Witcher, 2nd Variant (5e Class)
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- 1 Hexblade
- 1.1 <!-Introduction Leader->
- 1.2 Creating a Hexblade
- 1.3 Class Features
- 1.4 Specializations
Creating a Hexblade
- Quick Build
You can make a Witcher quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom. Second, choose the Urban Bounty Hunter background. Third, choose two swords one silvered and one not
As a Hexblade you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, melee martial weapons with the finesse property.
Saving Throws: Dexterity, Charisma
Skills: Choose two from Arcana, Athletics, Acrobatics, Deception, Insight, Intimidation, Medicine, Nature and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Starting at 1st level, you can use a bonus action to place a curse on a creature within 60 feet that you can see. For 1 minute, or until you are knocked unconscious or curse another creature, you can use your Charisma modifier for your attacks and damage rolls against the chosen creature. In addition, you can choose to deal necrotic damage to that creature, instead of the normal damage for your weapon.
In addition, you can use your bonus action in each of your turns against the cursed creature to roll your curse die. Reduce the number rolled from the next ability check that creature makes until the start of your next turn.
Shield of Curses
At 1st level, attacks from your enemies seem to fail against you. When a creature cursed by your Warrior's Curse attacks you, you can use your reaction to roll your curse die an reduce the number rolled from the result of the attack.
Starting at 2nd level, you can quickly put a malediction on an enemy. Whenever a a creature under your warrior's curse make an ability check or saving throw, you can use your reaction to reduce the result of that check by an amount equal to a roll of your curse die.
You can use this reaction a number of times equal to your Charisma modifier, and regain your uses after finishing a short or a long rest.
At 3rd level, you chose a Specialization. Choose between Caster, Alchemist, or Bomber . Your choice grants you features at 3rd Level and again at 6th, 11th, 15th and 20th Level
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 7th level, your knowledge over curses increases, and you gain access to more varied forms of hexes. Whenever you finish a short or a long rest, you can prepare a number of hexes equal to your proficiency bonus. Whenever you curse a creature with your Warrior's Curse, you can add one of the following effects to that curse:
Whenever someone try to intimidate the cursed creature, roll your curse die and add the result to the Charisma (Intimidation) check.
Whenever the cursed creature makes an Strength (Athletics) check, subtract the result of that check by a roll your curse die.
Whenever the cursed creature makes an Wisdom (Perception) check, subtract the result of that check by a roll your curse die.
Choose one weapon that the cursed creature is wielding. Whenever the target makes an attack with that weapon, subtract the result of the attack by your curse die.
You can use your action to cause necrotic damage to the cursed creature while it is in range. The damage equals two rolls of your curse die. The damage increases to three rolls at 11th level and four rolls at 17th level.
Aura of Maledictions
At 9th level, you can use your action to cause your target of the Warrior's Curse to exude an aura of maledictions. Whenever the aura of maledictions is active, any hostile creature within 10 feet of the cursed target also suffer the effects of your Malediction.
At 11th level, whenever you hit a creature under the effect of your Warrior's Curse, you deal additional damage equal to your Charisma modifier. This damage is either psychic or necrotic.
At 14th level, whenever you curse a creature with your Warrior's Curse, you can spend one use of your evil eye to impose the frightened, charmed, blinded, deafened or stunned on that creature, that lasts for the duration of the curse.
The target can make a Wisdom saving throw to avoid this additional curse effect. An affected target can use its action in each turn to make another saving throw, ending the effect.
Aura of Hexes
Starting at 18th level, you add your Charisma modifier to your AC and saving throws when a creature affected by your Warrior's Curse makes an attack against you or forces you to make a save.
At 20th level,
- Martial Training
Starting at 1st level, you gain proficiency with medium and heavy armor, shields and martial weapons.
- Necrotic Wounds
At 3rd level, whenever you curse a creature with your Warrior's Curse, that creature loses any resistance it has against necrotic damage, and immunity to necrotic damage becomes resistance.
- Battle Curses
Also at 3rd level, you can reduce the combat prowess of your enemies. Once in each of your turns, you can forgo one of your attacks made as part of your Attack action to conjure one of your battle curses on a creature cursed by your Warrior Curse. You can choose one of the following:
- Curse of Inaccuracy The first attack made by the creature with this curse until the start of your next turn fails automatically. Doesn't work on spell attacks.
- Curse of Fragility Until the start of your next turn, the AC of the creature is reduced by an amount equal to your Charisma modifier.
- Curse of Sluggishness Until the start of your next turn, the movement speed of the creature is reduced to 0.
Starting at 6th level, whenever you hit a creature cursed by you, you can use your bonus action to inspire Dread on it. It must succeed on a Wisdom saving throw against your Curse save DC, or be frightened by you until the start of your next turn.
In addition, whenever you hit a creature affected by Dread, you can use your bonus action to deal additional psychic damage equal to a roll of your curse die.
- Curse Slinger
At 13th level, you can choose another target for your Warrior's Curse at the start of your turn, without taking an action.
In addition, you impose two Battle Curses at the same time on a creature.
- Decaying Curse
At 17th level, your curses erode the bodies and vitality of your victims. Whenever you curse a creature with a Battle Curse, must succeed on a Charisma saving throw against your Curse save DC, or take damage equal to your curse die for each curse active on it. The damage is necrotic.
In addition, you impose three Battle Curses at the same time on a creature.
- Scent of Blood
At 1st level, if you have a drip of blood from a creature, you can try to locate that creature. You must spend 1 hour concentrating on the blood. After doing this, you know the exact location of the creature if it is within 1 mile of distance, and the general location of the creature (north, south, west or east) if it is further than that. You can't locate creatures that aren't on the same plane as yours.
