The Curator

by Slilly3

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The Curator

The Curator

Curator

As maps of the bordering countries are unrolled in front of the captain, he points to locations for his soldiers to attack. His subordinates watch with concern. The attack would certainly elevate tensions between the already destabilizing relationship of the bordering countries. More so, the group is outnumbered, under equipped, and undertrained. Many are certain to die.

A dwarf enters the tent and stands beside his captain. He defends the commanding officer's intentions. While the captain has started to lose trust, the dwarf has increased his influence. Though he does not agree with the plans, he knows what must be done.

As the soldiers start to step into their armor, the dwarf pulls his commander and friend aside. They quietly exchange words of courage, and embrace for certainly the last time.

The pain hits the captain all at once. He looks down to see a dagger plunged into his abdomen. How? The dwarf had no weapon. As his eyes blur, he watches as the dagger dissipates into his friend's skin. The dawrf begins to cry. Though he wishes it were different, he knows this was the only outcome to maintain peace.

Executioners of Balance

Curators are tasked with ensuring extraneous sources are of little influence to a cycle. Curators must extinguish flames that alter the course ahead, and ignite, or reignite those that bring structure. The butterfly effect usually leads to another flame, and thus an Curator's watch is rarely complete.

Weapon of Trust

Maintaining a cycle is no small task, and thus Curators are gifted with a natural weapon. Deriving from the Curator's being, the weapon takes shape to the Curator's will. As the Curator grows stronger, so does their weapon. A Curator is never faced with misplacing their weapon, they simply need to summon it once again. Weapons created by the best blacksmiths struggle to compete with these otherworldly artifacts.

Creating a Curator

When creating your Curator, consider the origin of your assignment. Maybe a deity bestowed power upon you to turn the tides in it's personal struggle. Perhaps the natural world sends you as their agent to prevent further destruction. Or the Overseer of time noticed an alteration from the expected course. What drew you into accepting the task? How do your and your patron's goals align? How do they differ, and to what extent?

Quick Build

You can make an Curator quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Acolyte or Soldier background.

The Curator Table

---Spell Slots per Level---
Level Proficiency
Bonus
Entrusted
Weapon
Die (d4)
Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 2 Curator Cycle, Entrusted Weapon
2nd +2 2 Illuminating Energy, Spellcasting 2 2
3rd +2 2 Deflection of Power, Curator Cycle Feature 3 3
4th +2 2 Ability Score Improvement 3 3
5th +3 3 Additional Action 4 4 2
6th +3 3 Curator Cycle Feature 4 4 2
7th +3 3 5 4 3
8th +3 3 Ability Score Improvement 5 4 3
9th +4 3 6 4 3 2
10th +4 3 Unified Weapon 6 4 3 2
11th +4 4 Additional Action 7 4 3 3
12th +4 4 Ability Score Improvement 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 4 Curator Cycle Feature 8 4 3 3 1
15th +5 4 Extension of Impact 9 4 3 3 2
16th +5 4 Ability Score Improvement 9 4 3 3 2
17th +6 5 Additional Action 10 4 3 3 3 1
18th +6 5 Curator Cycle Feature 10 4 3 3 3 1
19th +6 5 Ability Score Improvement 11 4 3 3 3 2
20th +6 5 Radial Attack 11 4 3 3 3 2

Class Features

As a Curator, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Curator level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per curator level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, hand crossbows, scimitars
  • Tools: None
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, History, Investigation, Nature, Perception, Religion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a scimitar or (b) any simple weapon
  • (a) a hand crossbow with 20 bolts or (b) 3 javelins
  • (a) leather armor or (b) studded leather
  • (a) a diplomat's pack or (b) an explorer's pack
  • A shield and an arcane focus

Curator Cycle

At 1st level, you choose which cycle your patron tasks you with protecting: the Cycle of the Sun and Moon, the Cycle of the Past and Future, or the Cycle of Life and Death. Each are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 14th, and 18th level.

