The Curseweaver delves deep into the dark arts of curses, weaving them with unparalleled mastery. Through their connection with an otherworldly entity, be it a hag, a malevolent spirit, or a cursed deity, they gain the ability to manipulate and harness curses to bend fate to their will. As a Cursebound Weaver, you embrace the power of curses and wield them as both a weapon and a shield.
Curseweaver Expanded Spells
Spells
1st Bane, Command
2nd Spike Growth, Tasha’s Mindwhip
3rd Lightning Bolt, Slow
4th Phantasmal Killer, Polymorph
5th Dominate Person, Hold Monster
Spite
At 1st level, when a creature within 30 feet of you makes an attack roll, skill check, or saving throw after you know the result you can use your reaction to reduce the number that is rolled by your charisma modifier.
You can use your reaction this way a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Cruel Malediction
When you reach 6th level, you have gained an increased understanding of your curses, allowing you to manipulate them with ease. You learn the Bestow Curse spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can now cast it at a range of 60 ft and you are able to cast it without expending a spell slot once per long rest.
Whenver you cast this spell, you can select 2 of the curse options from the selection.
Masterful Hexing
At 10th level, you have mastered the art of weaving curses and hexes with unparalleled expertise. When you cast a spell that imposes a curse, such as Hex, Bane or Bestow Curse, you can choose to affect a number of additional creatures equal to your Charisma modifier. These additional creatures must be within 30 feet of the original target and meet any requirements of the spell.
In addition, when applying a curse you can choose to add one of the following effects:
Hex of Weakness: The cursed creature’s melee weapon attacks deal half damage.
Hex of Lingering Pain: The cursed creature’s speed is halved, and takes 1d4 damage for every 5 feet it travels.
Hex of Torment: At the start of the target’s turn, it takes psychic damage equal to your Charisma modifier.
Hex of Bewilderment: The target is under the effects of the Confusion spell for the duration of the curse.
Hex of Vulnerability: The target gains vulnerability to a specific damage type of your choice.
Hex of Silence: The target is unable to speak or make any vocal noises. They cannot cast spells with verbal components or communicate through speech.
Hag’s Veil
Starting at 14th level, you gain the ability Hag’s Veil. When you activate your Hag’s Veil, you undergo a dramatic change in both form and demeanor. Your body contorts and warps, taking on a more monstrous and hag-like appearance. Your eyes may glow with an otherworldly light, and your skin might become pallid and mottled. As you embrace your transformation, a sense of eerie power emanates from your very being.
While in this transformed state, you gain the following benefits:
1. You gain temporary hit points equal to two times your warlock level. Additionally, you are immune to charm and frightened effects.
2. Whenever a creature affected by your curses suffers damage, you regain hit points equal to half the damage dealt.
3.
You can remain in your Cursed Transformation for a number of minutes equal to your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.
The main focus for this subclass is based around Hags and cursing. Expanding upon hex and Bestow Curse.
I do need help with the 14th lvl ability. My idea is to transform into a hag temporarily, doing so will give you resistance and amplify your curses some how. But at the moment I am stumped.
I even thought about introducing the transformation as a 1st lvl ability and building upon it with later features like Cirlce of the stars druid.
Other options for 14th ability would be to create an illusionary coven perhaps, but no idea what that would entail!
I have seen other examples of hag patrons for warlocks and most create a subclass based on existing hags and their abilities. I wanted to go a different route and steer away from that idea.
At the moment I don't feel as though there is enough flavour right now.
I think all of these bonuses stack together a little too well, particularly in the case of Bestow Curse.
By level 10, this single-target touch spell becomes a ranged area spell targeting up to 6 creatures in a 30 foot-radius. Since you can pick two options, you give them disadvantage on WIS saves and then force them to make a WIS save on their turns or do nothing. And this is even before the extra effect you've added, like confusion or vulnerability to damage. Combined with your level 1 feature, this will trivialize nearly every encounter you use it.
Likewise, at level 10 Bane will target pretty much every enemy on the field, giving them all vulnerability to whatever type of damage the party uses most. A multiclass dip would give you a couple first-level slots to crank out several of these Super Banes each day.
Just off the top of my head, I'd remove the "choose two options" from level 6. At level 10 I'd get rid of the extra targeting and maybe focus on something that makes your hexes harder to shake - like if a target succeeds the initial save, you can bounce the effect to another within 30, similar to the Arcane Archer's Curving Shot or the Fey Ranger's Beguiling Twist features.
