Warlock
Base Class: Warlock

Many warlocks seek and beseech power from immortal beings or powerful fiends and monstrosities. In exchange for service they are given tremendous magical abilities. However, in your case an ancient being has placed curses upon your very soul. These curses may be a burden, but how you use them will determine your true strength. Many questions will remain unanswered until you grow stronger. Like, what does the entity want from you? Possibly, how could you separate these curses from you? The path you take will be difficult and full of hardships. Nevertheless, power is power even if it is accursed.

Your DM may make changes to this class depending upon the situation. They can add their own curses as well. Furthermore you as the player can discuss any ideas about curses you have. Your DM has final say on the matter.

Curse Bearer

At 1st level, choose one of the below curses. These curses appear as strange symbols on you skin. Furthermore, you will have the option of choosing more powerful curses at later levels.

Blood Curse of the Tormented: Your blood is now tainted with Eldritch evil. In response to taking damage, you may use your reaction to deal 2d8 necrotic or psychic damage. The damage increases to 2d10 at 6th level, 2d12 at 10th, 4d12 at 14th. You may use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature after a long rest. Lastly, you can no longer sleep or rest peacefully. Whenever you take a short or long rest it takes double the amount of time for you to gain the benefits of either.

Curse of Petrified Serpent: Stone scales appear on your body and your eyes turn more snakelike. You gain resistance to poison damage and cannot be poisoned. Once per short or long rest you may invoke this curses power. In doing so  the scales on your body begin to spread. Consequently, you gain a +3 to AC and you are resistant to all damage except radiant and force damage for 1 minute. However, your speed is reduced to 0 as you begin to slowly turn to stone. Once you choose to end this curse or 1 minute has passed make a Constitution Saving Throw against your spell save DC. On a fail you are petrified for 1 hour. 

 Curse of the Soulless Vanguard: Your soul is forcibly extracted from your body and imprisoned. Your alignment shifts to neutral if it wasn’t already. You have are immune to the frightened and charmed conditions and your thoughts cannot be read. Furthermore your soul is within a polished orb casing that always floats next to you. Only a DC 30 strength check or critical hit against the orb can shatter it. If shattered you immediately die and cannot be revived in anyway except through a Wish spell.

 

Cursed Oncemore

At 6th level, you are inflicted by another curse. Choose one from the list below.

 Curse of the Arcanists Bane: Your body is an abomination to magic. You have advantage against spell effects and you can cast dispel magic and counterspell at will without expending a spell slot. However, when you try to cast a cantrip or spell other than the two mentioned above role a d10. On a 1-5 the spell fails on a 6-10 it succeeds. If you successfully cast a spell that requires a dice roll the result is halved.

Curse of Eyeless Wanderer: Your eyes turn completely black or red and you are now blind. You have disadvantage on perception and investigation checks that rely on sight. In addition, you have disadvantage on Dexterity saving throws. However, to counter these effects you can gain truesight out to 60ft. for 10 minutes. You can use this feature a total of three time per long rest. During this time your other senses are heightened. As a bonus action on each of your turns, you can take the Dodge or Dash actions.

Curse of the Mental Schism: Your mind expands and grows stronger in arcane power. You develop multiple personality disorder. Also, you gain 1 additional Warlock spell slot. At 10th and 14th level you gain another one. Furthermore, you can know concentrate on two spells at the same time. However in addition to rolling concentration checks when you take damage, at the start of each of your turns you must roll a concentration check vs. your spell save DC. If you fail a concentration check, you take 5d10 psychic damage, which cannot be reduced, and gain 1 levels of exhaustion.

Third Times the Curse

At level 10, choose a third curse from the list below.

 Curse of Maddening Echoes: From your mind voices whisper dark secrets and knowledge that terrifies you and those around you. You gain expertise in intimidation adding double your proficiency bonus to the check. Additionally, once per short or long rest you can activate this curse as an action. When you do, everything in a 30ft. radius around you must make a Wisdom saving throw against your DC. On a fail, every creature inside the radius is frightened of you and is under the effects of the Confusion spell. They can make a save at the end of their turns to resist this effect.

Curse of the Adulterated Maiden: A creature of evil ties itself to your existence. You can cast the Find Familiar spell as a ritual. The only creature you may summon is a Banshee. Furthermore, this creature can attack and use its abilities. However, when the banshee takes damage you take half as much damage. If the banshee drops to 0 hit points you gain a level of exhaustion. 

Curse of Twisted Forms: Your body and mind begin to shift and change like the seasons. If you die role a d10 on a 1-5 you die, on a 6-10 consult the Reincarnate spells table. Your DM can alter this list adding more races to it if they so choose. Depending upon the result you transform into that race following the same rules as the above mentioned spell. However, each form is twisted in some fashion to be more corrupted and mangled. Depending upon the alteration you may have advantage or disadvantage on Charisma based checks. It is up to the DM to decide the outcomes. Choose from the list of alterations below:

-Bones jut out at random places along your body.

-Multiple eyes appear around your hands and face.

-Two sets of different types of arms grow from your back and or sides. The arms are only useful for small amounts of labor.

-Your teeth become pointed, long, and sharp. They are bigger than your mouth and require you to keep your mouth agape.

The DM may also add to this list if they desire.

 

Cursed Beyond Compare

At 14th level, you have fully been taken over by your cursed power. Choose one from the list below:

Curse of the False Prophet: You can see things before they happen and in some cases change fate itself. You can as a reaction on anyone’s attack, ability save and/or check within 30 ft. of you impose advantage or disadvantage on said roll. However, each time you use this feature there is 30% chance that fate is not on your side. If you fail to use this feature all rolls made by you are at a -5 and have disadvantage until you finish a short rest.

Curse of Eternal Pestilence: Your body is riddled with diseases that cause death and destruction. You are permanently diseased. Your Constitution is now at 5 and cannot be increased by magic or racial benefits. However, as a action you can either at 60ft line or 30ft cone range unleash terrible diseases. All creatures with the radius of this makes Constitution saves against your spell save DC. On a success the creatures are poisoned, stunned, and blinded for 1 round. On a failure the creatures are poisoned, stunned, and blinded until they make their save at the end of their turns AND take 5d10 necrotic and 5d10 poison damage. Once you use this feature you can’t use it until you finish a long rest.

Released from Cursed Bondage: You can choose to spend 24 hours completing a ritual that will free you from all previous curses chosen. If you choose to do this, you may choose any combination of classes except Warlock regardless of their requirements to transfer your 14 levels into. You lose all features and proficiencies you had with the Warlock class. However, depending upon the class or classes chosen you may raise two ability scores of your choosing to 24 and you have proficiency with all ability saves.

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