Base Class: Rogue
To be a Curse Bringer is to harness and manipulate the forces of fortune and misfortune; to bring curses and foul hexes upon one's enemies through spoken words or a mere glance. As a Curse Bringer yourself, you might be the offspring of a hag; a visitor of the Feywild, or a practitioner of dark and often forbidden magic.
Evil Eye
Beginning when you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action, you can choose a creature you can see within 60 feet of you, forcing it to make a Charisma saving throw. On a failed save, the creature is marked by your Evil Eye. While a creature is marked by your Evil Eye feature, you can use your Sneak Attack against the creature even if you don't have advantage on the roll, but not if you have disadvantage on it. All the other rules for Sneak Attack still apply to you.
The creature remains marked by your Evil Eye for 1 minute or until you mark a different creature, whichever comes first.
Bringer of Misfortune
Also at 3rd level, you learn how to inflict curses upon those marked by your Evil Eye feature.
Curses. You learn three curses of your choice, which are detailed below. You learn an additional curse of your choice at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one curse you know with a different one.
Jinx Points. You have five jinx points, which you can spend to use your curses. You regain all spent jinx points when you finish a short- or long rest. You gain three additional jinx points at 13th level.
Saving Throws. Your Evil Eye feature and some of your curses require your target to make a saving throw to resist their effects. The DC for these features is 8 + your proficiency bonus + your Charisma modifier.
Curse of Bewitching
As an action, you can target the creature marked by your Evil Eye feature and spend 2 jinx points. After doing so, the creature is no longer marked by your Evil Eye feature and is instead charmed by you for 10 minutes. The charmed condition ends early if you or your allies deal damage to the creature, or force it to make a saving throw. After 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you.
Curse of Ruination
When a creature marked by your Evil Eye feature makes a saving throw, you can use your reaction and spend 2 jinx points to impose disadvantage on the creature's roll.
Curse of the Assassin
When you hit a creature marked by your Evil Eye feature with a weapon attack you made with advantage, and the result on the d20 was an 18 or a 19, you can use your reaction and spend 2 jinx points to turn it into a critical hit.
Curse of the Doomed
When you miss with a weapon attack against a creature marked by your Evil Eye feature, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.
Curse of the Drowsy
As an action, you can target the creature marked by your Evil Eye feature and spend 3 jinx points. Roll a number of d10s equal to your level in this class and add your Charisma modifier to the total. If the creature's current hit points are equal to or less than the total, it falls unconscious for 10 minutes, until it takes damage, or until someone uses an action to shake or slap it awake.
Curse of the Fearful
As an action, you can target the creature marked by your Evil Eye feature and spend 2 jinx points. After doing so, the creature is no longer marked by your Evil Eye feature and is instead frightened of you for 1 minute. The creature can make a Wisdom saving throw at the end of each of its turns, ending this curse on a success.
Curse of the Feeble
As an action, you can spend 2 jinx points to weaken a creature marked by your Evil Eye feature. Until the beginning of your next turn, the creature loses any of its damage resistances and treats damage immunities like resistances. After doing so, the creature is no longer marked by your Evil Eye feature.
Curse of the Fool
When a creature marked by your Evil Eye feature moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the creature to immediately fall prone and have its movement speed reduced to 0 until the beginning of its next turn. After doing so, the creature is no longer marked by your Evil Eye feature.
Curse of the Hunter
As a bonus action, you can spend 2 jinx points to empower your Evil Eye feature. After doing so, the duration of your Evil Eye feature becomes 24 hours, or until you mark a different creature with your Evil Eye feature, whichever comes first. Additionally, you always know the direction and distance to a creature marked by your Evil Eye feature, provided you are both on the same plane of existence, and it cannot benefit from being hidden or invisible from you.
Curse of the Inept
When a creature marked by your Evil Eye feature makes an ability check or attack roll, you can use your reaction and spend 1 jinx point to impose disadvantage on the creature's roll.
Curse of the Oblivious
As an action, you can target the creature marked by your Evil Eye feature and spend 3 jinx points. After doing so, the creature is no longer marked by your Evil Eye feature and becomes blinded and deafened for 1 minute. The creature can make a Constitution saving throw at the end of each of its turns, ending this curse on a success.
Curse of the Plagued
When a creature marked by your Evil Eye feature regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. After doing so, the creature cannot regain hit points until the beginning of your next turn.
Curse of the Unlucky
As a bonus action, you can spend 3 jinx points to hex a creature marked by your Evil Eye feature. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total. This curse lasts for the duration of your Evil Eye feature.
Curse of the Vampire
When a creature marked by your Evil Eye feature takes damage, you can use your reaction and spend 1 to 3 jinx points to roll 1d12 per jinx point spent. The creature takes necrotic damage equal to the result and you regain a number of hit points equal to the necrotic damage it takes.
Steal Luck
At 9th level, you can turn fortune into misfortune. When a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. When you do so, you regain one expended jinx point. If the target is currently marked by your Evil Eye feature, you instead regain two expended jinx points.
You can use this feature once per short rest.
Curse Savant
At 13th level, you’ve become an expert at using and fixing curses. You can spend 3 jinx points to cast either the Bestow Curse or Remove Curse spells. In addition, you ignore the effects of curses on magical items you’re attuned to.
Improved Steal Luck
At 17th level, you’ve mastered the manipulation of luck. You can use your Steal Luck feature three times per short rest.
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Posted Dec 25, 2022Absolutely amazing subclass!!! Gotta try it out now