(I can't say I won't change it later, after a long period away, if I ever get it to what I want maybe. And if they get play tested, determined to be reasonably balanced and all the functions work as intended they can get published.)
For the Warlock Curse Eater version, please look at post number 10.
Curse Eater Feat; current version.
Prerequisite: You were cursed. (especially by a powerful being) CON ability score- 14
A Curse Eater can use their misfortunes as a source of benefit.
A Curse Eater has misfortune to spare- You can cast Bestow Curse 1/day (Constitution as the spell modifier)
Edible Misery- As a bonus action to consume a misfortune in your Phylactery, doing so heals you an amount of d4s equal to your proficiency bonus + your Proficiency Bonus and Constitution modifier, useable once per day.
Previous Curse Eater- Feat (may try to make it a class/subclass)
A Curse Eater can use their misfortunes as a source of benefit. Assume the curse eater always has some Misfortunes if you don't keep track. Enough to cause one of every condition, use Bestow Curse, cause one Disease, some form of Madness, one damage spell, and one raise dead spell (20 Misfortunes).
Prerequisite- Con of 14; cursed
Phylactery of Misfortunes (Special Action)- [space holder to note Misfortunes for those who want to keep track]
Stores Misfortunes that do not currently afflict the Curse Eater
Cursed Body (Special Action & Modifiers)-
Disadvantage on Wisdom saving throws against Bestow Curse.
50% chance to move a Curse on them to the Phylactery at start of turn. Or spend one action to guarantee (limit of times=CON mod, resets after long rest.)
DC 30 to remove a curse from them (ex. as with the Remove Curse spell)
Ethereal Sight- see into the Ethereal Plane (60 ft.)
Disadvantage against Possession by spirits.
Vulnerability-Psychic Damage, [Radiant Damage]
Field of Absorption (Special Action) - You attract Misfortunes.
Absorbs spells/magical effects like Symbol, Bestow Curse, or any spell/magical effects from traps that cause Conditions.
This ability cannot be used against artifacts or other magical items where a misfortune/curse is a fundamental part of the item's nature or to remove misfortunes/curses from living beings.
This effect can be used an amount of times equal to your Proficiency Bonus per long rest.
Range- 10 ft. at level 1. Increases by 10 ft. every level.
Offering of Woe - (Modifiers)
Plus 1 bonus to an ability score of their choice.
Advantage on Saving throws against Instant Death spells/magical effects/supernatural abilities
Advantage against Disease.
Advantage on repeat saving throws against Blindness, Deafened, Poisoned
Resistant to Spell Damage, Damage Dealt by Traps, and Poison
Wallow in Woe (Special Action)- Nightmares plague you. After a long rest -first resolve effects of the rest- then roll a d20:
On a 1 One level of Exhaustion and their speed drops by 5 ft.
On a 2-6 they cannot stand the thought of food, and it takes some convincing to make them eat DC 15-20 respectively (Beings that do not need to eat are immune to this effect).
On a 7-9 they have Disadvantage on the first saving throw against Madness and one of their misfortunes afflicts them again..
On a 10-11 they spend most of their uninterrupted time staring into the distance, and their speed drops by 5 ft.
On 12-19 they look tired, but are fine.
On a 20 they were not bothered by nightmares.
Gift of the Corrupt (Spell Action)- Use Misfortunes in the Phylactery-
Costs 1d4+Proficiency Bonus HP; scales 1d4 every [even] level, up to 11d4.
Non-evil characters slowly turn Evil. Evil Eaters must succeed on a DC 17 Wisdom saving throw or use one of the misfortunes on their turn.
A curse eater that drops down below 0 HP by casting from their stockpile of misfortunes becomes a Lich.
Edible Misery (Special Action)- Roll a d20:
On a 1, a Misfortune they have in their stockpile affects them.
On a 11-20 A Misfortune is eaten; gives 1d10 hit points. Usable once per long rest.
(As listed in my homebrew) In total it has:
1 option: Seal of the Unholy/ No seal - restricts certain spells (cannot be enforced on D&D beyond) I don't expect people to use the Seal. I just needed it for my own reminder for the character I built this around.
6 list-able positive modifiers (plus 2 I can't enter using the homebrew as it is currently)
4 negative modifiers
6 attributed 'Actions'
Access to all the spells; cast using CON (yes, I figure this part is a huge issue, I am trying to figure out how to re-work it)
What spells do you think count as Curses? Besides Bestow Curse.
How does it look?
-For those willing to read the long history-
The Curse Eater
History: After watching my older brother and cousin spend hours looking at, and making characters for dungeons and dragons I decided I would make my own, and as I had no one to play them with, I would make my own campaign. The campaign changed to just an outright story. The Curse Eater came about as a feature of one of the characters in the story. Then once more I got pulled into D&D, then started using D&D Beyond to make characters. And eventually, I became determined to implement the characters from the story, but more than that, I wanted to share with others. The Curse Eater is merely one portion of trying to get a certain character on D&D Beyond to function as I want; and has gone through many changes, a few of them surprised even me.
Description-A Curse Eater can still be affected or afflicted with any curse, curse like effect, or misfortune, but not long after exposure, a curse will no longer have its normal effect against the Eater. Instead, the Eater can use the misfortune as a source for their own enhancement.
Prerequisite - Constitution Ability Score-14 or higher. Background- Haunted One or similar, cursed by god/goddess, have/had 3+ curses or conditions including but not limited to Blindness, Deafness, Paralyzed, Petrified, Poisoned, Madness, or Disease.
Effects/Abilities of the Curse Eater
Phylactery of Misfortunes (Special Action)- As the Curse Eater is affected by misfortunes a strange phenomenon begins to occur. A pseudo space, a pocket space forms inside or around the Curse Eaters body where curses that do not afflict the Curse Eater are stored for later use. This space is largely unnoticeable. An Insight check reveals a feeling of foreboding gloom around the Curse Eater (adjust DC as desired). While the Curse Eater has these stockpiled misfortunes their ability scores are increased. Once the misfortunes are gone they lose any enhancements. (Diseases and poisons count as curses for the sake of stockpiling misfortunes.)
A plus 1 bonus to an ability score of the player’s choice.
Cursed Body- Curses are nearly impossible to remove from a Curse Eater, the more misfortunes they have, the harder it is to remove any curse from them. (Misfortunes inside the Phylactery cannot be removed by a spell.) The Curse Eater has Disadvantage on wisdom saving throws against Bestow Curse. After being cursed, instead of being affected by the regular duration the Curse Eater rolls at the start of their turn to see if the curse still affects them or if the curse is instead moved to the Phylactery of Misfortunes. (50%) Alternately the Curse Eater can spend one action to forcibly move a misfortune that is affecting them to the Phylactery of Misfortunes. If used this way it can only be done an amount of times equal to your Constitution modifier, and resets after a long rest.
DC 30 to remove curses, as with the Remove Curse spell
Ethrealsight-The Curse Eater can see 60 ft. into the Ethereal Plane. Ghosts, real and figments, often haunt their sight and they have Disadvantage against Possession by such spirits.
(Special Action) Field of Absorption- A Curse Eater’s body attracts misfortunes. If there is a misfortune, the Curse Eater pulls it to them, even if said misfortune is a spell cast on an item or in a location. They do not need to be within the normal activation range of a spell or effect, so long as their field of absorption intersects that range the effect or spell will affect the Curse Eater. This can remove spells or curses from specific locations making them non-magical. This ability cannot be used against artifacts or other magical items where a curse is a fundamental part of the item's nature. This ability cannot be used to remove misfortunes from living beings. Usable an amount of times equal to your Proficiency Bonus per long rest.
Range of Field- 10 ft. Increases by 10 ft. every level.
(Special Action) Wallow in Woe- Curse Eaters are susceptible to lethargy, nightmares, lack of appetite, and madness due to the concentration of these stockpiled misfortunes. They can gain exhaustion very quickly. Any time a Curse Eater sleeps or goes into a trance they have nightmares. The Curse Eater learns to mostly live with the condition. After a long rest roll a d20:
On a 1 the Curse Eater gains one level of exhaustion and their speed drops by 5 ft.
On a 2-6 they cannot stand the thought of food, and it takes some convincing to make them eat DC 15-20 respectively. (Beings that do not need to eat are immune to this effect).
On a 7-9 they have Disadvantage on their first saving throw against madness, and one stored misfortune afflicts them again.
On a 10-11 they spend most of their uninterrupted time staring into the distance and their speed drops by 5 ft.
On 12-19 they look tired but are fine.
On a 20 they were not bothered by nightmares.
(Spell Action) Gift of the Corrupt- Curse Eaters can use the stockpiled curses as a spell without expending any of their regular spell slots, instead, they lose a portion of their Hit Points starting at 2d4+2 and scaling plus 1d4 to a total of 12d4 by level 20. Any non-evil Curse Eater that does so runs the risk of Corruption. Corruption will gradually change a creature’s alignment until they are Evil. Evil Curse Eaters feel compelled to use the misfortunes and must succeed on a DC 17 Wisdom saving throw or use one of the misfortunes on their turn. A curse eater that drops down below 0 Hit Points by casting from their stockpile of curses becomes a Lich.
(Modifiers) Offering of Woe-
The Curse Eater has Advantage on any saving throws against Instant Death Spells/spell-like effects or supernatural abilities.
Advantage against Disease.
A Curse Eater gains Advantage on any repeat saving throws against whatever misfortune they are afflicted by, except madness and exhaustion. (ex. Curses, poison, disease)
They gain Resistance to Spell Damage, Poison, and Damage dealt by Traps
(Special Action) Edible Misery- A Curse Eater can use the misfortunes in the Phylactery to regain hit points. Roll a d20 On a 1, a curse they have in their stockpile affects them again. On a 11-20 one of the misfortunes that the Eater has is digested. The Curse Eater can then gain back 1d10 hit points. Usable once per long rest.
Vulnerability-Psychic Damage, Radiant Damage
Unlisted in write up but still in the feat-Option: Seal of the Unholy- A Curse Eater can no longer cast spells like Hallow, Sanctuary, and Remove Curse; also, they cannot make holy water. Alternate option is No Seal. (The seal was designed specifically for a certain character, I don’t expect it to be used.)
Comments from creator:
I am unsure how to handle the Phylactery of Misfortunes. I decided on making it a special action.
Cursed Body- DC not addressed for the roll. Suggestion- adjust as needed/use the regular DC
or the other Standard would be DC of 10/ 50% chance of either still being affected or storing.
