Base Class: Fighter
Whether inherited or stumbled upon, the Curse blade is a keeper of darkness, perhaps themselves cursed to Shepard powers beyond them. Beholden to the will of a weapon with a strength all it's own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curse blades are victims of happenstance, those drawn into their roles by chance, while others belong to orders which bind hateful and vicious spirits into wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.
Imbued Blade
At 3rd level, you infuse any single, mundane melee weapon of your choice with a supernatural spirit, creating your curseblade (that does not necessarily have to be a blade). This weapon acts as a focus for spells, satisfying the need for somatic components while wielded, counts as magical, and you cannot be disarmed of it against your will unless you are incapacitated.
Additionally, when you first infuse the blade, and again at 7th, 10th, 15th, and 18th level, your weapon gains a basic property from the following list:
Dualistic
As a bonus action, you may create a copy of your weapon for 1 minute so long as it possesses the Light property.
Empowered
Your weapon gains a +1 magic bonus, gaining +1 to attack and damage and counting as magical. This can stack with existing magic bonuses, but cannot exceed +3 in total.
Featherweight
Your weapon gains the light property if it did not already posses it. This cannot be added to a two-handed weapon.
Halfhand
You treat a weapon with the versatile property as if it is always being wielded in two hands.
Overbearing
When you hit a creature for the first time on your turn you may shove that creature for free. You may only use this property once per turn.
Overreach
Your weapons reach extends by 5 feet.
Returning
Your weapon gains the thrown property with a range of 20/60. When thrown, the weapon returns to your hand after the attack is resolved. If your weapon already possesses the thrown property it doubles it's range.
Spellcasting
Also at 3rd level, your weapon manifests magical power, instilling you with the ability to cast spells through it. Choose from the available spirit types: Arcane, Primal, or Occult. This choice determines your available spell list, cantrips, and modifiers.
Arcane. Intelligence, sorcerer spell list.
Primal. Wisdom, druid spell list.
Occult. Charisma, warlock spell list.
Cantrips
You learn two cantrips of your choice from the spell list relative to your spirit type. You learn an additional cantrip of your choice at 10th level from the same list.
Spell Slots
The Curseblade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Hex and have a 1st-level and a 2nd-level spell slot available, you can cast Hex using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the relative list.
The Spells Known column of the Curseblade Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the same spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Your spellcasting ability depends on your spirit type: Arcane (Intelligence), Primal (Wisdom), or Occult (Charisma). You use the relative ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + either your Intelligence, Wisdom, or Charisma modifier
Spell attack modifier = your proficiency bonus + either your Intelligence, Wisdom, or Charisma modifier
Curseblade Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Arcane
Intelligence, Sorcerer spell list
Occult
Charisma, Warlock spell list.
Primal
Wisdom, Druid spell list.
Spirit Blade
At 7th level as a bonus action, you may wreathe your curseblade in energy, granting it additional power. For one minute, your weapon deals an additional 1d6 of damage of an element you choose and you have advantage on attacks against creatures of a certain type. Your choices and the affected creatures depend on your spirit type:
Arcane: Cold or Fire damage. Creature types: Aberration, Construct, Dragon, Elemental.
Primal: Acid or Lightning damage. Creature types: Beast, Fey, Monstrosity, Undead.
Occult: Necrotic or Poison damage. Creature types: Aberration, Fiend, Celestial, Undead.
At 10th level, the damage increases to 1d10, and at 15th level, you may add an additional creature type from any of the other spirit types' lists to your own.
You may use this ability a number of times equal to half your proficiency bonus (rounded up), regaining expended uses when you finish a long rest.
Arcane
Cold or Fire damage.
Creature types: Aberration, Construct, Dragon, Elemental.
Occult
Necrotic or Poison damage.
Creature types: Aberration, Fiend, Celestial, Undead.
Primal
Acid or Lightning damage.
Creature types: Beast, Fey, Monstrosity, Undead
Morphing
Also at 7th level, you may enact a ritual over the course of an hour that counts as light activity to change the shape of your weapon. You may change your curseblade to any other mundane, melee weapon of your choice, changing the basic properties it possesses from your Imbued Blade feature as well.