Entrusted Weapon

At 1st level, your patron entrusts to you a weapon to aid you in your missions. Work with your DM when deciding what type of weapon it is. It takes on the damage type (slashing, piercing, etc.) of the martial weapon most similar to your weapon, is considered a light weapon, has a reach of 5 feet, and can be thrown (range 20/60).

As a bonus action, you may summon your Entrusted Weapon to your hand. You may dismiss the weapon at will. The weapon is dismissed if you fall unconscious, become incapacitated, or cast a spell that requires concentration.

The amount of damage your weapon does is reflected on the Entrusted Weapon Die column on the Curator Table. Additionally, you apply your Wisdom modifier, when attacking with this weapon.

Spellcasting

When you reach 2nd level, you've learned to utilize the momentum of your cycle to power spells. See Spells Rules for the general rules of spellcasting and the bottom of this document for the curator spell list.

Spell Slots

The Curator table shows how many spell slots you have to cast your curator 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the curator spell list.

The Spells Known column of the Curator table shows when you learn more Curator spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the curator spells you know and replace it with another spell from the curator spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Curator spells. Your magic comes from the energy radiating from your chosen cycle. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a curator spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section within the PHB) as a spellcasting focus for your curator spells. The focus should act as a symbol of your protected cycle.

Illuminating Energy

At 2nd level, whenever your attack hits a creature, it is slightly illuminated. Until the beginning of your next turn, any blinded creature ignores disadvantage when attacking this target, and any invisible creature illuminated in this way doesn't impose disadvantage on attack rolls against them.

Deflection of Power

At 3rd level, when taking damage, you may use a reaction to roll Entrusted Weapon Die and reduce the number rolled from the damage taken.

You may use this action twice before taking a short rest.

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.

Additional Action

At 5th level, when you use your Entrusted Weapon as an action, you may make an additional action with your Entrusted Weapon.

The number of actions increases increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Unified Weapon

Using your Entrusted Weapon is now second nature. At 10th level, your Entrusted Weapon does not get dismissed when you cast a concentration spell.

Extension of Impact

At 15th level, your Entrusted Weapon's reach is extended to 10 feet.

Radial Attack

At 20th level, you have mastered your Entrusted Weapon. As one action, you may attack all chosen targets within a 10-foot radius of your Entrusted Weapon. Roll for damage. All targets that fail a Dexterity saving throw take all damage, or half as much damage if they succeed.

You can perform this action three times before completing a long rest.

Curator Cycles

Curators are tasked to keep a specific cycle from destabilizing. Curators are discovered by their patrons by their inherit sense of balance and desire for equity. While patrons can be deities, they are not limited to them. It could be a primal spirit, a natural force, or an otherworldly entity. Nonetheless, at 1st level, the gift of the Entrusted Weapon is bestowed upon the Curator to maintain a certain cycle.

Cycle of the Sun and Moon

Curators protecting the Cycle of the Sun and Moon utilize the powers of the cosmos to alter physics to achieve their goals. Using the sun's scorching presence, nocturnal creatures may be surprised by an overwhelming light. Archers may notice their arrows floating away from their targets. A warrior may not notice the dagger pointed at the base of his skull.

Sun and Moon Spells
Curator Level Spells
3rd Feather Fall
5th Moonbeam
9th Melf's Minute Meteors
13th Summon Aberration
17th Dawn

Light of the Sun and Moon

Curators of the sun and moon can project some of the sun's light from their Weapon, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Additionally, your Weapon can block light, casting a magical darkness over a 20-foot-radius sphere. The darkness lasts 10 minutes or until the spell is dispelled, and can bend around corners. Darkvision cannot see through this darkness. Creatures illuminated by your Illuminating Energy can be seen. You can repeat this action after taking a long rest.

