Fighter
Base Class: Fighter

Often feared or misunderstood, and driven by an unending drive to destroy the wicked, Cursebane are strange, arcane warriors who have altered themselves dramatically in order to better stalk and survive the dark creatures they hunt. Armed with the rites of forbidden cursed magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.

Through careful study and practice, Cursebane have honed dark curses and strange rites into their combat prowess, sometimes even forfeiting a facet of their health to infuse their weapons with powerful cursed magic and summoning the elements to empower their strikes. They can sear an arcane brand into the body of their quarry that hinders their foe’s abilities and punishes their aggression, or call curses upon their enemies, manipulating their bodies from the inside. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.

Hunter's Bane

Beginning at 3rd level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on saving throws against being charmed and frightened, and have advantage on Wisdom (Survival) checks to track fey, fiends, monstrosities, or undead, as well as on Intelligence ability checks to recall information about them.

You also choose an aspect that takes hold during the ritual, and determines later acquired features, from the choices below:

Spectral Aspect: Ethereal Scourge
You commune with the ethereal realm, gaining mastery over your curses and learning to attain a fearsome spectral form. 

Weretouched Aspect: Predatory Transformation
You learn to summon the beast inside you, harnessing the power of a monstrous form many can only endure as a curse. 

Mutagenic Aspect: Unleashed Mutation
You learn to harness the unnatural changes to your mutated body to unleash various dark superhuman abilities.

Occultic Aspect: Forbidden Knowledge
You learn to connect to dangerous powers that can augment your combat techniques with forbidden dark magic.

Mutagenic Aspect: Unleashed Mutation

You learn to harness the changes to your mutated body to unleash dark superhuman abilities. As a bonus action you can consume a special concoction you craft called mutagen, which transforms your body and grants your choice of 1 of the benefits listed below for 1 hour. When you transform in this way you appear noticeably unnatural, possibly manifesting changes in your eyes, or hair, body, skin, voice, or may even seem like a totally different person, and you suffer the side effect listed for the mutation you chose. You can choose to end the transformation early at will, and after your transformation ends, either by duration or choice, you revert to your normal appearance and suffer 1 level of exhaustion. The formula for your mutagen is known to you instinctually and you can craft it from commonly found materials, but it can only affect your physiology, and anyone else that ingests a full dose suffers the poisoned condition until after a short or long rest.

Mutagenic Effects:

Preternatural Senses
You can greatly widen the range of your senses, granting you advantage on all perception checks and gaining darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.
Side Effect: Upon exiting your mutagenic transformation you have disadvantage on all perception and investigation checks until after your next short or long rest.

Astonishing Mobility
You can move at a surprising swiftness while not wearing heavy armor, increasing your speed by half your normal movement and becoming immune to the grappled and restrained conditions, as well as gaining advantage on any checks to prevent coming under any effect that causes the paralyzed condition.
Side Effect: Upon exiting your mutagenic transformation your speed is halved and you have disadvantage on Dexterity saving throws until after your next short or long rest.

Enhanced Musculature
You can enhance your nerves and muscles, granting you advantage on Strength and Dexterity ability checks and saving throws while you are not wearing heavy armor.
Side Effect: You have disadvantage on Intelligence and Wisdom ability checks while transformed.

Sharpened Mind
You can enhance your mental acuity, granting you advantage on Intelligence and Wisdom ability checks and saving throws.
Side Effect: You have disadvantage on Strength and Dexterity ability checks while transformed.

Alluring Flesh
You can enhance your appearance and presence, granting you advantage on Charisma ability checks and saving throws.
Side Effect: You have disadvantage on initiative rolls and Constitution saving throws while transformed.

Hardened Body
You can enhance the durability of your body, granting you advantage on Constitution saving throws and damage resistance to slashing damage, piercing damage, bludgeoning damage, cold damage, fire damage, and poison damage.
Side Effect: Your speed is reduced by 10 feet and you have disadvantage on Dexterity ability checks and Dexterity saving throws while transformed.

Battle Trance
You can shift into your most battle ready state while not wearing heavy armor, gaining advantage on initiative rolls, the ability to make an extra attack as a bonus action, and score a critical hits on attack rolls of 18-20.
Side Effect: You have disadvantage on all Charisma ability checks and Charisma saving throws while transformed.