Advanced Property
At 10th level, you may take one of the advanced properties in lieu of the basic properties from Imbued Blade. At 18th level you may take a second advanced property instead of another basic property.
Binding
When you hit a creature with this weapon you may use your reaction to bind that creature's movement, forcing it to make a Charisma saving throw against your spell save DC. On a failure, that creature loses its fly speed, if it has one, and cannot use any spells or abilities that would allow it to teleport or shift planes. This effect lasts for 1 minute, and a creature may make an additional Charisma save at the end of it's turns to remove the binding. You may use this ability a number of times per long rest equal to your proficiency bonus.
Draining
When you hit a creature with this weapon you may use your reaction to regain a number of hit points equal to half the damage done + either your Intelligence (Arcane spirit), Wisdom (Primal spirit), or Charisma (Occult spirit) modifier. If you are below half your maximum hit point total, you regain your full damage, instead of half. You may use this ability a number of times per long rest equal to your proficiency bonus.
Impossible Design
You may now use a weapon with the two-handed property in a single hand without penalty.
Quick
When you take the Attack action on your turn you may make one additional attack with this weapon. You may use this ability a number of times equal to your proficiency bonus, regaining expended uses when you complete a long rest.
Siphoning
When you hit a creature with this weapon you may use your reaction to steal magic from it. If the creature is capable of casting spells (possesses spell slots), it must make a Wisdom saving throw against your spell DC. On a failure, it loses a spell slot equal to, or less than, your proficiency bonus (start from the highest available to the lowest) and you gain a spell slot of the highest level spell you can cast. You may use this ability a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Advanced Morphing
Also at 10th level, you may now enact a ritual to remove your spirit from its original housing and imbue it into any weapon of your choice, including a magic weapon, though this weapon cannot possess its own sentience. This ritual takes 8 hours and you use it over the course of a long rest. The weapon must have a rarity rating equal to, or less than, your proficiency bonus.
+4 up to Uncommon
+5 up to Rare
+6 up to Very Rare
You may trade out the basic properties from your Imbued Blade feature whenever you imbue a new weapon.
Curse Blast
At 15th level, you gain a unique attack, unleashing the full power of your curseblade on your enemies. You may use the ability that you chose, regaining use of it after a short or long rest. If you are out of uses, you may expend a use of action surge to regain use of this feature. Choose one of the following abilities:
Explosive Burst
You expel a blast of power as an action. Make a single melee attack against every creature of your choice in a 15-foot cone in front of you. On a hit, a creature takes 4d10 points of force damage and is either knocked back 5 feet or knocked prone (choose on using this ability). You may only knock a creature prone if it is no more than two size categories larger than you.
Scything Blow
As an action, make a single melee attack against a creature you can see within 30 feet of you. This attack also targets every creature of your choice between you and your target. On a hit, a creature takes 4d10 + your Intelligence (Arcane), Wisdom (Primal), or Charisma (Occult) modifier in force damage. At the end of this attack you teleport to the original target of the attack.
Whirling Dervish
You create a vortex of swirling energy as an action. Make a single melee attack against every creature of your choice in a 10 foot-radius sphere around you. On a hit, a creature takes 4d10 points of force damage + your Intelligence (Arcane), Wisdom (Primal), or Charisma (Occult) modifier.
Spirit Keeper
At 18th level, you form an unbreakable bond with your curseblade, Sharing aspects of the spirits' abilities. You no longer need to sleep, but must still participate in light activity to benefit from a long rest, and become immune to surprise. Your curseblade's spirit also seeps into your very essence, changing you at a fundamental level. Your creature type changes to one of the following depending on your spirit type:
Arcane
Your creature type becomes either aberration or fiend, making you immune to the effects of spells that target humanoids. You gain resistance to either psycic damage (abberation) or fire damage (fiend).
Occult
Your creature type becomes either fiend or undead, making you immune to the effects of spells that target humanoids. As an undead, you no longer need to breathe, drink, eat, and no longer physically age, and you may still be healed by spells as normal. As a fiend, you gain resistance to fire damage.
Primal
Your creature type becomes either elemental or fey, making you immune to the effects of spells that target humanoids. As an elemental, you gain resistance to either acid, cold, fire, or lightning damage (choose on gaining this ability). As a fey, you gain immunity to being charmed.
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