Circadian Rhythm

At 3rd level, your relationship with the cycle grants you a greater sense of the day and night cycle. You always know the time of day- or night- and how many hours are left before sunrise and sunset. You always know what stage the moon is in. And in planes that you are familiar with that have multiple suns and moons, you know which ones are currently orbiting close to your location.

Orbiting Weapon

At 6th level, you have been able to influence your Entrusted Weapon to ignore a fraction of gravity. When summoning your weapon, you can set your Entrusted Weapon to float within a 10-foot radius. You can control its movement while it orbits you, and perform any actions as if you were holding it. If you move outside of the radius, the weapon simply follows you in a straight line. If the Weapon is unable to follow (for example, it is blocked by a closed door), it will reappear in the Curator's hands once they leave the radius.

Additionally, you can redirect your weapon energy into Radiant damage when rolling for damage, if you so choose.

Antigravitation

At 14th level, you are able ignore some gravity for your own movement. You are now able to use your movement to move in any direction as if able to fly. The effect ends if you become unconscious or become incapacitated.

Additionally, the orbiting radius of your Entrusted Weapon is increased to 20 feet.

Cosmic Connection

At 18th level, your connection to the Entrusted Weapon becomes so strong that you are able to cast spells directly from it.

Cycle of the Past and Future

Curators protecting the Cycle of the Past and Future weave between moments in time to maintain the Greater Timeline. The can predict the ongoing path to correct if need be. Witnesses claim to watch as flashes of a Curator appear then disappear, cutting down their adversaries with finesse and speed.

Past and Future Spells
Curator Level Spells
3rd Gift of Alacrity
5th Blur
9th Thunder Step
13th Divination
17th Arcane Hand

Slice through Time

If you take the attack action on your turn, you can throw your weapon as a bonus action. If you should choose, you can suspend your weapon midair, frozen in time.

Additionally, your speed is increased by 10 feet.

Reflection on Time

At 3rd level, your relationship with the cycle allows you to reflect more closely at the events that have occurred before you. When taking a long Long Rest, you may choose to enter a state of meditation. While meditating, you can choose to either reinforce, remove, or rewrite any one memory that occurred since the previous Long Rest. Reinforced memories cannot be forgotten unless you choose to do so at a later meditation. Additionally, reflecting allow you an opportunity to remember something that did not occur to you before. If you wish, you can choose to forget your own tampering of memories.

Sharpened Throw

At 6th level, you ignore disadvantage on long range throws.

Additionally, you can redirect your weapon energy into Force damage when rolling for damage, if you so choose

Reunion

At 14th level, you are able to step in between the threads of time to teleport to your Entrusted Weapon. As a bonus action, you may disengange and beam directly to your weapon if it is in sight. When you teleport this way, you do not invoke an opportunity to attack.

For example, if you threw your weapon on the previous turn and it remains in sight, you can now use your bonus action to teleport to it.

Suspension of Time

At 18th level, your understanding of the Greater Timeline becomes so strong that you can halt unwanted progress for a short time. Halting time takes considerable concentration. If your Weapon is dismissed, roll a percentile dice. A value greater than 20 allows you to halt time in it's place for up to 30 seconds (5 rounds). You and 5 individuals that you choose can move throughout your current plane of existence during that period. You cannot perform the attack action or caste a spell during this time. You cannot move anything that was not touching you or a chosen ally when time was frozen. If you wish to resume the timeline before 30 seconds is up, you may choose to do so.

If you successfully pause the timeline, you cannot do so for another 7 days. Otherwise you may try again after finishing a long rest.

Cycle of Life and Death

Curators protecting the Cycle of Life and Death respect above all else that all of life have their time. Their goal is to assure as many as possible observe their full length of their lives. Conversely, they aim to stop those who attempt to manipulate their cycle. Those wishing to live longer may find themselves faced with the judgment of a shortened life.