Additional notes for Field of Absorption- This ability does not work on poisons. (And does not go through walls)
Technically the Curse Eater was designed to absorb the effects of negative magical traps, not absorb spells cast in the middle of combat. I guess you could? That would sorta mess with game play if a spell cast by an ally that they intend to hit an enemy is suddenly diverted to the Curse Eater because of the Field of Absorption. Might make for some very annoyed allies. On the other hand it could make for some interesting gameplay. Make it look like you were attacking someone else, and then when they taunt you for missing you can smile and reply "Did I?" as the Curse Eater attacks.
Not sure how people would want to resolve the Field problem, how about if the spell would hit, then it hits as normal, but if it misses and the Curse Eater is in range to absorb the spell then the spell hits the Curse Eater instead. (The Curse Eater could gain an automatic successful save versus damage for friendly fire.)
Which makes a good question, which spells should qualify for curses?
My sample list: Acid Splash, Bestow Curse*, Blight*, Blindness/Deafness*, Burning Hands, Call Lightning, Chain Lightning, Chill Touch, Circle of Death, Cloud of Daggers, Cone of Cold, Contagion*, Create Undead, Crown of Madness, Darkness, Ensnaring Strike, Eyebite, Fear*, Finger of Death, Firebolt, Fire Storm, Fog Cloud, Grasping Vine, Hallucinatory Terrain, Heat Metal, Hellish Rebuke, Hex, Hold Person, Ice Storm, Incendiary Cloud, Inflict Wounds, Insect Plague*, Mass Suggestion (Panic), Meteor Swarm, Otto's Irresistible Dance, Poison Spray*, Polymorph, Power Word Kill, Power Word Stun, Ray of Frost, Tasha's Hideous Laughter, Thunderwave, Time Stop, Tsunami, True Polymorph, Scorching Ray, Shatter, Shocking Grasp, Sleet Storm, Smite (all), Spike Growth, Stinking Cloud, Wall of Thorns, Web, Vampiric Touch, and a few others listed as possible curses.
Basically anything that could cause fear, panic, madness, disease, poison, major disaster or misfortune, which covers a lot.
DM and the player should decide what spells they feel qualify as misfortunes.
Gift of the Corrupt additional notes and details- [Totally forgot that the original idea had it eating at your lifespan rather than hp. So your races maximum life span takes the damage first, when it gets to your current age it eats at your hit points, and when you fall to 0 or below then you die and become a Lich, in which case you can use the effects of a spell cast instead of level (i.e. damage. misfortunes that do not have a set damage may cost a minimum of 2d4, or standard improvised weapon damage, whichever is agreed upon.)]
Alternative idea- casting misfortunes from the Phylactery eats at your characters Experience points.
A very long winded feat and not exceptionally user friendly in some ways as there is a lot to remember and adjust.
Ex. Keeping track of how many misfortunes are in the phylactery, especially if it is to be used for casting at some point.
Keeping track of what the misfortunes in the Phylactery are. For spells, if nothing else they will be cast at the minimum casting level. Use spells that would cause similar effects when afflicting others with poisons or a disease from the phylactery. (Basically such spells such as Blight, Contagion (Contagion seems to be a perfect spell for diseases), so on, I have yet to run that, so verification required. Alternatively- add the information of a poison to your inventory or as an attack on your character sheet. (Same with diseases.)) This only really applies for anyone who intends to use the Gift of the Corrupt.
This can make an excellent secret, especially if you make it so that if the Curse Eater tries to tell others about the curses then all the misfortunes in the Phylactery activate at once, potentially causing huge destruction to the area and turning the Curse Eater into a Lich.
The ability bonuses, because of their nature, seem best to be handled by using the other modifiers in the character sheet rather than the feat. (Changed later)
Added all spell levels and Class spell lists, Modifier CON, Infinite. These don't use spell slots, don't count against known spells and are always prepared. Must be used in combination with Gift of the Corrupt.
Constitution because it seemed fitting (I initially thought the player could choose to use their strongest stat, or the ones called for, but I am simplifying it to Con.)
Vulnerability- Psychic damage added. It seemed fitting.
I am debating on adding Truesight, I think the character I made this for would have Truesight, but I have not completely determined the source. I'll add it, it seems very fitting.
I also forgot to add in susceptible to possession. [Text added]
Tried to add it to a character. Vulnerability was noted just fine. Not sure what to do about the option. I may not have needed to add the Seal under option.
I do seem to have done something wrong somehow though. The spell list was far shorter than I expected and more importantly casting a spell given by the feat crashed my character sheet. Tried it thrice and it happened all three times. (Fixed)
It also has a lot of text, which is amusing to me, far less so to others I imagine.
I have been testing the Curse Eater Feat.
Finally got Truesight added correctly.
Changed some of the settings in the spells, which seems to have stopped the crashing.
Added the Field of Absorption information under action.
Added a No Seal option.
No fixing the large amount of text.
Update
Added the max ability score to 22 to all ability scores
Added Gift of Corrupt as an Option (may remove)
Added Stalwart as an option as opposite of Gift of the Corrupt (may remove)
Added resistance to all (may remove, please make sure resistance to spell damage is noted on character sheet as it is not selectable in the drop down yet)
Update 2
Added Wallow in Woe and Edible Misery to the list of actions
Removed resistance to all
Added resistance to poison, and damage from traps (unable to note resistance-disease naturally)
Added Constitution Ability Score minimum of 12 and text under prerequisite.
Added action Gift of the Corrupt under the option Gift of the Corrupt. As a note for damage.
Added and removed modifier necrotic damage (self) notation -may replace?
Some text removed, text added to snippets and descriptions for actions and options.
Added advantage- saving throws for spells and spell-like effects
Added advantage-saving throws: on repeat saves versus poison, disease, or other conditions excluding exhaustion or madness
Update 3
Changed damage done by Gift of the Corrupt to 2d4+2, scaling damage dice by 1d4 at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20 to a total of 12d4+2 and applied it to the action.
Made the Phylactery of Misfortunes an action.
Removed Gift of the Corrupt and Stalwart as choices
Removed Gift of the Corrupt from options; Added Gift of the Corrupt as a spell action
Added Disadvantage- Saving Throws against Possession
Adjusted prerequisite to minimum 14 Con ability score.
Text adjusted
Changed what Edible Misery does (a bit sad about that) it can be used to heal instead of grant permanent ability scores (1% chance on level up)
Removed the stat max bonuses
Changed Phylactery of misfortunes from temporary score bonuses per misfortunes to straight ability score bonus.
Changed range of Field of Absorption and added scaling (from based off of misfortunes in the phylactery -> straight 200 ft. -> to 30 ft every 3 levels-> to 10 ft. plus 10 ft. every level.)
Changed Field of Absorption to limited use.
Changed Cursed body to set DC of 30
Adjusted Edible Misery to 1d10 on an 11-20 of the die
Adjusting Cursed Body
Removed Truesight, text changed to Ethereal Sight
Overall still very fiddly, very long, and no doubt overpowered.
Terrible feat for a first level character, you would die so fast, especially if the Hit Point loss was based off of damage.
Questions:
How is the balance?
How would you handle the gradual change in alignment?
Should I make a Phylactery of Misfortunes magic item? I am having a bit of trouble figuring out how best to add it so that it could be modified as required.
Should I remove the ability score bonuses? Give only 1 bonus, 2 bonuses?
What do you think of the names? (I personally thought some of them rather clever. My favorites being the Phylactery of Misfortunes and Edible Misery)
Should the Field of Absorption apply during combat?
Which seems the best way to handle Gift of the Corrupt?
Simple HP reduction using the spell level as a guide. Diseases and Poisons may remove a minimum of 5 in that case.
Reduce first the race's maximum age and (once that matches the current age) the hp; using the damage done by the misfortune.
Reduce experience points by the amount of damage done by the misfortune
Start with 2d4 and scale up to 2d20
Older version Curse Eater
Phylactery of Misfortunes- As the Curse Eater is affected by misfortunes a strange phenomenon begins to occur. A pocket space forms inside or around the Curse Eaters body where the misfortunes that do not currently afflict the Curse Eater are stored for later use. It is largely unnoticeable, an Insight check reveals a feeling of foreboding gloom around the Curse Eater (Adjust DC as desired). While the Curse Eater has these stockpiled misfortunes their ability scores are increased. Once the misfortunes are gone they lose any enhancements. (Diseases and poisons count as curses for the sake of stockpiling misfortunes.)
For every 25 misfortunes collected in the Phylactery the Curse Eater gains a plus one (temporary) bonus to an ability of the player's choice up to a maximum of 20.
Cursed Body- Curses are nearly impossible to remove from a Curse Eater, the more misfortunes they have, the harder it is to remove curses from them. The Curse eater must suffer at least one round of a curse, after that they roll to see if the curse still affects them or gets moved to the Phylactery. Vs- Regular DC, or 50% chance.
Misfortune counts include everything in the Phylactery plus Curses currently affecting the Eater.
DCs to remove a curse, as with the Remove Curse spell, start at 25 and scale plus 1 for each additional curse to a DC of 40.
The Curse Eater can see a bit into the Ethereal Plane (Truesight 60 ft.). Ghosts, real and figments, often haunt their sight and they have disadvantage against being possessed by such spirits.
Field of Absorption- A Curse Eater's body attracts misfortunes. The more misfortunes they have stockpiled the larger this field of absorption becomes. If there is a misfortune, the Curse Eater pulls it to them, even if said misfortune is a spell cast on an item or in a location. They do not need to be within the normal activation range of a spell or effect, so long as their field of absorption intersects that range the effect or spell will affect the Curse Eater. This can remove spells or curses from specific locations making them non-magical. This ability cannot be used against artifacts or other magical items where a curse is a fundamental part of the item's nature or to remove misfortunes from living beings.
Range of Field- 1 ft. for every misfortune in the Phylactery up to 200 ft.
Wallow in Woe- Curse Eaters are susceptible to lethargy, nightmares, lack of appetite, and madness due to the concentration of these stockpiled misfortunes. They can gain exhaustion very quickly. Any time a Curse Eater sleeps or goes into a trance they have nightmares. The Curse Eater learns to mostly live with the condition. After a long rest roll a d20:
On a 1 the Curse Eater gains one level of exhaustion and their speed drops by 5 ft.
On a 2-6 they cannot stand the thought of food, and it takes some convincing to make them eat DC 15-20 respectively (Beings that do not need to eat are immune to this effect).
On a 7-9 they have disadvantage on the first saving throw against madness.
On a 10-11 they spend most of their uninterrupted time staring into the distance, and their speed drops by 10 ft.
On 12-19 they look tired, but are fine.
On a 20 they were not bothered by nightmares.