One other option would be to have an additional effect after saving from your curse, but it needs to be a minor thing - half movement for a round, or CHA psychic damage. Confusion, vulnerability, and silence are all just way too strong to be additional effects.
A couple other things to note -
Spell lists need to be thematic. Spells like Spike Growth and Lightning Bolt don't really seem to fit the theme at all here. Tone down the overall power level - Command, Polymorph, Dominate, and Hold Monster are all really big guns for their level - and don't make them all combat spells. At least half of them should be utility spells, and I think you could find some that helped build out the feel of the sub a bit more.
The other thing is that you need to be very specific about what a "curse" is. It either needs to be a specific group of spells or be tied to a current 5e mechanic like a school of magic or a condition imposed. Don't leave ambiguity for players to argue which spells get extra bonuses.
My idea with this ability was that because there is no definition of what a curse is outside of Hex or Bestow curse I would amplify them.
In terms of defining what a curse is I think outside of Hex or Bestow Curse is a little difficult. Would it be too much to say:
"Spells from the enchantment and necromancy schools are considered Curses for the purpose of this subclass"
To be honest, I think that's too strong as well.
Perhaps it would have to be specific Spells?
I do like the 'bouncing' idea. But that would only apply to a single target 'curse'.
One idea I did have for the subclass as a whole was to create a feature that curses a creature, like hexblade's curse - but different of course - and have it become stronger and apply different effects as you gain more of the subclass features. In the end a lot of the ideas were just stepping on Hex and Bestow Curse so I thought it was easier to just focus on them.
For the spell selection how about this:
Curseweaver Expanded Spells
Spells
1st Bane, Command
2nd Tasha’s Mindwhip, *pass without trace or Silence*
Yeah, that spell list looks better. One other way to make an exclusive list of "curses" is to limit your features to the Curseweaver Expanded Spells and then put your desired spells in there. Not sure if that's the best solution for this instance though.
One thing you might do is offer alternative "upcast" benefits to Hex, Bestow Curse, and Bane. A regular warlock would be casting these at a higher level anyway due to how Pact Magic works, and it would prevent abuse of the features with low-level spell slots from multiclassing.
when you are concentrating on a spell, you can use your bonus action to lace the spell with a curse. Choose one creature affected by your spell to apply the curse to. The effect ends when you stop concentrating on the spell:
- The cursed creature’s melee weapon attacks deal half damage.
- The cursed creature’s speed is halved, and takes 1d4 damage for every 5 feet it travels.
- At the start of the target’s turn, it takes psychic damage equal to your Charisma modifier.
- The cursed creature has disadvantage on Wisdom saving throws
- You have advantage on attacks against the cursed creature
I this would negate the issue of determining what a curse is and allow more freedom and benefit from Casting other spells.
I would also add in:
Baleful Hex
Additionally at 6th level, you learn the Bestow Curse spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can now cast it at a range of 60 ft and you are able to cast it without expending a spell slot once per long rest.
Masterful Hexing
10th level feature
When casting a spell that requires concentration and affects multiple targets they all become effected by your Cruel Malediction feature.
Additionally, If the spell only effects one creature, you can select 2 options from your Cruel Malediction feature.
I think working it this way offers more freedom. Otherwise it would just be Casting Hex, Bane, and Bestow Curse every fight.
Curses need more support in 5e, but this is WAY overpowered. Expecially because you're buffing Hex which has no saving throw so not even a literal god could resist these effects which is completely broken.
when you are concentrating on a spell, you can use your bonus action to lace the spell with a curse. Choose one creature affected by your spell to apply the curse to. The effect ends when you stop concentrating on the spell
This still includes Hex, which means every one of those effects can be applied automatically without any saving throw and with the only way to remove it being breaking the warlock's concentration or Dispel Magic.
When you cast a spell that requires concentration, you can use your bonus action in the same round to lace the spell with a curse. Choose one creature affected by your spell to apply the curse to. The effect ends when you stop concentrating on the spell:
That's a lot more restrictive so not so bad, I'd also suggest adding that "the curse ends when the creature is no longer under the effect of the original spell" - otherwise you get weird things like a creature being hit by Hold Person, but then saving but still being under the effect of the rider.
The Curseweaver
The Curseweaver delves deep into the dark arts of curses, weaving them with unparalleled mastery. Through their connection with an otherworldly entity, be it a hag, a malevolent spirit, or a cursed deity, they gain the ability to manipulate and harness curses to bend fate to their will. As a Cursebound Weaver, you embrace the power of curses and wield them as both a weapon and a shield.
