Fighter
Base Class: Fighter

Whether it comes from your lineage, a bad deal with a hag, or a wound from a cursed weapon, you bear a curse of misfortune. For better or worse, you have learned to channel your curse's power to bring harm and misfortune to your foes and to shield your allies from bad luck - all at the cost of your own suffering.

Curse Bearers experience to some of the worst the world has to offer. Whether they sink into dour despair, contrary optimism. or sheer spite, they are in for an interesting time. 

Nothing can remove their curse, but with time and patience, they may find it to be a blessing.

Hard-Won Knowledge

3rd Level Curse Bearer Feature

Your curse has driven you to learn to survive. When you choose this archetype at 3rd level, you gain proficiency in one skill and one tool of your choice.

When you gain a level in this class, you gain 1 additional maximum Hit Point. 

Cutting Curse

3rd Level Curse Bearer Feature

Starting at 3rd level, you can invoke your curse against yourself and your foes. When making your first attack of the round, you take 1d6 damage. You add this damage to attack and damage rolls until the start of your next turn. The number of cursed die you can roll increases when you reach certain levels in this class, increasing to 2d6 at 8th level and 4d6 at 13th level.

Damage taken from using this feature cannot be reduced or mitigated in any way. Attacks modified by this ability are considered magical for the purposes of overcoming resistances. 

Misfortune's Favor

3rd Level Curse Bearer Feature

When you fail a Saving Throw you gain Temporary HP equal to your class level.  If it was a Death Saving Throw, instead regain 1 Hit Point. You may use this feature a number of times equal to your Proficiency Bonus. These uses are regained on a Long Rest.

When you roll a Natural 1, you invoke your Cutting Curse for free on your next turn. 

Herald of Misfortune

7th Level Curse Bearer Feature

Whenever a foe within 120 feet rolls a Natural 20, you may use your Reaction to make them instead roll a Natural 1. When an ally within 120 feet rolls a Natural 1, you gain advantage on your next attack roll, saving throw, or ability check.

Bearing witness to constant misfortune causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Cursed Armament

7th level Curse Bearer Feature

Your curse flows into the weapon you are using, manifesting as a curse to yourself and your foes. When you draw a weapon for the first time after a Long Rest, select one of the following curses. Your active curse passes to any weapon you draw thereafter, and fades from any weapon you are not currently wielding.

Curse of Bloodlust: When you or an ally are damaged by an enemy for the first time this round, you must make a DC 13 Wisdom saving throw. If you fail, you must attack that foe on your next turn, or spend movement to do so if attacking them is impossible. When you wound a specific enemy for the first time this combat, gain Temporary Hit Points equal to your Proficiency Bonus.

Backbiting Curse: When you roll a Natural 1 on an attack roll with this weapon, you reroll that one as a weapon attack against yourself. Enemies who hit you with an attack take psychic damage equal to your Proficiency Bonus.

Evil Eye: You subtract a 1d4 from the first Saving Throw you make each turn. When you damage a foe, you may force them to make their next Saving Throw at disadvantage until the start of your next turn. 

Cruel Fate: When you roll a Natural 20, instead treat it as a Natural 1. When you roll a Natural 1 outside of the prior case, take Psychic damage equal to your Proficiency Bonus. Once per turn, when you miss an attack, you may make another roll. You must use this second roll. 

You may change the curse as a bonus action a number of times equal to your Proficiency Bonus. You regain these uses on a Long Rest. If you are reduced to 0 Hit Points, you also regain 1 use of this feature. 

Curse Eater

10th Level Curse Bearer Feature

When you slay a foe while your Cutting Curse is active, you regain Hit Points equal to twice your Constitution modifier. This ability may only trigger once per turn. 

When you spend Hit Die to heal on a rest, you may roll one extra die to regain Hit Points equal to that roll plus your Constitution modifier.  

When an ally within 120 feet rolls a Natural 1, you may use your reaction to allow them to reroll. You then roll a Natural 1 on your next d20 roll. 

Misery Loves Company

15th Level Curse Bearer Feature

When you have Advantage, you may use your bonus action to lose that Advantage to give all foes within 30 feet Disadvantage on their next attack roll, ability check, or saving throw. This ability may be used once and recharges on a Short Rest.

If you are attuned to a cursed item, you may afflict an enemy you deal damage to with that curse's effect for 24 hours. This does not apply to curse effects that require the user to keep or attune to the cursed item. This ability may be used once, and recharges on a Long Rest.

Master of the Curse

18th Level Curse Bearer Feature

You gain mastery over the curse that has afflicted you. You gain the following passive benefits.

  • When you use Cutting Curse, you may add 1d6 without incurring additional damage.
  • The curses of cursed items and the bestow curse spell no longer affect you. This also applies to Cursed Armament detriments.
  • For every cursed item you are attuned to, gain +1 to all Saving Throws and +1 to Initiative.

When you make a skill check, attack roll, or saving throw, you may choose to roll a Natural 20. You may make this after you see the roll but before the results are determined. You may use this ability once per Short Rest.

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