Gift of the Corrupt- Curse Eaters can use the stockpiled curses as a spell without expending any of their regular spell slots, instead they lose a portion of their HP equal to the [level] of the spell and that misfortune is removed from the phylactery or 5 if there is no spell level. Any non-evil Curse Eater that does so runs the risk of Corruption. Corruption will gradually change a creature's alignment until they are Evil. A curse eater that drops down below 0 HP by casting from their stockpile of curses becomes a Lich.
Offering of Woe-The Curse Eater has advantage on any saving throws against spells. A Curse Eater gains advantage on repeat saving throws against misfortunes they are afflicted by, except madness and exhaustion. (Curses, poison, disease). And they are resistant to magic, poison and disease.
Edible Misery- Every time the Curse Eater levels up roll a percentile die. On a 1, a curse they have in their stockpile affects them again. On a 100 one of the misfortunes that the Eater has is digested. They lose the ability to cast the misfortune, but one of the ability scores that has been temporarily enhanced is instead permanently increased by 1. Abilities that are increased permanently by digesting the misfortunes can exceed 20 to a max of 22.
Changed Curse Eater to the most current version. Earlier versions as listed.
Still no feedback, I never heard that anyone wanted it either, so the only one who would play with this is probably me. I mean overall, maybe not super great, it provides benefits, and major setbacks, because well the Curse Eater is literally cursed. So as much as I love this entire block as is, I suppose I may have to condense this even further. (I am still keeping this incarnation for me).
So let's see, how to peel away some of this more?
The original idea story:
A character is gifted by an enemy close to becoming a lich what feels like an uncountable amount of curses that get stored in a pocket space attached to their being, with the request to use these curses to cause destruction (doing so will taint the characters soul.)
The character cannot remove curses from others, and curses cannot be removed from them, by anything short of very powerful divine intervention (no minor Deity can remove the curses)
The character can no longer make places of sanctuary, make locations holy or create holy water, and would not be able to purify places that have been desecrated.
Hmm, all negatives. Well the character is literally cursed at this point, so no surprise. Some of the other points developed later after Cursed starting becoming the Curse Eater, the being that pulls curses to them and consumes them, and can in theory become a god by doing so. That is not helping in condensing the feat though, as we come back to what I have here. So, now what? Well let's start with a simple idea: Curse Eater has been cursed they can use that to their benefit, okay so-
Curse Eater gains a +1 score bonus to the ability of their choice. Seems pretty standard.
Now what? Hmm well in theory we still want to give the character curses that they can use, but we will take off the Field of Absorption, so give a static number of curses? No, but because you are cursed it will still grant the following.
Use of Edible Misery 1 per long rest. Which will instead heal 1d6 plus your proficiency bonus plus your constitution modifier. No additional roll needed.
Able to cast Bestow Curse and Contagion 1 time per long rest. These will be set to use your Constitution modifier.
No other bonuses or penalties will apply.
To show this way
Curse Eater
Plus 1 bonus to an ability score of the players choice.
Edible Misery (action)- You may use an bonus action to heal 1d6+ your PB and Con modifier, useable once per day.
Able to cast Bestow Curse and Contagion 1 per day using your Constitution modifier.
I am looking at the final version, and it looks quite powerful. The ability to cast a 5th level spell AND increase an ability score... however, if it can only be given to those affiliated with a powerful being...
If you want it to be more balanced with existing feats, remove the third option. Otherwise, do whatever is best for the story!
Heck, looking at the first post it looks like it would be suitable as a class! Given that the latest UA pairs well with a gothic theme, I think that such a player option would be great.
Thanks for giving feedback. How about if I added back the Gift of the Corrupt? Or just leave it at bestow curse. I would like Bestow Curse to maybe grant a disease like Contagion, or have some Undead related aspect.
And not sure how I would go about making the Curse Eater an outright class, mostly because I didn't want to limit it to a single class. Hmm, I suppose it could be a class or subclass. The character I made this for was a Cleric (back from 3e. I don't know that I like the Divine Intervention part of the Cleric entirely) And there are some subclasses that fit very well with the Curse Eater. Namely the Grave Domain and the Death Domain.
Changing that earlier version to a class format does bring up new questions about how to change things to a class format.
Rollback Post to RevisionRollBack
Some homebrew: Curse Eater and more-hereother- here
There is now a Unearthed Arcana Undead patron warlock, which includes liches as an option. Given how it directly takes power from a lich and grants low-level debuff spells, I think that might be the best.
The problem is, in any of the listed iterations, as a DM I would not allow it as it is wildly overpowered. If you don't want to want this work to go to waste, give it to an NPC, who needs the power but must suffer the consequences of using it. That would be an epic ally. If you want a player with that backstory and power set, Pact of the Undead Warlock. But I think that it cannot survive as a feat, because thematically, it can't be reduced more :(
Right, forgot about the Undead Patron Warlock, that would be an effective option. The Death Domain is also extremely fitting for the destructive version of it.
Anyone want to take some of what I outlined and make a good subclass with it? Because that may be a little beyond me. Making wildly overpowered stuff? Oh yeah, I can do that. The long iteration of the Curse Eater is only part (and not an entirely accurate incarnation) of what I had going for said Cleric, who happens to be a weretiger (who I just wanted to give scores of all 18, I have since changed that... a bit). Of course my cleric is intentionally trying not to use the Curses. The things that can happen when your D&D character goes from a game version to just story version and then the new version is supposed to be a game version again... I seem to have broken a ton of rules. Probably did not help I was being my own DM.
Hmm how about this idea?
Curse Eater (feat)-
Edible Misery (action)- You may use a bonus action to heal 1d6+ your PB and Con modifier, useable once per day.
Can cast Bestow Curse 1/day (Constitution as the spell modifier)
Again, anyone want to make a class/subclass? I am curious what people would make.
I did not realize how similar the Curse Eater (longer version and concept) was to the Hexblood Unearthed Arcana.
I did take notes of the Unearthed Arcana Undead Patron, and will see about possibly adjusting for the Curse Eater.
I think if I made it a class of its own, I might give it something like this:
Hit Die: d12
Primary Ability: Constitution
Saves: Dexterity and Constitution
Proficiency wise they would be fairly similar to the warlock. I have not locked in on any other ideas or details. (Well, most of it would probably be very like a warlock build I guess? Probably would allow proficiency with Herbalism Kit to be a choice).
The wording for when you become a lich could change to when your character dies by using one of the misfortunes from the phylactery then they turn into a lich. (Which I think is not currently possible, because the misfortunes should not be able to lower the character to the death point, unconscious, yes; death- no. (Being killed by something else after using the curse could still make it possible, but as written that is not by using one of the misfortunes and so the character would not automatically become a lich.)
And there are plenty of other parts I will have to work on. The alignment related stuff will be tossed, as much as I want it for thematic purposes, for general that is probably out. As much as I also like Wallow in Woe, that should be removed, most of the Offering will be removed aside from the Poison resistance (that would be a level related class bonus later, like with monks.) I am not entirely sure how to work the Field of Absorption; I would like to keep something of it, but it may just end up being removed. I think the use an action to store a curse part of Cursed Body can still apply (not sure about the first half of that). The DC for Remove Curse may stay or be changed to "Curses cannot be removed from this character". Ethereal Sight can stay (or be 'Divine sense-Undead' like the Grave Domain.) And Edible Misery will stay in some form. The rest will be removed. To show differently:
Phylactery of Misfortunes (Special Action)- [space holder to note Misfortunes for those who want to keep track] noted in text if nothing else. As of now it isn't an object, just a space that stores misfortunes, curses, spells, diseases, and anything that causes fear or all manner of malady, mayhem and disaster. [Once those misfortunes are used -especially if they kill others- the souls of those killed by the misfortunes become stored in that space]
Stores Misfortunes that do not currently afflict the Curse Eater
Cursed Body (Special Action & Modifiers)-
50% chance to move a Curse on them to the Phylactery at start of turn. (under consideration). Or spend one action to guarantee (limit of times=CON mod, resets after long rest.)
DC 30 to remove a curse from them (ex. as with the Remove Curse spell)/ (Curses can't be removed, only stored in the Phylactery to be used.)
Ethereal Sight- see into the Ethereal Plane (60 ft.) (Or Undead sense, like grave domain; set amount per day)
Field of Absorption (Special Action) - You attract Misfortunes. (under consideration, may not be implemented)
Absorbs spells/magical effects like Symbol, Bestow Curse, or any spell/magical effects from traps that cause Conditions.
This ability cannot be used against artifacts or other magical items where a misfortune/curse is a fundamental part of the item's nature or to remove misfortunes/curses from living beings.
This effect can be used an amount of times equal to your Proficiency Bonus per long rest.
Range- 10 ft. at level 1. Increases by 10 ft. every level.
Offering of Woe - (Modifiers)
Resistant to Poison
Gift of the Corrupt (Spell Action)- Use Misfortunes in the Phylactery-
Costs 1d4+Proficiency Bonus HP; scales 1d4 every [even] level, up to 11d4. (May need adjusting)
A curse eater that dies by casting from their stockpile of misfortunes becomes a Lich. (If the player chooses)
Edible Misery (Special Action) (some form will be kept) whether the
You may use a bonus action to heal 1d6+ your PB and Con modifier, useable once per day.
or
Roll a d20:
On a 1, a Misfortune they have in their stockpile affects them.
On a 11-20 A Misfortune is eaten; gives 1d10 hit points. Usable once per long rest.
For those who want to see what also went with this...
This was the character's racial details, I made it just for this character, so it is a combination of race and some background. (Oh and to edit, there is more going on behind the scenes than is really reflected here.)
A descendant of a renegade Drow from the Underdark and from a Gray Elf natural born white weretiger whose bloodline was cursed that way from the experiments done to them. You were born with a curse from Lolth's wrath, in a secluded forest of ancient magic that has imbued your body with gifts both great and terrible. You learned from your guardians a bit about the forest, and they and the animals that lived there were your only companions for decades.
[From drow-Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.]
Dark Elf (Half-Drow weretiger) Traits
Cursed
Lolth has cursed your bloodline for turning away from her.
Experiments were the source of your bloodlines lycanthropy.
And your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater. (This grants the Curse Eater Feat) (Curse Eater Feat removed) Changed to this:
Your bloodline has been cursed, by gods and mortals alike, and you now bear those curses within, on, and around you. Your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater.
Gift of the Corrupt- The misfortunes given to you were meant to be used to cause malady and disaster, and you attract such misfortunes to you. You can use them, but doing so eats away at your body and soul. You are aware of this fact. The misfortunes are stored in a special pocket dimension of their own (the Phylactery of Misfortunes) that can only be accessed by you.
