cold, Fire, Lightning, and Thunder damage)
  • You can make a single melee weapon attack as a bonus action on each of your turns.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.

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