Regenerative Body
You can make your body heal continuously at an alarming rate. At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point. If you fall to 0 hit points, you automatically stabilize, but do not regain hit points from this mutation until after the end of your third turn at 0 hit points. While stabilized you can still suffer failed death saving throws from taking damage.
Side Effect: Upon exiting your mutagenic transformation, you suffer 1 extra level of exhaustion.

Occultic Aspect: Forbidden Knowledge

You learn to connect to the powers that can augment your combat techniques with dark magic. You learn the spell Detect Evil and Good, which you may also cast as a ritual to an extended range of 1000 feet, along with other spells as described below. While you are not wearing heavy armor, you may use a weapon with your cursed rite active as a spellcasting focus, and you can make one weapon attack as a bonus action when you use your action to cast a spell.

NOTE: Unfortunately due to the limitations of DnDBeyond the process of selecting spells is a bit unusual, giving you the option to select all of your spells at once, but only displaying spells that are available. There also isn't a way to naturally make spells display at the highest available slot level, so any required upcasting will have to be done with manual rolls. Until adding Pact Magic to subclasses gets full support, we'll just have to make do with making the spell list and doing the rolls separate.

Cantrips and Spells Known
You learn two cantrips and two spells of your choice from the Warlock spell list, along with later access to additional warlock spells according to the chart below, and an additional warlock cantrip of your choice at 10th level. You can replace one of your cantrips and one of your spells each time you gain a level in this class.

Spellcasting Ability and Spell Slots
Intelligence is your spellcasting ability for these spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. Also, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. You gain one spell slot at 3rd level, and gain another at 6th and at 17th levels, as noted in the chart below. You always cast your spells at the highest level available and regain all your spell slots after a short or long rest.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

CURSEBANE LEVEL CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 3rd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 3 3rd
18th 3 9 3 4th
19th 3 10 3 4th
20th 3 10 3 4th

Spectral Aspect: Ethereal Scourge

You forge a connection with the ethereal realm, gaining special mastery over your curses and learning to attain a fearsome spectral form. Your curses can target any creature, whether it is of flesh and blood or not, and while you are not wearing heavy armor you can use a bonus action to transform into a more ghostly version of yourself for 1 hour, gaining advantage on intimidation checks and ignoring nonmagical difficult terrain. Once per short or long rest while in this form, you can use your reaction to turn ethereal, gaining damage resistance to any damage until the end of your next turn.  You can revert to your normal form at will, and automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. Once you use this transformation, you must finish a short or long rest before you can use it again. 

Weretouched Aspect: Predatory Transformation

You learn to summon the beast inside you, harnessing the power of a monstrous form many can only endure as a curse. Once every short or long rest, you can use a bonus action to transform into a beast hybrid form for up to 1 hour, granting you advantage on Strength checks and Strength saving throws. This form is much like the hybrid form of a lycanthrope, but you can speak, use equipment, and wear armor. You can revert to your normal form at will, and automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. While you are transformed your unarmed strikes become a natural weapon that can use Dexterity instead of Strength for the attack and damage rolls, and use 1d6 plus modifier for damage, unless you aren’t wielding any weapons or a shield when you make the attack roll, then the d6 becomes a d8. The damage of these unarmed attacks can be bludgeoning damage, slashing damage, or piercing damage, and you can apply your Cursed Rite damage to these unarmed strikes as a single weapon. While transformed, you also gain a +1 bonus to melee attack and damage rolls and your armor class, which further increases by 1 at 10th and 15th level.

NOTE: Due to the limitations of DnDBeyond's homebrew editor, applying attack bonuses to the Weretouched Transformation attacks also grants attack bonuses to normal unarmed attacks.  At this time players will need to use the customization menu on unarmed strikes to reduce them to the normal attack bonus for being untransformed.

Cursed Rite

At 3rd level, you learn to invoke a rite of cursed energy within your weapon, sometimes at the cost of your own vitality. You learn one rite of your choice from the Primal Rites listed below, and gain a number of rite charges equal to your proficiency bonus that recharge on a short or long rest. As a bonus action, you can spend up to 2 rite charges to activate the cursed rite on up to 2 different weapons, granting attacks from those weapons an additional 1d6 damage of the chosen rite’s type. This effect lasts until you finish a short or long rest, choose to end the rite early as a free action, or you are no longer in contact with the weapon at the end of your turn. At 7th level you learn an alternate Primal Rite, and at 10th level you gain an Esoteric Rite which does an extra 1d6 of that chosen rite's damage type in addition to your primal rite damage. When you have spent all your rite charges, you can still activate a cursed rite on your weapon, but you lose a number of hit points equal to one roll of your curse rite damage die, including esoteric rite damage die if one has been gained.