Life and Death Spells
Curator Level Spells
3rd Inflict Wounds
5th Gentle Repose
9th Spirit Shroud
13th Summon Undead
17th Negative Energy Flood

Soulful Weapon

When you hit a creature with an attack using your Entrusted Weapon, you can choose to deal damage or regain a number of hit points equal to the number listed in the Entrusted Weapon Die column on the Curator table. For example, if you are level 5, you may choose to deal 3d4 + your wisdom modifier of damage OR heal yourself for 3d4 hit points (no modifiers added).

Additionally, if your Weapon is in your hands and an unconscious ally in sight, you can speak with them. If you so choose, you can stabilize them. When this happens, you can not repeat it for one week.

Lifeless Talent

At 3rd level, your appreciation of the cycle allows you to replicate certain features. At 3rd level, you can use your bonus action to suppress your life functions, causing yourself to be detected as dead instead of alive, or to end this effect on yourself. When doing so, you only need to consume half as much food and water to maintain life. However, extended periods of time (period of time is DM's choice) spent under the effect will cause your body to start decaying.

Invigorating Weapon

At 6th level, you have been able to influence your Entrusted Weapon to help extend the life of an ally. Touching your weapon to a willing creature allows you to heal your allies. When doing so, you roll the number of dice listed under the Entrusted Weapon Die column on the Curator Table. Your ally heals the number rolled plus your Wisdom modifier.

You can perform this action equal to half of your Curator level, rounded down.

Additionally, you can redirect your weapon energy into Necrotic damage when rolling for damage, if you so choose.

Salvation

At 14th level, you are able use the Weapon's essence to prevent unwanted death. As a reaction to damage that would knock an ally unconscious, if an ally is within throwing range, you can throw your Weapon at them. Once your Weapon has touched them, you can transfer your own life energy to your ally. You take a chosen amount of necrotic damage, and your ally gains the same amount of hit points.

Merciless Affliction

At 18th level, you can use your Weapon to cast final judgment. Once per long rest, you may choose an Entrusted Weapon attack to automatically critically succeed. When you do so, you quadruple the number of dice rolled (instead of double). Additionally, any creature below 50 HP automatically dies.

Curator Spells

1st Level
  • Alarm
  • Bane
  • Bless
  • Burning Hands
  • Distort Value
  • Detect Poison and Disease
  • Chaos Bolt
  • Cure Wounds
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Hellish Rebuke
  • Magic Missile
  • Catapult
  • Sanctuary
  • Fog Cloud
  • Identify
  • Shield
  • Compelled Duel
2nd Level
  • Animal Messenger
  • Aganazzar’s Scorcher
  • Find Traps
  • Beast Sense
  • Blindness/Deafness
  • Aid
  • Enhance Ability
  • Mirror Image
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Invisibility
  • Spider Climb
  • Spiritual Weapon
  • Scorching Ray
  • Silence
  • Zone of Truth
3rd Level
  • Life Transference
  • Blink
  • Counterspell
  • Dispel Magic
  • Major Image
  • Lightning Arrow
  • Lightning Bolt
  • Revivify
  • Feign Death
  • Leomund’s Tiny Hut
  • Sending
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Polymorph
  • Charm Monster
  • Confusion
  • Greater Invisibility
  • Freedom of Movement
  • Control Water
  • Ice Storm
  • Phantasmal Killer
  • Aura of Life
  • Stone Skin
5th Level
  • Flame Strike
  • Commune
  • Destructive Wave
  • Mislead
  • Dream
  • Seeming
  • Steel Wind Strike
  • Scrying
  • Conjure Volley
  • Teleportation Circle
  • Wall of Light
  • Wrath of Nature
  • Greater Restoration
Multiclassing as a Curator

Multiclassing Prerequisites:
Wisdom 13, and Dexterity 13
Multiclassing Proficiencies:
Light armor, shields, simple weapons

Practice

Safe

Homebrewing

Cover Art: StuHarrington

Other Art (in order:)

Darantha

ScottPurdy

SirHanselot

NKartistt

 

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