Curseweaver Expanded Spells
Spells
1st Bane, Command
2nd Spike Growth, Tasha’s Mindwhip
3rd Lightning Bolt, Slow
4th Phantasmal Killer, Polymorph
5th Dominate Person, Hold Monster
Spite
At 1st level, when a creature within 30 feet of you makes an attack roll, skill check, or saving throw after you know the result you can use your reaction to reduce the number that is rolled by your charisma modifier.
You can use your reaction this way a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Cruel Malediction
When you reach 6th level, you have gained an increased understanding of your curses, allowing you to manipulate them with ease. You learn the Bestow Curse spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can now cast it at a range of 60 ft and you are able to cast it without expending a spell slot once per long rest.
Whenver you cast this spell, you can select 2 of the curse options from the selection.
Masterful Hexing
At 10th level, you have mastered the art of weaving curses and hexes with unparalleled expertise. When you cast a spell that imposes a curse, such as Hex, Bane or Bestow Curse, you can choose to affect a number of additional creatures equal to your Charisma modifier. These additional creatures must be within 30 feet of the original target and meet any requirements of the spell.
In addition, when applying a curse you can choose to add one of the following effects:
Hex of Weakness: The cursed creature’s melee weapon attacks deal half damage.
Hex of Lingering Pain: The cursed creature’s speed is halved, and takes 1d4 damage for every 5 feet it travels.
Hex of Torment: At the start of the target’s turn, it takes psychic damage equal to your Charisma modifier.
Hex of Bewilderment: The target is under the effects of the Confusion spell for the duration of the curse.
Hex of Vulnerability: The target gains vulnerability to a specific damage type of your choice.
Hex of Silence: The target is unable to speak or make any vocal noises. They cannot cast spells with verbal components or communicate through speech.
Hag’s Veil
Starting at 14th level, you gain the ability Hag’s Veil. When you activate your Hag’s Veil, you undergo a dramatic change in both form and demeanor. Your body contorts and warps, taking on a more monstrous and hag-like appearance. Your eyes may glow with an otherworldly light, and your skin might become pallid and mottled. As you embrace your transformation, a sense of eerie power emanates from your very being.
While in this transformed state, you gain the following benefits:
1. You gain temporary hit points equal to two times your warlock level. Additionally, you are immune to charm and frightened effects.
2. Whenever a creature affected by your curses suffers damage, you regain hit points equal to half the damage dealt.
3.
You can remain in your Cursed Transformation for a number of minutes equal to your warlock level. Once you use this feature, you must finish a short or long rest before you can use it again.
The main focus for this subclass is based around Hags and cursing. Expanding upon hex and Bestow Curse.
I do need help with the 14th lvl ability. My idea is to transform into a hag temporarily, doing so will give you resistance and amplify your curses some how. But at the moment I am stumped.
I even thought about introducing the transformation as a 1st lvl ability and building upon it with later features like Cirlce of the stars druid.
Other options for 14th ability would be to create an illusionary coven perhaps, but no idea what that would entail!
I have seen other examples of hag patrons for warlocks and most create a subclass based on existing hags and their abilities. I wanted to go a different route and steer away from that idea.
At the moment I don't feel as though there is enough flavour right now.
I think all of these bonuses stack together a little too well, particularly in the case of Bestow Curse.
By level 10, this single-target touch spell becomes a ranged area spell targeting up to 6 creatures in a 30 foot-radius. Since you can pick two options, you give them disadvantage on WIS saves and then force them to make a WIS save on their turns or do nothing. And this is even before the extra effect you've added, like confusion or vulnerability to damage. Combined with your level 1 feature, this will trivialize nearly every encounter you use it.
Likewise, at level 10 Bane will target pretty much every enemy on the field, giving them all vulnerability to whatever type of damage the party uses most. A multiclass dip would give you a couple first-level slots to crank out several of these Super Banes each day.
Just off the top of my head, I'd remove the "choose two options" from level 6. At level 10 I'd get rid of the extra targeting and maybe focus on something that makes your hexes harder to shake - like if a target succeeds the initial save, you can bounce the effect to another within 30, similar to the Arcane Archer's Curving Shot or the Fey Ranger's Beguiling Twist features.