Cursed Body- Curses are almost impossible to remove from you (DC 35), and you cannot remove curses from others. Even if you follow divine power there are some aspects that may not work for you without extreme difficulty. You may never have access to such spells as Sanctuary, Hallow (radiant/blessed), Remove Curse or be able to make holy water or consecrate locations. You use force or necrotic in place of radiant damage.
Edible Misery- The misfortunes can be used in a different way, by consuming them, whether knowingly or not you can gain benefits:
Temporary hit points- as a bonus action you can choose to gain temporary hit points equal to your constitution modifier plus your proficiency bonus. (requires level 2)
Health Boost- As a bonus action you gain hit points. Roll an amount of d4s equal to your proficiency bonus then add your Constitution modifier plus your Proficiency Bonus the the amount rolled. (usable 1 per long rest) .(requires level 2)
Regeneration- you can regenerate hit points equal to your constitution modifier plus your proficiency bonus per round. (Requires level 10)
Protection (0 hp) when you drop down to 0 hit points you can instead consume a misfortune to drop to 1. (Usable 1 per long rest) (Requires level 10)
Plants and Creams (renamed Inheritance)
You grew up in the woods, taught by your wise guardians to recognize some plants. You gain half proficiency with a herbalism kit.
You learned by experience that it was best to disguise your skin color. You can half proficiency with a disguise kit.
You have Darkvision with a radius of 120 ft. However it is no longer just Darkvision, it has merged to some degree with your ability to Detect Magic into Truesense or Planar Sight. You may not always outright see, but you can always sense magic and see auras. (Sense in normal and magical darkness, sense invisible creatures and objects, detect visual illusions, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the you see into the Ethereal Plane and some other Planes within the same range.)
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
High Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for these spells.
Drow High Magic - (Drow Noble)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Constitution is your spellcasting ability for all three spells.
Weretiger
As a Weretiger you gain the following traits:
You are a Shapechanger- as an action you can change your shape between tiger, hybrid and humanoid forms
Natural Attack Bite - (Hybrid and Tiger) 1d10+ Strength modifier
Natural Attack Claws- (Hybrid and Tiger) 1d8+ Strength modifier
Pouce- (Hybrid and Tiger)- If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
You are immune to nonmagical Bludgeoning, Slashing, and Piercing damage that isn't Silver.
You have proficiency in Perception and Advantage on checks that require hearing or smell.
If your Strength score would be lower than 17, it is now 17. (removed)
Quick Strike- whenever you use your claws (or an unarmed attack) you can make a second attack of the same kind as a bonus action. (These do not use your proficiency bonus) (the unarmed version will be removed)
(not shown- regeneration)
Magic Items just for him- that I have not made/finished making- include: a robe blessed by his deity, claw gauntlet (which they don't really have in 5e), blessed clothes, and maybe a couple other items.
His class is supposed to be cleric, with limits that I can't make happen so I was customizing a subclass, at the moment it is between Life Domain (unarmored) and Grave Touched (mostly grave domain). I am debating giving him the Martial Arts feature (and will try to limit it to that, though I love the idea of giving him the speed and Unarmored Defense too, like I initially attempted to do with the Unarmored Life Domain.)
Telepathic Bond (feat)
You awaken the ability to mentally connect with others. You gain the following benefits:
You can speak telepathically to certain creatures. Your telepathic utterances are in a language you know, and the creature understands even if it does not know that language. It can also respond to you telepathically, or as it chooses.
Gnome ghost subrace- started and discontinued.
I think I may have gotten my gnome ghost npc though instead.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spellcasting. The ghost is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit). The ghost has the following wizard spells prepared:
Dungeon Delver. Fonkin has advantage on Perception and Investigation checks made to detect the presence of secret doors and traveling at a fast pace doesn't impose the normal −5 penalty on his passive Wisdom (Perception) score.
Actions
Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Malleable Illusions (Special). When Fonkin casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that he can see the illusion.
Bonus Actions
Illusory Reality (Special). When Fonkin casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing. The object remains real for 1 minute, and it can't deal damage or directly harm anyone.
Reactions
Fade Away. [Once per short rest,] immediately after Fonkin takes damage, he can use a reaction to magically become invisible until the end of his next turn or until he attacks, deals damage, or forces someone to make a saving throw.
Illusory Self.[ Once per short rest,] Fonkin can create an illusory duplicate of himself. When a creature makes an attack roll against him, he can use his reaction to interpose the duplicate between the attacker and himself. The attack automatically misses him, then the illusion dissipates.
Description
Fonkin was a merchant for a gnome guild, he was fairly well known and well liked by many of those in the guild, and even outside of it, though he did have some faults that have gotten him in trouble a time or two, and which ultimately lead to his untimely demise.
Personality
I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me. Ideals
Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Bonds
I owe my guild a great debt for forging me into the person I am today.
Flaws
I’ll do anything to get my hands on something rare or priceless.
Familiar. Fonkin's familiar, a winged chimera cat is still around, looking after his belongings, he can still summon a flock of them if needed.
Spellcasting. As a ghost, Fonkin can cast the spells he prepared prior to his death—except that the ghost can’t cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. The 6th level spell slot can be used to cast lower level spells, like magic missile or flock of familiars.
Telepathic Bond (Strikaln). Fonkin's bond allows him to speak telepathically with Strikaln.
For now- time to go back through everything I have done so far, again. Oh and I see I didn't actually share my altered life or grave domains... hmm
Grave touched:
Necrotic power has suffused part of your being because you have been so near death. Still a connection with life has persisted, granting some additional benefits for those who cling to it.
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you have a near brush with death that has marked you with new powers; you gain the ability to occasionally sense the presence of the undead. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Duality
Starting at 2nd level, you can use your Channel Divinity to:
Grave: Mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
or:
Preserve: Heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As an additional feature, with permission from your DM you can also add the Minor Disciple of Life: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell’s level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
As an option Potent Spellcasting can be replaced by Power Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
At 17th level you can choose to include another additional feature, with permission from the DM.
Sacrifice: When you would normally roll one or more dice to restore hit points with a spell, you can instead choose to use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. However, you take damage equal to that amount.
The Lifewell Domain (previously called Life Domain (unarmored)) uses the same domain spells as the Grave touched, and grants the Martial Arts feature, plus three Unarmored Movement bonuses, otherwise it is the Life Domain.
After Editing the Dark Elf Weretiger (trying to move closer to a general version.)
Blessing or Curse-
The history of the elves is long and storied. Perhaps one of the most infamous of all the elves were the Dark Elves, the Drow. Following their goddess Lloth they waged war against their kind and were banished to the Underdark. It seems impossible that any good relations between the dark elves and their surface kin could ever happen. But it has, by some twist of fate, come to pass. However that is not the only mark upon this bloodline, for it has also been subjected and bound to the fate of a weretiger.
The Dark Elf Weretiger is of mixed elven lineage. Most often their skin color will be ashen, for like their Half-drow cousins they too share a mixed parentage. On rare occasions they will look more like a drow, or even that of their other parent, with a more pronounced feline aspect and their eyes will reflect red in the dark. Their height can reflect either parent, though they do tend to be a bit heavier than the average elf, and will often be a bit stronger.
[From drow-Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.]
Dark Elf Weretiger Traits
Ability Score Increase
Your Strength score increases by 1
Superior Darkvision
You have Darkvision with a radius of 120 ft.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for these spells.
Weretiger (supposed to replace Keen Senses)
As a Weretiger you gain the following traits:
You are a Shapechanger- as an action you can change your shape between tiger, hybrid and humanoid forms you can use this actions an amount of times equal to your proficiency bonus per long rest.
Attack Bite - (Hybrid and Tiger) 1d10+ Strength modifier (and save DC 13 against lycanthropy)
Attack Claws- (Hybrid and Tiger) 1d8+ Strength modifier
Pounce- (Hybrid and Tiger)- If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
You are immune to nonmagical Bludgeoning, Slashing, and Piercing damage that isn't Silver.
You have proficiency in Perception.
[Quick Strike- whenever you use your claws you can make a second attack of the same kind as a bonus action. (These do not use your proficiency bonus)
Inheritance (replaces Drow Weapon Training)
You gain proficiency in 2 skills, weapons, or tools of your choice.
You have proficiency in Stealth
Cursed (supposed to replace Trance and Fey Ancestry)
Your bloodline has been cursed, by gods and mortals alike, and you now bear those curses within, on, and around you. Your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater.
Gift of the Corrupt- The misfortunes given to you were meant to be used to cause malady and disaster, and you attract such misfortunes to you. You can use them, but doing so eats away at your body and soul. You are aware of this fact. The misfortunes are stored in a special pocket dimension of their own (the Phylactery of Misfortunes) that can only be accessed by you.
Cursed Body- Curses are almost impossible to remove from you (DC 35), and you cannot remove curses from others. Even if you follow divine power there are some aspects that may not work for you without extreme difficulty. You may never have access to such spells as Sanctuary, Hallow (radiant/blessed), Remove Curse or be able to make holy water or consecrate locations. You use force or necrotic in place of radiant damage.
Edible Misery- The misfortunes can be used in a different way, by consuming them, whether knowingly or not you can gain benefits:
Temporary hit points- as a bonus action you can choose to gain temporary hit points equal to your constitution modifier plus your proficiency bonus. (requires level 2)
Health Boost- As a bonus action you gain hit points. Roll an amount of d4s equal to your proficiency bonus then add your Constitution modifier plus your Proficiency Bonus the the amount rolled. (usable 1 per long rest) .(requires level 2)
Regeneration- you can regenerate hit points equal to your constitution modifier plus your proficiency bonus per round. (Requires level 10)
Protection (0 hp) when you drop down to 0 hit points you can instead consume a misfortune to drop to 1. (Usable 1 per long rest) (Requires level 10)
Took a while to get back to this, and it could use more polishing but here is the idea for the Warlock version of the Curse Eater. What do people think?
The Curse Eater can still be affected or afflicted with any curse, curse like effect, or misfortune, but not long after exposure, a curse will no longer have its normal effect against the Eater. Instead, the Eater can use the misfortune as a source for their own enhancement.
Expanded Spell List
The Curse Eater lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, as an action you can project a magical field centered around yourself with a radius of 5 times your warlock level. This field lasts for 1 minute and does not require concentration to maintain. During this period you have advantage against being frightened. When a creature that you can see inside of the field is targeted by a spell or effect that curses it or inflicts, blinded, charmed, frightened, poison or disease, you can use your reaction to change the target to yourself.
As a bonus action on each of your turns you can curse a creature inside your Field of Corruption. When it dies you gain temporary hit points equal to your warlock level plus your Charisma modifier. (The soul of the cursed creature can be stored in the Phylactery of Misfortunes).