You can also use this ability to locate creatures of a certain type, instead of an specific creature, if you lack the specific drip of blood.
At 3rd level, when you curse a beast, monstrosity, dragon or humanoid, you can cause it to bleed profusely. When you hit the cursed creature, you can force it to make a Constitution saving throw against the result of your attack. On a failed save, the creature gains 1 hemorragy point. For this point ownards, each time you hit the creature, you add 1 hemorragy point to it. The creature loses a number of hit points equal to its hemorragy score at the start of each of its turns, until the curse ends.
In addition, at the DM's judgement, you can also use feature in creatures that consume blood, such as Vampires and Vampire Spawn. When you use this feature, you can't use it again until you finish a short or a long rest.
- Blood Curses
Starting at 6th level, you learn blood curses that can weaken the targets of your Warrior's Curse. You can use this feature as an action a number of times equal to your Charisma modifier, and regain your uses after finishing a long rest.
- Blood Curse of Revealing. Creatures under the effect of any spell or ability that change their form are reverted to their normal form. The creature can't benefit from the invisible or hidden conditions for the duration of the curse.
- Blood Curse of the Breathless. You remove the ability of the creature to breathe for the duration of the curse. In addition, whenever the creature moves or takes an action, it must succeed on a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier, or loses 1 minute from it's breath's hold.
- Blood Curse of the Exhausted. The target of this blood curse have 1 level of exhaustion for the duration of the curse. In addition, it can't take the Dash action and can only use an action or a bonus action (not both) on its turn.
- Blood Curse of the Fragile. Choose one damage type. For the duration, whenever the cursed creature takes damage from the chosen damage type, you add your Curse die to the damage caused.
- Blood Puppet
Starting at 13th level, you can manipulate the blood of the cursed creature to obey your commands. As an action, you can force the creature to make a Constitution saving throw against your Curse save DC. On a failed save, you assume control over its body. You can use a bonus action in each of your turns to move the creature and take one action of choice, using its reaction.
At the start of each of the creature's turns, it can try to regain control by making another saving throw using its action. You can use this feature a number of times equal to your Charisma modifier, and regain your uses of it after finishing a long rest.
- Blood Master
Starting at 17th level, you can use your blood curses and blood abilities on any creature, regardless of that creature having a blood or not. In addition, you can use your blood curses without limits.
Finally, a number of times equal to your Charisma modifier, you can afflict a creature with two curses at the same time. Once you spend all uses of this feature, you can't use it again until you finish a long rest.
- Cursed Transformation
At 1st level, your curse start to invading your body. You can target yourself with it, assuming your cursed form. You can't have Cursed Transformation and Warrior's Curse active at the same time.
You must choose a nature to your curse: vampiric curse, fiendish curse, aberrant curse or shapechanger's curse. This will impact some of your features.
- You can use your Charisma modifier, instead of your Strength or Dexterity, for any attack you are proficient with.
- You roll your curse die for your unarmed strikes, instead of the normal damage. The damage type is necrotic (undead's), fire (fiendish), psychic (aberrant) or magical slashing (shapechanger).
- Your AC while not wearing armor equals 10 + your Dexterity modifier + your Charisma modifier.
- Dark Powers
At 3rd level, you start to drawing power from your curse to a greater extent. While Whenever you make a Strength, Dexterity or Constitution check or saving throw, you can roll your curse die and add it to the result as a reaction.
In addition, you can activate specific powers that enhance your natural capabilities, shown bellow:
- Fast Regeneration. You can use your bonus action and spend 1 hit die and regain an amount of hit points equal to a roll of that hit die + your Constitution modifier.
- Savage Attack. You can use your bonus action to add your Curse Die to the result of your next damage roll from a melee attack.
- Quick Movement. You can use your bonus action to increase your movement speed by an amount equal to 5 feet x your Charisma modifier.
- Tough Skin. You can use your bonus action to gain a number of temporary hit points equal to a roll of your curse die + your Charisma modifier.
- Rending Strike. When you hit a creature with your unarmed strike, you can spend an amount of hit dice equal to your Charisma modifier and deal additional damage equal to the roll.
- Enhanced Curse
Starting at 6th level, you improve your Dark Powers, gaining the following uses for them:
- Fast Regeneration. When you are reduced to 0 hit points, you can use fast regeneration as a reaction to be reduced by a number of hit points equal to a roll of that hit die + your Constitution modifier instead.
- Savage Attack. When you hit a creature with a melee attack, you can use your reaction to add your curse die to the damage. The damage depends on your Curse Nature, shown on the dark powers feature.
- Quick Movement. When a creature approaches a space within 5 feet of you, you can use your reaction to move up to 5 feet x your Charisma modifier away from it. This attack doesn't trigger the opportunity attacks from the creature approaching you.
- Tough Skin. As a reaction when you take damage from an attack, you can use your reaction to reduce the damage taken by an amount equal to your curse die + your Charisma modifier.
- Accursed Power
Starting at 13th level, while you are under the effect of your Cursed Transformation, you gain the access to spells, depending on the nature of your curse. You can use this feature to cast a spell once, and regain your use of it after finishing a short or a long rest. Charisma is your spellcasting ability for these spells:
- Undead: animate dead, vampiric touch and gaseous form.
- Shapechanger: haste, conjure animals, polymorph (targetting only self)
- Aberration: hunger of haddar, hypnotic pattern, detect thougths (doesn't require concentration)
- Fiend: fireball, summon lesser demon, flame arrows
- Curse Master
At 17th level, you assume full control over your curse. Whenever you must spend hit dice with your Dark Powers, you don't need to roll, using the highest possible result.