Barbarian
Base Class: Barbarian

Amidst the tumultuous magic that courses through wild souls, a select few Wild Magic Barbarians experience a darker fate. When an ancient curse intertwines with their innate power, they begin to wander down the Path of the Feral Curse. Chaotic energies meld with primal rage, birthing unpredictable and potent hexes. Cursed gluttony, unwilling envy and many more of the like paint their battle's canvas. These magic-touched warriors weave a perilous dance between power and misfortune, forever bound to their baleful fate.

Feral Curse Surge

When you first take on this subclass, your wild magic begins to be infected with a powerful curse, the effects burst chaotically. When you enter your rage, roll on the Feral Curse table to determine what curse effect is produced. During your rage, when you make a melee weapon attack, you can force the target to roll a wisdom saving throw against your Feral Curse DC which equals 8 + your proficiency bonus + your Constitution modifier. On a fail you give them the curse you were affected by and in turn lose that effect. As a bonus action, you can reroll for a new curse or end one of your curses on a creature. Targets can only be affected by one curse at a time, in which each curse lasts a minute and the target can repeat the saving throw at the end of their turn.

At sixth level, you can affect a target with two curses at a time.

At tenth level, you can also affect your targets with curses from magic items of Very Rare rarity or lower that do not perform instant-kill effects. Doing so does not remove the curse from you.

Feral Curse
D8 EFFECT
1 Gluttony's Famine - Your metabolism sets itself into high gear and you feel sluggish as the curse brittles your body. Anytime you are dealt damage, you receive an extra d6 of the attack's damage type.
2 Lust's Aftermath - Until this curse has ended, you are under the effects of the next level of exhaustion, maxing out at level 3.
3 Pride's Damning - Your self-image burns itself into the front of your mind and you become unwilling to accept the need of healing. You are no longer willing to receive any healing but if you are subjected to it anyway you are instead dealt psychic damage of equal value to half of what you would've been healed for.
4 Wrath's Spotlight - Waves of intensity radiate from you; rotting you and your friends' thoughts. At the start of your turn, you are dealt 1d8 psychic damage and friendly creatures within 5 feet of your take half of that damage (minimum of 1)
5 Envy's Resentment - You seem to become distracted by seeing success not benefitting you. Whenever you see an enemy succeed at a saving throw within 30 feet of you, you gain disadvantage on your next saving throw
6 Sloth's Torpor - Your steps feel heavy as a sense of laziness engulfs you. If you move more than 10 feet on your turn, you gain a -1 penalty to all ability checks, attack rolls and saving throws until the start of your next turn.
7 Greed's Possessiveness - Wanting to covet your power, you feel an urge to avoid using it. Whenever you use a feature requiring you to spend a use, charge or spell slot, you must roll a wisdom save against your Feral Curse save DC. On a failure, you cannot use that feature until your next turn, however you do not lose that action for that turn.
8 Seeping Blessing - Behind all the curses, the chaotic nature of magic decides to send out a blessing instead. Until the start of your next turn, you have resistance to all damage. This effect cannot be transferred to other creatures.

Curse Silencer

At 6th level, whenever a curse would affect you, you can instead make it go temporarily dormant; making it so that you cannot be affected by it for that turn. You can do so an amount of times equal double your con modifier per long rest.

Achromatic Blursight

At 10th level, your intimate familiarity with the arcane grows as you intermingle with curses and wild magic and you begin to see the unnatural in ways that others seem unable to. As an action, you can focus your senses and let your sight bypass the arcane. Until the start of your next turn, you gain truesight out to a range of 30 feet. However, your vision is distorted and unreliable, and you cannot discern color, read text, or make out fine details during this effect. You can use this feature an amount of times equal to your proficiency bonus per long rest.

Magical Counter

At 14th level, as you embrace your curses and hex your blows, your strikes begin to lay heavier as you notice them tear and oppose the very essence of magic. When you take the attack action on your turn, you can now target magical spells of 6th level or lower within reach. By doing so, if you deal damage equal to the spell's level x 8 in one turn, you can dispel the spell. Plus, while under the effects of a curse, you deal an extra 1d10 necrotic damage on your melee attacks

Additionally, you learn by doing the opposite and flowing your wild magic into your curses, if you aren't raging, you can choose to not be affected by a curse.

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