The Field of Corruption can be used a number of times equal to you Constitution modifier and you regain all expended uses after you finish a long rest.
Phylactery of Misfortunes
At 1st level, a strange phenomenon has occurred, a pseudo space, or pocket space forms inside or around the Curse Eaters body. This space is largely unnoticeable and undetectable. Within this space lie curses and misfortunes that do not currently affect the Curse Eater, waiting to be used to bring destruction. The souls of those who have been slain while under the effects of the Curse Eater's Curse ability or killed by use of one of these stored misfortunes may also reside here. The Phylactery is always treated as if it has calamities stored inside, including but limited to Contagion, Blight, Insect Plague, Earthquake, Cloudkill; cause all conditions; and create a small undead army. Any disease, poison or other curse that the warlock has ever been afflicted with can be noted as stored in the Phylactery of Misfortunes.
If at any point you fail all death saving throws and would otherwise be considered dead you can instead choose to become a lich using the Phylactery of Misfortunes.
Cursed Body
Starting at 6th level curses cannot be removed from the Curse Eater by any normal means such as Remove Curse. Instead, when a Curse Eater is affected by a Curse, at the start of their next turn the Curse Eater can roll to see if they are still affected by said curse or if it is moved to the Phylactery of Misfortunes (50% chance).
[The Curse Eater can also go a number of days equal to their Constitution modifier without eating or drinking before suffering the effects of exhaustion from doing so.] (I honestly forget how the rules with this, if this is already how it works then it will be changed to twice the con modifier.)
In addition, while the Field of Corruption is active, when you hit a creature with an attack or spell that does not do necrotic damage you can choose to replace the damage type with necrotic damage.
Offering of Woe
At 10th level, the Curse Eater gains advantage on Constitution saving throws and resistance to poison.
While the Field of Corruption is active the Curse Eater is also resistant to necrotic damage and is immune to the poisoned condition.
And as a bonus action you can consume one of the misfortunes in the phylactery to an amount of hit points equal to your warlock level plus your Constitution and Charisma modifiers. You can only use this ability once per short rest.
Gift of the Corrupt
Starting at 14th level, as an action you can use the misfortunes in the Phylactery. You can choose any spell or effect that the Phylactery is said to contain without costing a spell slot or material components, instead you lose a portion of hit points equal to your warlock level plus your Charisma modifier. Any spells cast from the Phylactery use your Constitution modifier instead of your Charisma modifier when calculating damage. If done within the Field of Corruption you can add one additional damage die (this additional damage die always deals necrotic damage).
In addition, when you are reduced to 0 hit points you can choose to cause an explosion from the Phylactery of Misfortunes. Each creature within 30 ft. of you takes necrotic damage equal to 2d10 + your warlock level and is afflicted with one random condition, if the creature is immune to the condition selected they instead take additional necrotic damage equal to your Charisma modifier. If the Field of Corruption was active at the time of the explosion you roll one additional damage die and for those creatures that were immune to the select conditions you can add your Constitution modifier to the damage from your Charisma modifier. You then revive with a minimum of 1 hit point. Once you use this feature you can't do so again until you finish 1d4 long rests.
Reason for edit: Switching out some of the additional spells.
This framework could be used to make the Curse Eater for any class with some modifying.
A personal review for my Curse Eater Warlock. Starting note- writing a subclass and playtesting it for a class you have never played before is not a great idea.
1st note-The excerpt at the beginning has no connection to a patron. Arguably the 'patron' that is giving powers is technically the Phylactery of Misfortunes. The name Curse Eater may need changing in some way to better reflect that, at least the warlock version.
Phylactery of Misfortunes- For one of the first, and central points of this subclass this feature is very static, and largely not useful. While it is behind every benefit of this class, you can't do anything directly with the Phylactery of Misfortunes and can't make use of the contents of the Phylactery until later levels. There are reasons behind that thought process, one of which being the cost to use the Phylactery can get very dangerous for low level players. There is also a matter of power; a first level player shouldn't be pulling out 4th and 5th level spells even if doing so does likely kill them in the process. In this case it fits better as naming it a patron than to list it as a class feature. It feels nebulous, and it is hard to remember it is even there to use, even if you manage to get to the point where you can actually make use of it. There is almost no point of it even being mentioned except that this feature is the entire reason and core of this subclass.
Field of Corruption- This feature could be considered both interesting and boring. Some of the definitions of this feature need a bit of work. The idea behind this was that the field would expand depending on how many curses or misfortunes you had, and that any misfortune in the field would affect the user before getting placed into the phylactery, thus helping to keep an endless source of these 'curses'. About the only aspect of that which stayed near to the idea was that you could redirect the target to yourself (the listing here is 5 ft. times your warlock level and only for spells which inflict certain conditions; in my playtest it was 10 ft times warlock level large sphere. and was changed to spell -intending any spell that could target only one creature-). The rest of the idea combined parts of the Undead Patrons Dread Form with the Hexblade's Curse, but is inferior to either, especially hexblade. This feature is also fairly static in play. Marking a creature provides no other bonuses until it dies. If you are fighting a horde of small creatures with low hit points it is great, against only one or two more powerful enemies the use is far more limited. Overall the feature is not bad, though the area of effect needs work. It suffers a great deal in range when multi-classing and really feels like it need some other combat benefit. One thought of how to change it was to give it the possibility of marking more than one target at a time; which again helps the horde side, but does little for anything else. I did make use of the temporary bonus points granted by this during solo runs (those were boosted at one point as well to be warlock level plus Charisma modifier plus Constitution modifier, which I liked, and wished I could have kept.) I used it a number of times in solo play, it has not had as much of a chance to enter group play.
Additional Spell List- I edited the spell list a few times. And it still needs some work. I took out a lot of the concentration spells, only to realize later that Warlocks get very few pact slots when you don't multi-class. They hit hard and can recharge quickly, but burn through the pact slots just as fast, especially with spells that are instantaneous.
I haven't had the chance to really go beyond those features, and as such could not accurately judge how the higher level features play out, most of them feel on the weak side, and largely fall flat, or too closely mimic the Undead Patron.
Overall, I would consider this version of the Curse Eater Warlock lackluster. Benefits are situational at best, if they can be used. Some of the use is a little too close to both the Undead Patron and the Hexblade, falling short of either, and largely unimaginative, taking points away from why you would want to be this subclass instead of the others. Are the later benefits worth staying a Warlock long enough to get to them? Hard to say. I do like the Field, though that needs work. I think I would give it a solid 2 stars out of 5.
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Some homebrew: Curse Eater and more-hereother- here
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(I can't say I won't change it later, after a long period away, if I ever get it to what I want maybe. And if they get play tested, determined to be reasonably balanced and all the functions work as intended they can get published.)
For the Warlock Curse Eater version, please look at post number 10.
Curse Eater Feat; current version.
Previous Curse Eater- Feat (may try to make it a class/subclass)
A Curse Eater can use their misfortunes as a source of benefit. Assume the curse eater always has some Misfortunes if you don't keep track. Enough to cause one of every condition, use Bestow Curse, cause one Disease, some form of Madness, one damage spell, and one raise dead spell (20 Misfortunes).
Prerequisite- Con of 14; cursed
Phylactery of Misfortunes (Special Action)- [space holder to note Misfortunes for those who want to keep track]
Cursed Body (Special Action & Modifiers)-
Field of Absorption (Special Action) - You attract Misfortunes.
Offering of Woe - (Modifiers)
Wallow in Woe (Special Action)- Nightmares plague you. After a long rest -first resolve effects of the rest- then roll a d20:
Gift of the Corrupt (Spell Action)- Use Misfortunes in the Phylactery-
Edible Misery (Special Action)- Roll a d20:
(As listed in my homebrew) In total it has:
What spells do you think count as Curses? Besides Bestow Curse.
How does it look?
-For those willing to read the long history-
The Curse Eater
History: After watching my older brother and cousin spend hours looking at, and making characters for dungeons and dragons I decided I would make my own, and as I had no one to play them with, I would make my own campaign. The campaign changed to just an outright story. The Curse Eater came about as a feature of one of the characters in the story. Then once more I got pulled into D&D, then started using D&D Beyond to make characters. And eventually, I became determined to implement the characters from the story, but more than that, I wanted to share with others. The Curse Eater is merely one portion of trying to get a certain character on D&D Beyond to function as I want; and has gone through many changes, a few of them surprised even me.
Description-A Curse Eater can still be affected or afflicted with any curse, curse like effect, or misfortune, but not long after exposure, a curse will no longer have its normal effect against the Eater. Instead, the Eater can use the misfortune as a source for their own enhancement.
Prerequisite - Constitution Ability Score-14 or higher. Background- Haunted One or similar, cursed by god/goddess, have/had 3+ curses or conditions including but not limited to Blindness, Deafness, Paralyzed, Petrified, Poisoned, Madness, or Disease.
Effects/Abilities of the Curse Eater
Phylactery of Misfortunes (Special Action)- As the Curse Eater is affected by misfortunes a strange phenomenon begins to occur. A pseudo space, a pocket space forms inside or around the Curse Eaters body where curses that do not afflict the Curse Eater are stored for later use. This space is largely unnoticeable. An Insight check reveals a feeling of foreboding gloom around the Curse Eater (adjust DC as desired). While the Curse Eater has these stockpiled misfortunes their ability scores are increased. Once the misfortunes are gone they lose any enhancements. (Diseases and poisons count as curses for the sake of stockpiling misfortunes.)
Cursed Body- Curses are nearly impossible to remove from a Curse Eater, the more misfortunes they have, the harder it is to remove any curse from them. (Misfortunes inside the Phylactery cannot be removed by a spell.) The Curse Eater has Disadvantage on wisdom saving throws against Bestow Curse. After being cursed, instead of being affected by the regular duration the Curse Eater rolls at the start of their turn to see if the curse still affects them or if the curse is instead moved to the Phylactery of Misfortunes. (50%) Alternately the Curse Eater can spend one action to forcibly move a misfortune that is affecting them to the Phylactery of Misfortunes. If used this way it can only be done an amount of times equal to your Constitution modifier, and resets after a long rest.
Ethrealsight-The Curse Eater can see 60 ft. into the Ethereal Plane. Ghosts, real and figments, often haunt their sight and they have Disadvantage against Possession by such spirits.
(Special Action) Field of Absorption- A Curse Eater’s body attracts misfortunes. If there is a misfortune, the Curse Eater pulls it to them, even if said misfortune is a spell cast on an item or in a location. They do not need to be within the normal activation range of a spell or effect, so long as their field of absorption intersects that range the effect or spell will affect the Curse Eater. This can remove spells or curses from specific locations making them non-magical. This ability cannot be used against artifacts or other magical items where a curse is a fundamental part of the item's nature. This ability cannot be used to remove misfortunes from living beings. Usable an amount of times equal to your Proficiency Bonus per long rest.