Primal Rites
Rite of the Caustic. Your rite damage is acid damage.
Rite of the Flame. Your rite damage is fire damage.
Rite of the Frozen. Your rite damage is cold damage.
Rite of the Roar. Your rite damage is thunder damage.
Rite of the Storm. Your rite damage is lightning damage.
Rite of the Toxic. Your rite damage is poison damage.

Esoteric Rites
Rite of the Dawn. Your rite damage is radiant damage.
Rite of the Dead. Your rite damage is necrotic damage.
Rite of the Mage. Your rite damage is force damage.
Rite of the Oracle. Your rite damage is psychic damage.

Rite of the Caustic

Your weapons do an additional 1d6 acid damage when your rite is active.

Rite of the Dawn

Your weapons do an additional 1d6 radiant damage when your rite is active.

Rite of the Dead

Your weapons do an additional 1d6 necrotic damage when your rite is active.

Rite of the Flame

Your weapons do an additional 1d6 fire damage when your rite is active.

Rite of the Frozen

Your weapons do an additional 1d6 cold damage when your rite is active.

Rite of the Mage

Your weapons do an additional 1d6 force damage when your rite is active.

Rite of the Oracle

Your weapons do an additional 1d6 psychic damage when your rite is active.

Rite of the Roar

Your weapons do an additional 1d6 thunder damage when your rite is active.

Rite of the Storm

Your weapons do an additional 1d6 lightning damage when your rite is active.

Rite of the Toxic

Your weapons do an additional 1d6 poison damage when your rite is active.

Cursecraft

At 3rd level, the Hunter’s Bane also empowers your body to control and shape curse magic, sometimes using your own blood and life essence to fuel your abilities. You gain a number of curse charges equal to your proficiency bonus, which recharge after a short or long rest, and gain one curse of your choice from the options below. You also learn one additional curse of your choice, and you can choose one of the curses you know and replace it with another curse, at 6th, 9th, and 12th level. Whenever you wish to place a curse upon a target, you spend 1 curse charge, and spend another if you wish to amplify the curse. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that are not of flesh or blood are immune to curses unless you have amplified the curse. Once your curse charges are expended, you can still place or amplify a curse by taking an amount of damage equal to one roll of your cursed rite damage die, including esoteric rite damage die if one has been gained.

Some of your features require your target to make saving throws to resist the feature’s effects. The saving throw DC is calculated as follows:

Cursecraft save DC = 8 + your proficiency bonus + your Intelligence modifier.

Curse of Binding

As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn.
Amplify: This curse lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns after your next turn, the cursed creature can make another Strength saving throw. On a success, this curse ends.

Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks and saving throws, and suffers 1d8 necrotic damage if it makes a melee or ranged attack during the curse.
Amplify: This curse lasts for 1 minute. At the end of each of its turns after your next turn, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

Curse of Exposure

When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. For 1 minute the target loses damage resistance to the damage types of the triggering attack or spell.
Amplify: The target instead loses invulnerability to the damage types of the triggering attack or spell, instead having damage resistance to them for 1 minute.

Curse of the Eyeless

When a creature you can see within 30 feet of you takes the attack action or an attack of opportunity, you can use your reaction to roll your cursed rite damage die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds.
Amplify: You apply this curse to all of the creature’s attack rolls for 1 minute. You roll new cursed rite die for each affected attack. At the end of each of its turns after your next turn, the cursed creature can make a Wisdom saving throw. On a success, this curse ends.

Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final frenzy of aggression. That creature immediately takes its full attack action against a target of your choice within its attack range.
Amplify: You can first move the cursed creature up to half their speed, and you grant a bonus to the cursed creature’s attack roll equal to your Intelligence modifier (minimum of +1).

Curse of the Marked

As a bonus action, you can mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you deal rite damage to the target, you roll an additional die of each active cursed rite damage.
Amplify: The mark lasts for 1 minute and any attack rolls you make against the target before the end of your next turn have advantage. At the end of each of its turns after your next turn, the cursed creature can make a Wisdom saving throw. On a success, this curse ends.

Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell. That creature has disadvantage on all Constitution saving throws it must make to maintain concentration before the end of your next turn.
Amplify: The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration of spells for 1 minute.

Curse of the Weakminded

As a bonus action, you cloud the mind of a creature within 30 feet of you, making them susceptible to influence. For 1 minute, all creatures have advantage on Charisma ability checks directed at the target creature. At the end of each of its turns after your next turn, the cursed creature can make a Wisdom saving throw. On a success, this curse ends.
Amplify: Wisdom saving throws the target makes before this curse ends have disadvantage.

Cursed Brand

At 7th level, whenever you damage a creature with your Cursed Rite feature, you can choose to sear an arcane brand of curse magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 30 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage). Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to your proficiency bonus (maximum of 6th level spell). Once you use this feature, you can’t use it again until you finish a short or long rest.

Your Cursed Brand also gains an additional benefit at 13th level, based on the aspect chosen when taking this subclass:

Spectral Aspect: Sundering Brand - You do additional cursed rite damage to the target and deny ghostly escape.
Weretouched Aspect: Voracious Brand - You make it extremely difficult for the target to escape your savagery.
Mutagenic Aspect: Revealing Brand - You force the target to reveal its true form and deny it illusions of appearance.
Occultic Aspect: Seeking Brand - You make the target more susceptible to the wrath of your dark spellcraft.

Revealing Brand

Your Cursed Brand to enforces a foe’s true nature. Any illusions disguising or making a creature invisible when you brand them end, and they can’t benefit from such illusions while branded. If a creature branded by you is polymorphed or has changed shape, they must succeed on a Wisdom saving throw or revert to their true form and be stunned until the end of your next turn. Whenever a branded creature attempts to polymorph or change shape, they must succeed on a Wisdom saving throw or the attempt fails.

Seeking Brand

Your Cursed Brand feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on their saving throws against any of your spells, and your spell attacks against the branded creature are made at advantage.

Sundering Brand

Your Cursed Brand exposes a fragment of your foe’s essence, leaving them vulnerable to your Cursed Rite. Whenever you damage a branded creature with your Cursed Rite, your weapon deals one additional die of each of your active cursed rite damage. In addition, the branded creature can’t move through creatures or objects.

Voracious Brand

Your Cursed Brand binds your foe to your thirst for savagery. While in your predatory transformation, your melee attacks and grapple checks have advantage against a creature branded by you. In addition, the branded creature's speed is reduced by 10 feet and it suffers disadvantage on any dexterity ability checks or saving throws to avoid you.

Dark Augmentation

Upon reaching 10th level, arcane curse magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

You also gain an a feature based on the aspect chosen when taking this subclass:

Spectral Aspect: Ethereal Step - You can choose to magically step into the veil between the planes, moving through other creatures and objects like a ghost.
Weretouched Aspect: Predator's Prowess - You've become more empowered in your bestial hybrid form, becoming faster and more effective with natural weapons.
Mutagenic Aspect: Enhanced Metabolism - Your body has adapted to toxins and venoms, ignoring corroding effects and resisting the side effects of mutations.
Occultic Aspect: Mystic Psychometry - You have a supernatural talent for discerning the history surrounding objects or places touched by the supernatural.

Enhanced Metabolism

Your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition. In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of your mutagenic transformation. While transformed, you can use your bonus action to concentrate and choose to ignore the side effects of your mutagenic effects for 1 minute. Once you use this feature you can’t do so again until you finish a long rest.

Ethereal Step

If you aren’t incapacitated, you can choose to magically step into the veil between the planes. You can move through other creatures and objects as if they were [Tooltip Not Found], as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you moved. This feature lasts for a number of rounds equal to your Intelligence modifier (minimum of 1 round). You can use this feature a number of times equaling half your proficiency bonus rounded down. You regain all expended uses when you finish a short or long rest.

Mystic Psychometry

You have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information revealed takes the form of dreamlike visions, often dark and sinister, and sometimes conveys visions of things unknown to the living on higher rolls.

Predator's Prowess

You've become more empowered in your bestial hybrid form. While transformed, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 5 feet to your high jump distance. Your natural weapons from your Weretouched Transformation are considered magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage, and you may replace the damage type with that of your active primal or esoteric rite damage.

