Pact of the Cursed Warrior Warlock (5e Subclass)
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Pact of the Cursed Warrior
Legends tell of a powerful warrior locked in time. This warrior is bearing the burden of a powerful cursed undead sword. By wielding this sword he prevents it from causing untold destruction by resisting its effects. In a quest to destroy the sword, the warrior gains immense strength and inspires others around him through his tales. His tales reach far and wide and begin to inspire others to emulate his path. The ageless warrior begins to get deified and soon finds himself strong enough to share his magic with others through devotion to his cause.
Through dedication to his cause, Aolec was able to melt his legendary sword in the Engine of Creation with the aid of his party. He spun the tales personifying their magics as the Sacred Flame, and bestows similar magics to those that devote their life to a similar cause.
- Alternate Subclass Description
When playing a Cursed Warrior, work with your DM to fabricate a hero of legend that can inspire followers. You do not need to use the lore provided above.
As a Cursed Warrior you gain a connection to a mythical warrior of legend who dedicated their life to destroying cursed items. You may have chosen this path for a noble cause, attuning to cursed items to prevent others from falling to their effects. Or, you seek power through curses, collecting and using items others would not be able to wield.
Expanded Spell List
The Cursed Warrior lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|1st||Burning hands, command|
|2nd||locate object, enhance ability|
|3rd||Fireball, elemental weapon|
|4th||Fire shield, wall of fire|
|5th||Greater Restoration, legend lore|
- Broken Body
Starting at 1st Level, the effects of bearing multiple curses has empowered and broken your body. Select a damage type to become resistant to and a damage type to become vulnerable to.
Additionally, you can change your Eldritch Blast to deal damage of either of the selected damage types a number of times a day equal to your Charisma modifier.
- Cursed Empowerment
Starting at 6th level, you begin to open your body to the effects of curses in an attempt to better understand them. Each time you make a saving throw against a curse from an item or a spell apply the following effects. As a bonus action you can make a saving throw against an effect of an item you are attuned to as if the conditions have been met to require you to do so.
Each time you successfully resist the effect of a curse on you you gain the following benefits:
- You now are proficient in that type of saving throw, if you are not already, until you take a long rest.
- You may end one active effect of your choosing from your character or become immune to one curse until you take a long rest.
Each time you fail to resist the effect of a curse on you you gain the following effects:
- You lose proficiency in saving throws using the stat until you take a long rest.
- Your weapon and spell attacks now deal an additional 1d8 necrotic damage and you take 1d4 necrotic damage on successful attacks. This lasts until you take a long rest and can stack up to three times increasing to 3d8 bonus necrotic damage and 3d4 necrotic damage.
- Cursed Vigor
Starting at 10th level you gain the following benefits:
- You gain one attunement slot, but it can only be used for a cursed item.
- You now have advantage against saving throws and checks made with items you are attuned to.
- Share Curse
At 14th level, you gain the ability to transfer an effect from a cursed item onto an enemy. As an action you can attempt to transfer a curse from an item you are attuned to on creature you can see within 30 feet of you. The target must make a Charisma saving throw against your spell save DC to resist having a curse transferred to them. The more cursed items that you are attuned to, the less their ability to resist becomes. The creature suffers a -2 penalty to the saving throw for each cursed item you are attuned to. A creature can choose to willingly fail this save. The effect returns to the item if they fall unconscious or take a long rest. You can use this feature once per day.
This subclass offers an additional option when selecting your Pact Boon at 3rd level.
- Cursed Weapon
At 3rd level when you select Cursed Weapon as your pact boon, your Patron bestows you with a cursed item pulled from the world you inhabit. It entrusts you with the task of protecting others from its curse. You attune to and become proficient with the Cursed Weapon if you are not already during a 1 hour ritual with your Patron. As an action, you can attempt to cleanse an item of a curse by channeling it into your Cursed Weapon. Make a Charisma Saving throw, the DC of which is outlined in Cursed Weapon DC Table, to successfully transfer the curse. Some mundane curses that your cursed weapon can start with are outlined in the Curse Table.
Your Cursed Weapon has a maximum number of curses that can be transferred to it and successfully transferring more than you can store onto it causes one curse of your choosing to dissipate from the weapon, cleansing the world of its scourge.
Additionally, at 5th level you can make one additional attack when you take the attack action with your Cursed Weapon in addition to the weapon now counting as magical for the purposed of overcoming resistances.
- Cursed Weapon Bonuses
|Warlock Level||Number of Curses||Bonus|
- Cursed Weapon DC Table
- Curse Table
|No Taste||C||You lose the ability to taste things|
|Deep Wound||UC||On a successful weapon attack, your weapon becomes lodged in the body of the creature you attacked. A DC 15 Strength check is required to remove it.|
|Heavy Hitter||UC||It requires 2 attack actions to make one attack, but on successful hits, your weapon deals twice the normal damage.|
|Ignorance is Bliss||C||When asked if you are under the effects of a curse or charm effect you must lie and say that your are not.|
|Critical Error||UC||When you land a critical hit on an enemy treat your next attack roll as if you have rolled a 1|
|Turn off the Flash||R||If you are within 5ft a spell being cast that is not your own, you become blinded for 1 minute.|
|Proficient Strike||R||After completing a long rest, you must succeed on a DC 15 Wisdom saving throw or lose proficiency in the item this curse is on.|
|DM's Portent||VR||Roll 2d20s after taking a long rest. Until you take another long rest, if you roll a number equal to either of the dice rolled this way, treat it as if the other number was rolled.|
|Restless Sleep||VR||Whenever you take a short rest you must pass a DC 10 Constitution check or suffer one level of exhaustion.|
- Material Sense
- Sacred Resistance
Your blood boils with the heat of the Sacred Flame, protecting you and empowering your spells. You have resistance to cold damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
You also learn the cantrip sacred flame if you do not already.
- Strength of the Damned
You learn to grow a symbiotic relationship with the curses that you bear. Your save DC's gain an additional point per cursed item you are attuned to and your Eldritch blast now does an additional point of damage per cursed item attuned to.
- Patricia’s Box
Whenever you complete a long rest you may attempt to open Patricia’s Box. A successful DC 15 Strength check will allow you to open the box. The box remains open until you finish a long rest. If successfully opened you can add 1d4 to all saving throws. If you fail the check the box remains closed tight and rattles loudly and weights heavily as if filled with rocks. You have disadvantage on Stealth checks and lose 5ft of movement.
- Bracer of True Strike
Whenever you roll initiative make a DC 15 Dexterity saving throw. On a success begin your first turn as if the spell True Strike had been cast on you. If you fail roll with disadvantage on your first turn.