(Special Action) Wallow in Woe- Curse Eaters are susceptible to lethargy, nightmares, lack of appetite, and madness due to the concentration of these stockpiled misfortunes. They can gain exhaustion very quickly. Any time a Curse Eater sleeps or goes into a trance they have nightmares. The Curse Eater learns to mostly live with the condition. After a long rest roll a d20:
(Spell Action) Gift of the Corrupt- Curse Eaters can use the stockpiled curses as a spell without expending any of their regular spell slots, instead, they lose a portion of their Hit Points starting at 2d4+2 and scaling plus 1d4 to a total of 12d4 by level 20. Any non-evil Curse Eater that does so runs the risk of Corruption. Corruption will gradually change a creature’s alignment until they are Evil. Evil Curse Eaters feel compelled to use the misfortunes and must succeed on a DC 17 Wisdom saving throw or use one of the misfortunes on their turn. A curse eater that drops down below 0 Hit Points by casting from their stockpile of curses becomes a Lich.
(Modifiers) Offering of Woe-
(Special Action) Edible Misery- A Curse Eater can use the misfortunes in the Phylactery to regain hit points. Roll a d20 On a 1, a curse they have in their stockpile affects them again. On a 11-20 one of the misfortunes that the Eater has is digested. The Curse Eater can then gain back 1d10 hit points. Usable once per long rest.
Vulnerability-Psychic Damage, Radiant Damage
Unlisted in write up but still in the feat-Option: Seal of the Unholy- A Curse Eater can no longer cast spells like Hallow, Sanctuary, and Remove Curse; also, they cannot make holy water. Alternate option is No Seal. (The seal was designed specifically for a certain character, I don’t expect it to be used.)
Comments from creator:
I am unsure how to handle the Phylactery of Misfortunes. I decided on making it a special action.
Cursed Body- DC not addressed for the roll. Suggestion- adjust as needed/use the regular DC
or the other Standard would be DC of 10/ 50% chance of either still being affected or storing.
Additional notes for Field of Absorption- This ability does not work on poisons. (And does not go through walls)
Which makes a good question, which spells should qualify for curses?
My sample list: Acid Splash, Bestow Curse*, Blight*, Blindness/Deafness*, Burning Hands, Call Lightning, Chain Lightning, Chill Touch, Circle of Death, Cloud of Daggers, Cone of Cold, Contagion*, Create Undead, Crown of Madness, Darkness, Ensnaring Strike, Eyebite, Fear*, Finger of Death, Firebolt, Fire Storm, Fog Cloud, Grasping Vine, Hallucinatory Terrain, Heat Metal, Hellish Rebuke, Hex, Hold Person, Ice Storm, Incendiary Cloud, Inflict Wounds, Insect Plague*, Mass Suggestion (Panic), Meteor Swarm, Otto's Irresistible Dance, Poison Spray*, Polymorph, Power Word Kill, Power Word Stun, Ray of Frost, Tasha's Hideous Laughter, Thunderwave, Time Stop, Tsunami, True Polymorph, Scorching Ray, Shatter, Shocking Grasp, Sleet Storm, Smite (all), Spike Growth, Stinking Cloud, Wall of Thorns, Web, Vampiric Touch, and a few others listed as possible curses.
Basically anything that could cause fear, panic, madness, disease, poison, major disaster or misfortune, which covers a lot.
DM and the player should decide what spells they feel qualify as misfortunes.
Gift of the Corrupt additional notes and details- [Totally forgot that the original idea had it eating at your lifespan rather than hp. So your races maximum life span takes the damage first, when it gets to your current age it eats at your hit points, and when you fall to 0 or below then you die and become a Lich, in which case you can use the effects of a spell cast instead of level (i.e. damage. misfortunes that do not have a set damage may cost a minimum of 2d4, or standard improvised weapon damage, whichever is agreed upon.)]
Alternative idea- casting misfortunes from the Phylactery eats at your characters Experience points.
A very long winded feat and not exceptionally user friendly in some ways as there is a lot to remember and adjust.
Ex. Keeping track of how many misfortunes are in the phylactery, especially if it is to be used for casting at some point.
Keeping track of what the misfortunes in the Phylactery are. For spells, if nothing else they will be cast at the minimum casting level. Use spells that would cause similar effects when afflicting others with poisons or a disease from the phylactery. (Basically such spells such as Blight, Contagion (Contagion seems to be a perfect spell for diseases), so on, I have yet to run that, so verification required. Alternatively- add the information of a poison to your inventory or as an attack on your character sheet. (Same with diseases.)) This only really applies for anyone who intends to use the Gift of the Corrupt.
This can make an excellent secret, especially if you make it so that if the Curse Eater tries to tell others about the curses then all the misfortunes in the Phylactery activate at once, potentially causing huge destruction to the area and turning the Curse Eater into a Lich.
I have been testing the Curse Eater Feat.
Update
Update 2
Update 3
Overall still very fiddly, very long, and no doubt overpowered.
Terrible feat for a first level character, you would die so fast, especially if the Hit Point loss was based off of damage.
Questions:
Older version Curse Eater
Phylactery of Misfortunes- As the Curse Eater is affected by misfortunes a strange phenomenon begins to occur. A pocket space forms inside or around the Curse Eaters body where the misfortunes that do not currently afflict the Curse Eater are stored for later use. It is largely unnoticeable, an Insight check reveals a feeling of foreboding gloom around the Curse Eater (Adjust DC as desired). While the Curse Eater has these stockpiled misfortunes their ability scores are increased. Once the misfortunes are gone they lose any enhancements. (Diseases and poisons count as curses for the sake of stockpiling misfortunes.)
Cursed Body- Curses are nearly impossible to remove from a Curse Eater, the more misfortunes they have, the harder it is to remove curses from them. The Curse eater must suffer at least one round of a curse, after that they roll to see if the curse still affects them or gets moved to the Phylactery. Vs- Regular DC, or 50% chance.
Field of Absorption- A Curse Eater's body attracts misfortunes. The more misfortunes they have stockpiled the larger this field of absorption becomes. If there is a misfortune, the Curse Eater pulls it to them, even if said misfortune is a spell cast on an item or in a location. They do not need to be within the normal activation range of a spell or effect, so long as their field of absorption intersects that range the effect or spell will affect the Curse Eater. This can remove spells or curses from specific locations making them non-magical. This ability cannot be used against artifacts or other magical items where a curse is a fundamental part of the item's nature or to remove misfortunes from living beings.
Wallow in Woe- Curse Eaters are susceptible to lethargy, nightmares, lack of appetite, and madness due to the concentration of these stockpiled misfortunes. They can gain exhaustion very quickly. Any time a Curse Eater sleeps or goes into a trance they have nightmares. The Curse Eater learns to mostly live with the condition. After a long rest roll a d20:
Gift of the Corrupt- Curse Eaters can use the stockpiled curses as a spell without expending any of their regular spell slots, instead they lose a portion of their HP equal to the [level] of the spell and that misfortune is removed from the phylactery or 5 if there is no spell level. Any non-evil Curse Eater that does so runs the risk of Corruption. Corruption will gradually change a creature's alignment until they are Evil. A curse eater that drops down below 0 HP by casting from their stockpile of curses becomes a Lich.
Offering of Woe-The Curse Eater has advantage on any saving throws against spells. A Curse Eater gains advantage on repeat saving throws against misfortunes they are afflicted by, except madness and exhaustion. (Curses, poison, disease). And they are resistant to magic, poison and disease.
Edible Misery- Every time the Curse Eater levels up roll a percentile die. On a 1, a curse they have in their stockpile affects them again. On a 100 one of the misfortunes that the Eater has is digested. They lose the ability to cast the misfortune, but one of the ability scores that has been temporarily enhanced is instead permanently increased by 1. Abilities that are increased permanently by digesting the misfortunes can exceed 20 to a max of 22.
Changed Curse Eater to the most current version. Earlier versions as listed.
Some homebrew: Curse Eater and more-here other- here
Still no feedback, I never heard that anyone wanted it either, so the only one who would play with this is probably me. I mean overall, maybe not super great, it provides benefits, and major setbacks, because well the Curse Eater is literally cursed. So as much as I love this entire block as is, I suppose I may have to condense this even further. (I am still keeping this incarnation for me).
So let's see, how to peel away some of this more?
The original idea story:
Hmm, all negatives. Well the character is literally cursed at this point, so no surprise. Some of the other points developed later after Cursed starting becoming the Curse Eater, the being that pulls curses to them and consumes them, and can in theory become a god by doing so. That is not helping in condensing the feat though, as we come back to what I have here. So, now what? Well let's start with a simple idea: Curse Eater has been cursed they can use that to their benefit, okay so-
Now what? Hmm well in theory we still want to give the character curses that they can use, but we will take off the Field of Absorption, so give a static number of curses? No, but because you are cursed it will still grant the following.
No other bonuses or penalties will apply.
To show this way
How about that?
Some homebrew: Curse Eater and more-here other- here
I am looking at the final version, and it looks quite powerful. The ability to cast a 5th level spell AND increase an ability score... however, if it can only be given to those affiliated with a powerful being...
If you want it to be more balanced with existing feats, remove the third option. Otherwise, do whatever is best for the story!
Heck, looking at the first post it looks like it would be suitable as a class! Given that the latest UA pairs well with a gothic theme, I think that such a player option would be great.
Proud poster on the Create a World thread
Thanks for giving feedback. How about if I added back the Gift of the Corrupt? Or just leave it at bestow curse. I would like Bestow Curse to maybe grant a disease like Contagion, or have some Undead related aspect.
And not sure how I would go about making the Curse Eater an outright class, mostly because I didn't want to limit it to a single class. Hmm, I suppose it could be a class or subclass. The character I made this for was a Cleric (back from 3e. I don't know that I like the Divine Intervention part of the Cleric entirely) And there are some subclasses that fit very well with the Curse Eater. Namely the Grave Domain and the Death Domain.
Changing that earlier version to a class format does bring up new questions about how to change things to a class format.
Some homebrew: Curse Eater and more-here other- here
There is now a Unearthed Arcana Undead patron warlock, which includes liches as an option. Given how it directly takes power from a lich and grants low-level debuff spells, I think that might be the best.