Advanced Cursecraft

Starting at 15th level, the psychic damage from your Cursed Brand increases to twice your Intelligence modifier (minimum of 2 damage). In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

You also gain an a new curse based on the aspect chosen when taking this subclass:

Spectral Aspect: Curse of the Exorcist - You end charmed, frightened, or possession effects on a target, and might damage the creature that inflicted the effect.
Weretouched Aspect: Curse of the Howl - You unleash a blood-curdling howl that can make enemies around you frightened, sometimes even at great distance.
Mutagenic Aspect: Curse of Corrosion - You use the power of a curse to make a target poisoned, sometimes severely enough to do serious necrotic damage.
Occultic Aspect: Curse of the Souleater - You can use the soul of a defeated enemy to empower your attacks, and sometimes even recover spell slots.

Curse of Corrosion

As a bonus action, a creature within 30 feet of you becomes poisoned for 1 minute. At the end of each of its turns after your next turn, the target can make a Constitution saving throw. On a success, the curse ends.
Amplify: The cursed creature suffers 4d6 necrotic damage, and suffers this damage again on its next turn and every time it fails its Constitution saving throw to end this curse at the end of its turn. If the creature fails their save by 5 or more, the necrotic damage is doubled.

Curse of the Exorcist

As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.
Amplify: The creature that charmed, frightened, or possessed the target of your curse suffers 4d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn. If the creature fails their save by 5 or more, the psychic damage is doubled.

Curse of the Howl

As an action, you unleash a blood-curdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that fails on this saving throw can make a new saving throw with disadvantage at the end of each turn to end the effect. You can choose any number of creatures to be unaffected by the howl.
Amplify: The range of this curse increases by an additional 60 feet.

Curse of the Souleater

When a creature within 30 feet of you that isn’t a construct or undead is reduced to 0 hit points, you can use a reaction to draw power from their departing soul. Until the end of your next turn, your attacks have advantage.
Amplify: In addition, you regain an expended spell slot. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Aspect Mastery

At 18th level, you hone your control over cursed energy, empowering your capability and mitigating any sacrifice. Once per turn, whenever a feature requires you to roll cursed rite die, you can choose to reroll any the cursed rite die and choose which result to use. In addition, whenever you score critical hits with a weapon attack empowered by your Cursed Rite, you regain 1 expended charge of your Cursecraft feature.

You also gain an a feature based on the aspect chosen when taking this subclass:

Spectral Aspect: Rite Ward - When an attack would reduce you to 0 hit points, but not cause instant death, you can end an active rite to turn incorporeal and avoid the damage.
Weretouched Aspect: Transformation Mastery - You can use your Weretouched Transformation an unlimited number of times, and it can now last indefinitely.
Mutagenic Aspect: Exalted Mutation - You don't suffer exhaustion from exiting Mutagenic Transformation, and you can transform without consuming mutagen.
Occultic Aspect: Master Banisher - You learn Banishment, impose disadvantage on resisting it, and have advantage on concentration checks to maintain it.

Exalted Mutation

Your body has adapted to produce your mutagen naturally in a moment of need, and you are less drained by the effects of your transformation. You no longer suffer a level of exhaustion from exiting your mutagenic transformation, and as a bonus action, you can choose one mutagenic effect to enhance you without consuming mutagen. You can have no more than 2 mutagenic effects active, and if you activate another mutagenic effect, the oldest is flushed from your system by the new one. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses of this feature after you finish a long rest.

Master Banisher

You have learned to master the spellcraft required to banish creatures of other planes from your realm. You learn the spell Banishment and it does not count against your spells known. In addition, you have advantage on all concentration checks to maintain the banishment, and if the target of your banishment spell is native to a different plane of existence than the on you are on, it has disadvantage on Charisma saving throws to resist being banished.

Rite Ward

You learn to protect your fading life using your spectral connection. When an attack would reduce you to 0 hit points, but not cause instant death, while you have an active Cursed Rite, your active rite ends to turn you incorporeal to avoid that damage, and any further damage, until the beginning of your next turn. If you have rites active on multiple weapons, you choose which one ends.

Transformation Mastery

You have wrestled your inner predator and mastered it. You can use your Weretouched Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.  You also have advantage on any attacks against a creature you have branded.

Cursebane Image

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