One other option would be to have an additional effect after saving from your curse, but it needs to be a minor thing - half movement for a round, or CHA psychic damage. Confusion, vulnerability, and silence are all just way too strong to be additional effects.
A couple other things to note -
Spell lists need to be thematic. Spells like Spike Growth and Lightning Bolt don't really seem to fit the theme at all here. Tone down the overall power level - Command, Polymorph, Dominate, and Hold Monster are all really big guns for their level - and don't make them all combat spells. At least half of them should be utility spells, and I think you could find some that helped build out the feel of the sub a bit more.
The other thing is that you need to be very specific about what a "curse" is. It either needs to be a specific group of spells or be tied to a current 5e mechanic like a school of magic or a condition imposed. Don't leave ambiguity for players to argue which spells get extra bonuses.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you! I really appreciate the feedback.
I do agree the 10th lvl ability is too strong.
My idea with this ability was that because there is no definition of what a curse is outside of Hex or Bestow curse I would amplify them.
In terms of defining what a curse is I think outside of Hex or Bestow Curse is a little difficult. Would it be too much to say:
"Spells from the enchantment and necromancy schools are considered Curses for the purpose of this subclass"
To be honest, I think that's too strong as well.
Perhaps it would have to be specific Spells?
I do like the 'bouncing' idea. But that would only apply to a single target 'curse'.
One idea I did have for the subclass as a whole was to create a feature that curses a creature, like hexblade's curse - but different of course - and have it become stronger and apply different effects as you gain more of the subclass features. In the end a lot of the ideas were just stepping on Hex and Bestow Curse so I thought it was easier to just focus on them.
For the spell selection how about this:
Curseweaver Expanded Spells
Spells
1st Bane, Command
2nd Tasha’s Mindwhip, *pass without trace or Silence*
3rd Slow, *tiny hut*
4th Phantasmal Killer, Polymorph
5th Dominate Person, *Commune or Geas*
Yeah, that spell list looks better. One other way to make an exclusive list of "curses" is to limit your features to the Curseweaver Expanded Spells and then put your desired spells in there. Not sure if that's the best solution for this instance though.
One thing you might do is offer alternative "upcast" benefits to Hex, Bestow Curse, and Bane. A regular warlock would be casting these at a higher level anyway due to how Pact Magic works, and it would prevent abuse of the features with low-level spell slots from multiclassing.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I had thought of a work around, kind of:
Cruel Malediction
6th level feature
when you are concentrating on a spell, you can use your bonus action to lace the spell with a curse. Choose one creature affected by your spell to apply the curse to. The effect ends when you stop concentrating on the spell:
- The cursed creature’s melee weapon attacks deal half damage.
- The cursed creature’s speed is halved, and takes 1d4 damage for every 5 feet it travels.
- At the start of the target’s turn, it takes psychic damage equal to your Charisma modifier.
- The cursed creature has disadvantage on Wisdom saving throws
- You have advantage on attacks against the cursed creature
I this would negate the issue of determining what a curse is and allow more freedom and benefit from Casting other spells.
I would also add in:
Baleful Hex
Additionally at 6th level, you learn the Bestow Curse spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can now cast it at a range of 60 ft and you are able to cast it without expending a spell slot once per long rest.
Masterful Hexing
10th level feature
When casting a spell that requires concentration and affects multiple targets they all become effected by your Cruel Malediction feature.
Additionally, If the spell only effects one creature, you can select 2 options from your Cruel Malediction feature.
I think working it this way offers more freedom. Otherwise it would just be Casting Hex, Bane, and Bestow Curse every fight.
Curses need more support in 5e, but this is WAY overpowered. Expecially because you're buffing Hex which has no saving throw so not even a literal god could resist these effects which is completely broken.
Well, with my update, hex wouldn't be effected.
This still includes Hex, which means every one of those effects can be applied automatically without any saving throw and with the only way to remove it being breaking the warlock's concentration or Dispel Magic.
Perhaps I haven't worded the feature correctly.
Cruel Malediction
6th level feature
When you cast a spell that requires concentration, you can use your bonus action in the same round to lace the spell with a curse. Choose one creature affected by your spell to apply the curse to. The effect ends when you stop concentrating on the spell:
That's a lot more restrictive so not so bad, I'd also suggest adding that "the curse ends when the creature is no longer under the effect of the original spell" - otherwise you get weird things like a creature being hit by Hold Person, but then saving but still being under the effect of the rider.
Well the caveat "The effect ends when you stop concentrating on the spell:" I think is sufficient.