Base Class: Barbarian
Barbarians following the path of the Accursed oftentimes come from clans centered around voodoo shamans or from lodges led by powerful Hags where they willingly receive curses or raw uncontrolled magic. Accursed uses their rage to tap on their affliction and taint enemies, dragging them to their demise. Followers of this path tend to remain secretive about their ways, lest they be shunned by common folks or pursued by inquisitors.
Little is known about the way of the Accursed, but their presence among us is undeniable : weapons of fallen warriors sometimes end up in markets, and have become infamously known as Berserker Axe, Sword of Vengeance or other such items.
Accursed's touch
Starting when you choose this path at 3rd level, the curses inhabiting you begin to seep out when you enter a rage. While raging, hitting a creature with an attack taint them until your rage ends, until they die or until you dismiss the taint as a bonus action. You can only have one taint active at a time. A creature that is freed from the taint is immune to this effect for the next 1 hour.
Your rage damage bonus is doubled against tainted creatures.
Enfeebling assault
Also at 3rd level, as a bonus action, you can cause your taint to assail the mind and sap the strength of a tainted creature that is within 30 feet of you.
The creature receive your Constitution modifier in psychic damage and must succeed on a Charisma saving throw (DC 8 + your proficiency Bonus + your Constitution modifier) or be outlined in blue, green, or violet light (your choice).
Until the end of your next turn, the creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. On subsequent turns, you can use your bonus action to cause this damage again and extend the duration of this effect on the creature until the end of your next turn. This effect ends early if your rage ends or if you dismiss your taint.
Once you use this feature, you can't use it again until you finish a short or long rest.
Life-Stealing Stigma
Tainting a creature slowly siphons its life to fortify you.
Beginning at 6h level, when a Tainted creature is reduced to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your barbarian level (minimum of 1).
Enervating Grasp
Also at 6th level, you can decide to extend a variant of your curse to a creature you're touching to sway it.
You take 1d8 psychic damage. As long as you touch the creature, you have advantage on your next check to persuade or intimidate it and you can use your Constitution modifier for the check.
The creature does not realize it was influenced after you stop touching it. Once you use this feature, you can't use it again until you finish a long rest.
Unrelenting Stalker
Starting at 10th level, you can teleport to an unoccupied space you can see. You spend an extra foot of movement for every foot traveled in this way. When you teleport using this feature, you can take the Dash action as a bonus action, but any movement gained this way must be spent using this feature.
If a creature is Tainted, you cannot use this feature to get farther from it.
Whenever you move this way, you receive 1d4 psychic damage, but gain resistance to all damage except psychic damage until the start of your next turn. While the resistance lasts, you appear hazy in a way that echoes the origin of your curse.
Unwordly Insights
Upon reaching 14th level, tainting a creature gives you foreknowledge of its intentions, allowing you to anticipate attacks and exploit openings.
Any attack roll you make against a tainted target is a critical hit on a roll of 19 or 20 on the d20.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/27/2021 8:12:57 PM
|
13
|
0
|
1.0
|
Coming Soon
|
|
|
3/4/2021 12:27:38 PM
|
10
|
0
|
1.1
|
Coming Soon
|
|
|
3/19/2021 9:12:49 PM
|
14
|
1
|
1.2
|
Coming Soon
|
Comments