Warlock
Base Class: Warlock

Legends tell of a powerful warrior locked in time. This warrior is bearing the burden of a powerful cursed undead sword. By wielding this sword he prevents it from causing untold destruction by resisting its effects. In a quest to destroy the sword, the warrior gains immense strength and inspires others around him through his tales. His tales reach far and wide and begin to inspire others to emulate his path. The ageless warrior begins to get deified and soon finds himself strong enough to share his magic with others through devotion to his cause.

Through dedication to his cause, Aolec was able to melt his legendary sword in the Engine of Creation with the aid of his party. He spun the tales personifying their magics as the Sacred Flame, and bestows similar magics to those that devote their life to a similar cause.

Alternate Subclass Description

When playing a Cursed Warrior, work with your DM to fabricate a hero of legend that can inspire followers. You do not need to use the lore provided above.

As a Cursed Warrior you gain a connection to a mythical warrior of legend who dedicated their life to destroying cursed items. You may have chosen this path for a noble cause, attuning to cursed items to prevent others from falling to their effects. Or, you seek power through curses, collecting and using items others would not be able to wield.

Expanded Spell List

The Cursed Warrior 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.

Fiend Expanded Spells
Spell Level Spells

1st

burning hands, command

2nd

locate object, enhance ability

3rd

fireball, elemental weapon

4th

fire shield, wall of fire

5th

greater restoration, legend lore

Broken Body

Starting at 1st Level, the effects of bearing multiple curses has empowered and broken your body. Select a damage type to become resistant to and a damage type to become vulnerable to.

Additionally, you can change your Eldritch Blast to deal damage of either of the selected damage types a number of times a day equal to your Charisma modifier.

Cursed Empowerment

Starting at 6th level, you begin to open your body to the effects of curses in an attempt to better understand them. Each time you make a saving throw against a curse from an item or a spell apply the following effects. As a bonus action you can make a saving throw against an effect of an item you are attuned to as if the conditions have been met to require you to do so.

Each time you successfully resist the effect of a curse on you you gain the following benefits:

    • You now are proficient in that type of saving throw, if you are not already, until you take a long rest.
    • You may end one active effect of your choosing from your character or become immune to one curse until you take a long rest.


    Each time you fail to resist the effect of a curse on you you gain the following effects:

    • You lose proficiency in saving throws using the stat until you take a long rest.
    • Your weapon and spell attacks now deal an additional 1d8 necrotic damage and you take 1d4 necrotic damage on successful attacks. This lasts until you take a long rest and can stack up to three times increasing to 3d8 bonus necrotic damage and 3d4 necrotic damage.

Cursed Vigor

Starting at 10th level you gain the following benefits:

  • You gain one attunement slot, but it can only be used for a cursed item.
  • You now have advantage against saving throws and checks made with items you are attuned to.

Share Curse

At 14th level, you gain the ability to transfer an effect from a cursed item onto an enemy. As an action you can attempt to transfer a curse from an item you are attuned to on creature you can see within 30 feet of you. The target must make a Charisma saving throw against your spell save DC to resist having a curse transferred to them. The more cursed items that you are attuned to, the less their ability to resist becomes. The creature suffers a -2 penalty to the saving throw for each cursed item you are attuned to. A creature can choose to willingly fail this save. The effect returns to the item if they fall unconscious or take a long rest. You can use this feature once per day.

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