
You have delved into the sinister art of weaving curses and maleficent spells, mastering the ability to manipulate fate and misfortune. Your magical repertoire is laced with debilitating effects that leave your enemies weakened and vulnerable.
Benefits
- Maledictor’s Touch: When you cast a spell that forces a creature to make a saving throw, you can curse them as part of the casting. Until the end of your next turn, the creature subtracts 1d4 from the first saving throw it makes. You can use this ability a number of times equal to your proficiency bonus, and you regain all uses after a long rest.
- Curse Specialization: Choose one of the following curses to enhance your magical abilities:
- Curse of Weakness: When a cursed creature deals damage with a weapon or spell attack, it deals damage equal to half the damage dice rolled (rounded down).
- Curse of Vulnerability: Choose a damage type when you curse a creature (acid, cold, fire, lightning, necrotic, or radiant). The cursed creature has vulnerability to that damage type until the end of your next turn.
- Curse of Shadows: When a cursed creature is in dim light or darkness, it takes additional necrotic damage equal to your proficiency bonus the first time it takes damage on your turn.
- Dark Channeling: When a creature cursed by you is reduced to 0 hit points, you can regain one expended spell slot of a level no higher than half your proficiency bonus (rounded up). You can use this ability once per long rest.
- Maledictor’s Resilience: You gain resistance to necrotic damage, and your hit point maximum cannot be reduced by spells or magical effects.

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