Base Class: Fighter
A man lives his entire life believing he is cursed by the gods. Abandoned by his family and friends, he sets out on a journey to discover a cure for his affliction, but instead learns how to manipulate his curse into strength. Now, he stands as the tallest figure in a battlefield of hundreds, confident in his ability to find his own path beyond all expectations. A child grows up in the worst conditions, barely surviving day by day. She comes across a fortune teller who speaks of how the only way she can survive is to unchain her overflowing malediction. She begins to pass her misfortune unto others, becoming known as a symbol of fear among the populace. As a young woman, she smiles as she faces an army of warriors, knowing that she has never lost to the world before. A local adventurer stumbles across an ancient ruin and accidentally touches the wrong artifact, getting hexed as a result. A twist of fate allows him to suppress the hex, but it becomes a part of him in the process. With time, he becomes proficient in its use, and sets out into the bigger world to make a name for himself with his newfound power.
A Calamity wields the power of not just luck, but bad luck. Misfortune is an ever-constant friend to a Calamity, not only empowering his strikes, but also leaving enemies vulnerable. A Calamity is a fighter aware of the fact that the tiniest bit of bad luck is all that's needed to tip the scales of battle. To their enemies, a Calamity is truly evident of his namesake: an event causing great and sudden damage.
A Tragic Life
At 3rd level, you become resistant to the inconveniences of the world. When you roll a 1 on the d20 for an ability check or saving throw, you can reroll the die and must use the new roll.
When you reach certain levels in this class, the range of this feature increases: at 5th level (1-2), at 11th level (1-3), and at 17th level (1-4).
Blessing Of Bad Luck
Beginning from 3rd level, your mastery over your affliction allows you to imbue your weapon with the ever-present power of calamity, at the sacrifice of your own fate. You can use a bonus action to gain the following effects until the end of your turn:
- Any attacks you make are made with disadvantage.
- Your weapon attacks score a critical hit on a roll of 1 or 20.
- You can add your Proficiency Bonus to the damage rolls of your weapon attacks.
- Every time you miss a weapon attack, you gain a +1 bonus to your attack rolls.
To Fight Fate
Starting at 7th level, you learn negligence can do nothing to change one's fate, and that one can only rely on oneself to go against destiny. When you use Blessing Of Bad Luck, you can make a weapon attack as part of the same action. This weapon attack is affected by Blessing Of Bad Luck.
At 13th level, you can make two weapon attacks when you use Blessing Of Bad Luck.
Harbinger Of Catastrophe
When you reach 10th level, your aura of disaster becomes so strong it can even influence your foes. When a creature within 30 feet is critically hit, you can use your reaction to allow the attacker to forgo rolling to instead deal maximum damage.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Destiny's Bastard
Starting at 15th level, you enter battle a step outside the boundaries of fate, and an external influence is required to pull you fully into reality. When you roll initiative at the start of combat, a veil of misfortune settles on top of you. Until you take damage, attacks against you have disadvantage and you have advantage on saving throws.
Master Of Misfortune
At 18th level, you become able to overcome your terrible providence with your own power and create your own luck. If you have disadvantage on a weapon attack, the attack counts as a critical hit if the total attack roll is above 19.
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