The problem is, in any of the listed iterations, as a DM I would not allow it as it is wildly overpowered. If you don't want to want this work to go to waste, give it to an NPC, who needs the power but must suffer the consequences of using it. That would be an epic ally. If you want a player with that backstory and power set, Pact of the Undead Warlock. But I think that it cannot survive as a feat, because thematically, it can't be reduced more :(
Proud poster on the Create a World thread
Right, forgot about the Undead Patron Warlock, that would be an effective option. The Death Domain is also extremely fitting for the destructive version of it.
Anyone want to take some of what I outlined and make a good subclass with it? Because that may be a little beyond me. Making wildly overpowered stuff? Oh yeah, I can do that. The long iteration of the Curse Eater is only part (and not an entirely accurate incarnation) of what I had going for said Cleric, who happens to be a weretiger (who I just wanted to give scores of all 18, I have since changed that... a bit). Of course my cleric is intentionally trying not to use the Curses. The things that can happen when your D&D character goes from a game version to just story version and then the new version is supposed to be a game version again... I seem to have broken a ton of rules. Probably did not help I was being my own DM.
Hmm how about this idea?
Again, anyone want to make a class/subclass? I am curious what people would make.
Some homebrew: Curse Eater and more-here other- here
I did not realize how similar the Curse Eater (longer version and concept) was to the Hexblood Unearthed Arcana.
I did take notes of the Unearthed Arcana Undead Patron, and will see about possibly adjusting for the Curse Eater.
I think if I made it a class of its own, I might give it something like this:
Proficiency wise they would be fairly similar to the warlock. I have not locked in on any other ideas or details. (Well, most of it would probably be very like a warlock build I guess? Probably would allow proficiency with Herbalism Kit to be a choice).
The wording for when you become a lich could change to when your character dies by using one of the misfortunes from the phylactery then they turn into a lich. (Which I think is not currently possible, because the misfortunes should not be able to lower the character to the death point, unconscious, yes; death- no. (Being killed by something else after using the curse could still make it possible, but as written that is not by using one of the misfortunes and so the character would not automatically become a lich.)
And there are plenty of other parts I will have to work on. The alignment related stuff will be tossed, as much as I want it for thematic purposes, for general that is probably out. As much as I also like Wallow in Woe, that should be removed, most of the Offering will be removed aside from the Poison resistance (that would be a level related class bonus later, like with monks.) I am not entirely sure how to work the Field of Absorption; I would like to keep something of it, but it may just end up being removed. I think the use an action to store a curse part of Cursed Body can still apply (not sure about the first half of that). The DC for Remove Curse may stay or be changed to "Curses cannot be removed from this character". Ethereal Sight can stay (or be 'Divine sense-Undead' like the Grave Domain.) And Edible Misery will stay in some form. The rest will be removed. To show differently:
Phylactery of Misfortunes (Special Action)- [space holder to note Misfortunes for those who want to keep track] noted in text if nothing else. As of now it isn't an object, just a space that stores misfortunes, curses, spells, diseases, and anything that causes fear or all manner of malady, mayhem and disaster. [Once those misfortunes are used -especially if they kill others- the souls of those killed by the misfortunes become stored in that space]
Cursed Body (Special Action & Modifiers)-
Field of Absorption (Special Action) - You attract Misfortunes. (under consideration, may not be implemented)
Offering of Woe - (Modifiers)
Gift of the Corrupt (Spell Action)- Use Misfortunes in the Phylactery-
Edible Misery (Special Action) (some form will be kept) whether the
or
Roll a d20:
(edit- increased hit die from d10 to d12)
Some homebrew: Curse Eater and more-here other- here
For those who want to see what also went with this...
This was the character's racial details, I made it just for this character, so it is a combination of race and some background. (Oh and to edit, there is more going on behind the scenes than is really reflected here.)
A descendant of a renegade Drow from the Underdark and from a Gray Elf natural born white weretiger whose bloodline was cursed that way from the experiments done to them. You were born with a curse from Lolth's wrath, in a secluded forest of ancient magic that has imbued your body with gifts both great and terrible. You learned from your guardians a bit about the forest, and they and the animals that lived there were your only companions for decades.
[From drow-Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.]
Dark Elf (Half-Drow weretiger) Traits
Cursed
Lolth has cursed your bloodline for turning away from her.
Experiments were the source of your bloodlines lycanthropy.
And your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater. (This grants the Curse Eater Feat) (Curse Eater Feat removed) Changed to this:
Your bloodline has been cursed, by gods and mortals alike, and you now bear those curses within, on, and around you. Your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater.
Gift of the Corrupt- The misfortunes given to you were meant to be used to cause malady and disaster, and you attract such misfortunes to you. You can use them, but doing so eats away at your body and soul. You are aware of this fact. The misfortunes are stored in a special pocket dimension of their own (the Phylactery of Misfortunes) that can only be accessed by you.
Cursed Body- Curses are almost impossible to remove from you (DC 35), and you cannot remove curses from others. Even if you follow divine power there are some aspects that may not work for you without extreme difficulty. You may never have access to such spells as Sanctuary, Hallow (radiant/blessed), Remove Curse or be able to make holy water or consecrate locations. You use force or necrotic in place of radiant damage.
Edible Misery- The misfortunes can be used in a different way, by consuming them, whether knowingly or not you can gain benefits:
Plants and Creams (renamed Inheritance)
You grew up in the woods, taught by your wise guardians to recognize some plants. You gain half proficiency with a herbalism kit.
You learned by experience that it was best to disguise your skin color. You can half proficiency with a disguise kit.
You also have a connection to the world around you, you may not be a true druid, but some of their magic has instilled itself in you granting access to the following spells: catnap, commune with nature, feather fall, goodberry, healing spirit, locate animals or plants, longstrider, pass without trace, speak with plants, wind wall
Also grants feat: Telepathic Bond
Ability Score Increase
Your Strength score increases by 1.
Superior Darkvision (changed to the following:)
Truesense
You have Darkvision with a radius of 120 ft. However it is no longer just Darkvision, it has merged to some degree with your ability to Detect Magic into Truesense or Planar Sight. You may not always outright see, but you can always sense magic and see auras. (Sense in normal and magical darkness, sense invisible creatures and objects, detect visual illusions, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the you see into the Ethereal Plane and some other Planes within the same range.)
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
High Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for these spells.
Drow High Magic - (Drow Noble)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Constitution is your spellcasting ability for all three spells.
Weretiger
As a Weretiger you gain the following traits:
You are a Shapechanger- as an action you can change your shape between tiger, hybrid and humanoid forms
Natural Attack Bite - (Hybrid and Tiger) 1d10+ Strength modifier
Natural Attack Claws- (Hybrid and Tiger) 1d8+ Strength modifier
Pouce- (Hybrid and Tiger)- If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
You have proficiency in Perception
and Advantage on checks that require hearing or smell.If your Strength score would be lower than 17, it is now 17. (removed)
Quick Strike- whenever you use your claws (or an unarmed attack) you can make a second attack of the same kind as a bonus action. (These do not use your proficiency bonus) (the unarmed version will be removed)
(not shown- regeneration)
Magic Items just for him- that I have not made/finished making- include: a robe blessed by his deity, claw gauntlet (which they don't really have in 5e), blessed clothes, and maybe a couple other items.
His class is supposed to be cleric, with limits that I can't make happen so I was customizing a subclass, at the moment it is between Life Domain (unarmored) and Grave Touched (mostly grave domain). I am debating giving him the Martial Arts feature (and will try to limit it to that, though I love the idea of giving him the speed and Unarmored Defense too, like I initially attempted to do with the Unarmored Life Domain.)
Telepathic Bond (feat)
You awaken the ability to mentally connect with others. You gain the following benefits:
Gnome ghost subrace- started and discontinued.
I think I may have gotten my gnome ghost npc though instead.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spellcasting. The ghost is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand, thunderclap, prestidigitation
1st level (4 slots): disguise self, distort value, magic missile, shield
2nd level (3 slots): blur, flock of familiars, knock
3rd level (3 slots): counterspell
4th level (3 slots): greater invisibility
5th level (2 slots): mislead, skill empowerment
6th level (1 slot): -
7th level (1 slot): mirage arcane
Dungeon Delver. Fonkin has advantage on Perception and Investigation checks made to detect the presence of secret doors and traveling at a fast pace doesn't impose the normal −5 penalty on his passive Wisdom (Perception) score.
Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours.
Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Malleable Illusions (Special). When Fonkin casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that he can see the illusion.
Illusory Reality (Special). When Fonkin casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing. The object remains real for 1 minute, and it can't deal damage or directly harm anyone.
Description
Fonkin was a merchant for a gnome guild, he was fairly well known and well liked by many of those in the guild, and even outside of it, though he did have some faults that have gotten him in trouble a time or two, and which ultimately lead to his untimely demise.
Familiar. Fonkin's familiar, a winged chimera cat is still around, looking after his belongings, he can still summon a flock of them if needed.
Spellcasting. As a ghost, Fonkin can cast the spells he prepared prior to his death—except that the ghost can’t cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. The 6th level spell slot can be used to cast lower level spells, like magic missile or flock of familiars.
Spellbook. The tome contains the following spells: alarm, comprehend languages, detect magic, disguise self, distort value, expeditious retreat, find familiar, Identify, Illusory script, magic missile, shield, unseen servant, blur, enhance ability, enlarge/reduce, flock of familiars, invisibility, knock, skywrite, Counterspell, major image, sending, tiny hut, tongues, water breathing, greater invisibility, hallucinatory terrain, mislead, skill empowerment, contingency, guards and wards, mirage arcane, project image, and simulacrum.
Telepathic Bond (Strikaln). Fonkin's bond allows him to speak telepathically with Strikaln.
For now- time to go back through everything I have done so far, again. Oh and I see I didn't actually share my altered life or grave domains... hmm
Grave touched:
Necrotic power has suffused part of your being because you have been so near death. Still a connection with life has persisted, granting some additional benefits for those who cling to it.
Domain Spells
The following are domain spells for you.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you have a near brush with death that has marked you with new powers; you gain the ability to occasionally sense the presence of the undead. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Duality
Starting at 2nd level, you can use your Channel Divinity to:
Grave: Mark another creature’s life force for termination.
or:
Preserve: Heal the badly injured.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As an additional feature, with permission from your DM you can also add the Minor Disciple of Life: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell’s level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
As an option Potent Spellcasting can be replaced by Power Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
At 17th level you can choose to include another additional feature, with permission from the DM.
Sacrifice: When you would normally roll one or more dice to restore hit points with a spell, you can instead choose to use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. However, you take damage equal to that amount.
The Lifewell Domain (previously called Life Domain (unarmored)) uses the same domain spells as the Grave touched, and grants the Martial Arts feature, plus three Unarmored Movement bonuses, otherwise it is the Life Domain.
After Editing the Dark Elf Weretiger (trying to move closer to a general version.)
Blessing or Curse-
The history of the elves is long and storied. Perhaps one of the most infamous of all the elves were the Dark Elves, the Drow. Following their goddess Lloth they waged war against their kind and were banished to the Underdark. It seems impossible that any good relations between the dark elves and their surface kin could ever happen. But it has, by some twist of fate, come to pass. However that is not the only mark upon this bloodline, for it has also been subjected and bound to the fate of a weretiger.
The Dark Elf Weretiger is of mixed elven lineage. Most often their skin color will be ashen, for like their Half-drow cousins they too share a mixed parentage. On rare occasions they will look more like a drow, or even that of their other parent, with a more pronounced feline aspect and their eyes will reflect red in the dark. Their height can reflect either parent, though they do tend to be a bit heavier than the average elf, and will often be a bit stronger.
[From drow-Also called dark elves, the drow have skin that resembles charcoal or obsidian, as well as stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.]
Dark Elf Weretiger Traits
Ability Score Increase
Your Strength score increases by 1
Superior Darkvision
You have Darkvision with a radius of 120 ft.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Drow Magic
You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Constitution is your spell casting ability for these spells.
Weretiger (supposed to replace Keen Senses)
As a Weretiger you gain the following traits:
You are a Shapechanger- as an action you can change your shape between tiger, hybrid and humanoid forms you can use this actions an amount of times equal to your proficiency bonus per long rest.
Attack Bite - (Hybrid and Tiger) 1d10+ Strength modifier (and save DC 13 against lycanthropy)
Attack Claws- (Hybrid and Tiger) 1d8+ Strength modifier
Pounce- (Hybrid and Tiger)- If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
You have proficiency in Perception.
[Quick Strike- whenever you use your claws you can make a second attack of the same kind as a bonus action. (These do not use your proficiency bonus)
Inheritance (replaces Drow Weapon Training)
You gain proficiency in 2 skills, weapons, or tools of your choice.
You have proficiency in Stealth
Cursed (supposed to replace Trance and Fey Ancestry)
Your bloodline has been cursed, by gods and mortals alike, and you now bear those curses within, on, and around you. Your body has reacted strangely to these misfortunes, combined with other great magic around and within you. You have become a Curse Eater.
Gift of the Corrupt- The misfortunes given to you were meant to be used to cause malady and disaster, and you attract such misfortunes to you. You can use them, but doing so eats away at your body and soul. You are aware of this fact. The misfortunes are stored in a special pocket dimension of their own (the Phylactery of Misfortunes) that can only be accessed by you.
Cursed Body- Curses are almost impossible to remove from you (DC 35), and you cannot remove curses from others. Even if you follow divine power there are some aspects that may not work for you without extreme difficulty. You may never have access to such spells as Sanctuary, Hallow (radiant/blessed), Remove Curse or be able to make holy water or consecrate locations. You use force or necrotic in place of radiant damage.
Edible Misery- The misfortunes can be used in a different way, by consuming them, whether knowingly or not you can gain benefits:
Some homebrew: Curse Eater and more-here other- here
Took a while to get back to this, and it could use more polishing but here is the idea for the Warlock version of the Curse Eater. What do people think?
The Curse Eater can still be affected or afflicted with any curse, curse like effect, or misfortune, but not long after exposure, a curse will no longer have its normal effect against the Eater. Instead, the Eater can use the misfortune as a source for their own enhancement.
Expanded Spell List
The Curse Eater lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Curse Eater Expanded Spells
Field of Corruption
Starting at 1st level, as an action you can project a magical field centered around yourself with a radius of 5 times your warlock level. This field lasts for 1 minute and does not require concentration to maintain. During this period you have advantage against being frightened. When a creature that you can see inside of the field is targeted by a spell or effect that curses it or inflicts, blinded, charmed, frightened, poison or disease, you can use your reaction to change the target to yourself.
As a bonus action on each of your turns you can curse a creature inside your Field of Corruption. When it dies you gain temporary hit points equal to your warlock level plus your Charisma modifier. (The soul of the cursed creature can be stored in the Phylactery of Misfortunes).
The Field of Corruption can be used a number of times equal to you Constitution modifier and you regain all expended uses after you finish a long rest.
Phylactery of Misfortunes
At 1st level, a strange phenomenon has occurred, a pseudo space, or pocket space forms inside or around the Curse Eaters body. This space is largely unnoticeable and undetectable. Within this space lie curses and misfortunes that do not currently affect the Curse Eater, waiting to be used to bring destruction. The souls of those who have been slain while under the effects of the Curse Eater's Curse ability or killed by use of one of these stored misfortunes may also reside here. The Phylactery is always treated as if it has calamities stored inside, including but limited to Contagion, Blight, Insect Plague, Earthquake, Cloudkill; cause all conditions; and create a small undead army. Any disease, poison or other curse that the warlock has ever been afflicted with can be noted as stored in the Phylactery of Misfortunes.
If at any point you fail all death saving throws and would otherwise be considered dead you can instead choose to become a lich using the Phylactery of Misfortunes.
Cursed Body
Starting at 6th level curses cannot be removed from the Curse Eater by any normal means such as Remove Curse. Instead, when a Curse Eater is affected by a Curse, at the start of their next turn the Curse Eater can roll to see if they are still affected by said curse or if it is moved to the Phylactery of Misfortunes (50% chance).
[The Curse Eater can also go a number of days equal to their Constitution modifier without eating or drinking before suffering the effects of exhaustion from doing so.] (I honestly forget how the rules with this, if this is already how it works then it will be changed to twice the con modifier.)
In addition, while the Field of Corruption is active, when you hit a creature with an attack or spell that does not do necrotic damage you can choose to replace the damage type with necrotic damage.
Offering of Woe
At 10th level, the Curse Eater gains advantage on Constitution saving throws and resistance to poison.
While the Field of Corruption is active the Curse Eater is also resistant to necrotic damage and is immune to the poisoned condition.
And as a bonus action you can consume one of the misfortunes in the phylactery to an amount of hit points equal to your warlock level plus your Constitution and Charisma modifiers. You can only use this ability once per short rest.
Gift of the Corrupt
Starting at 14th level, as an action you can use the misfortunes in the Phylactery. You can choose any spell or effect that the Phylactery is said to contain without costing a spell slot or material components, instead you lose a portion of hit points equal to your warlock level plus your Charisma modifier. Any spells cast from the Phylactery use your Constitution modifier instead of your Charisma modifier when calculating damage. If done within the Field of Corruption you can add one additional damage die (this additional damage die always deals necrotic damage).
In addition, when you are reduced to 0 hit points you can choose to cause an explosion from the Phylactery of Misfortunes. Each creature within 30 ft. of you takes necrotic damage equal to 2d10 + your warlock level and is afflicted with one random condition, if the creature is immune to the condition selected they instead take additional necrotic damage equal to your Charisma modifier. If the Field of Corruption was active at the time of the explosion you roll one additional damage die and for those creatures that were immune to the select conditions you can add your Constitution modifier to the damage from your Charisma modifier. You then revive with a minimum of 1 hit point. Once you use this feature you can't do so again until you finish 1d4 long rests.
Reason for edit: Switching out some of the additional spells.
This framework could be used to make the Curse Eater for any class with some modifying.
Some homebrew: Curse Eater and more-here other- here
A personal review for my Curse Eater Warlock. Starting note- writing a subclass and playtesting it for a class you have never played before is not a great idea.
1st note-The excerpt at the beginning has no connection to a patron. Arguably the 'patron' that is giving powers is technically the Phylactery of Misfortunes. The name Curse Eater may need changing in some way to better reflect that, at least the warlock version.
Phylactery of Misfortunes- For one of the first, and central points of this subclass this feature is very static, and largely not useful. While it is behind every benefit of this class, you can't do anything directly with the Phylactery of Misfortunes and can't make use of the contents of the Phylactery until later levels. There are reasons behind that thought process, one of which being the cost to use the Phylactery can get very dangerous for low level players. There is also a matter of power; a first level player shouldn't be pulling out 4th and 5th level spells even if doing so does likely kill them in the process. In this case it fits better as naming it a patron than to list it as a class feature. It feels nebulous, and it is hard to remember it is even there to use, even if you manage to get to the point where you can actually make use of it. There is almost no point of it even being mentioned except that this feature is the entire reason and core of this subclass.
Field of Corruption- This feature could be considered both interesting and boring. Some of the definitions of this feature need a bit of work. The idea behind this was that the field would expand depending on how many curses or misfortunes you had, and that any misfortune in the field would affect the user before getting placed into the phylactery, thus helping to keep an endless source of these 'curses'. About the only aspect of that which stayed near to the idea was that you could redirect the target to yourself (the listing here is 5 ft. times your warlock level and only for spells which inflict certain conditions; in my playtest it was 10 ft times warlock level large sphere. and was changed to spell -intending any spell that could target only one creature-). The rest of the idea combined parts of the Undead Patrons Dread Form with the Hexblade's Curse, but is inferior to either, especially hexblade. This feature is also fairly static in play. Marking a creature provides no other bonuses until it dies. If you are fighting a horde of small creatures with low hit points it is great, against only one or two more powerful enemies the use is far more limited. Overall the feature is not bad, though the area of effect needs work. It suffers a great deal in range when multi-classing and really feels like it need some other combat benefit. One thought of how to change it was to give it the possibility of marking more than one target at a time; which again helps the horde side, but does little for anything else. I did make use of the temporary bonus points granted by this during solo runs (those were boosted at one point as well to be warlock level plus Charisma modifier plus Constitution modifier, which I liked, and wished I could have kept.) I used it a number of times in solo play, it has not had as much of a chance to enter group play.
Additional Spell List- I edited the spell list a few times. And it still needs some work. I took out a lot of the concentration spells, only to realize later that Warlocks get very few pact slots when you don't multi-class. They hit hard and can recharge quickly, but burn through the pact slots just as fast, especially with spells that are instantaneous.
I haven't had the chance to really go beyond those features, and as such could not accurately judge how the higher level features play out, most of them feel on the weak side, and largely fall flat, or too closely mimic the Undead Patron.
Overall, I would consider this version of the Curse Eater Warlock lackluster. Benefits are situational at best, if they can be used. Some of the use is a little too close to both the Undead Patron and the Hexblade, falling short of either, and largely unimaginative, taking points away from why you would want to be this subclass instead of the others. Are the later benefits worth staying a Warlock long enough to get to them? Hard to say. I do like the Field, though that needs work. I think I would give it a solid 2 stars out of 5.
Some homebrew: Curse Eater and more-here other- here