Cursed Invocations v1.0

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Cursed Invocations
Image: Lesser Fiend Contract, Logan Feliciano

Cursed Invocations

Add some fine print to your warlock with this set of invocations with a twist! Each one has benefits and quirks. If an effect that would remove a curse or the remove curse spell is cast on a creature with these features, then the curse rider is suppressed for 7 days. Alternatively, these can be given out by the DM as cursed blessing.

Curse of the Wandering Mind

At the end of your next rest, choose a language, skill, and tool from the tables to the right. At the end of each short or long rest choose a language, skill, or tool that you are not proficient in and gain proficiency, losing the previous proficiency.

Curse: After gaining new proficiencies, your mind becomes hungry for new knowledge. Instead of picking which language, skill, and tool you become proficient in, roll a d100 for each of the three tables to the right, rerolling your d100 if you have proficiency in that language, skill, or tool. When you finish a short or long rest, you must reroll on these tables, becoming proficient with a new language, skill, and tool and losing the previous proficiency.

Curse of Magic Eater

You become home to a small spirit hungry for magic! If you are effected by magic, you may use your reaction to have the spirit eat that magic prior to the magic affecting you once per short rest.

Curse: Whenever you are specifically the target of any spell or magical effect roll a d20; on a 13, cancel that effect. This effect may cancel beneficial as well as detrimental effects.

Curse of Ever-present Paranoia

You are always ready for danger! You can't be surprised while you are conscious and you become aware of any small or larger creature creature that is invisible or hidden within 10 feet of you, although you do not know their exact location.

Curse: When you become aware of a creature that is invisible or hidden, you must make a Wisdom saving throw being frightened for 1 minute, repeating the saving throw at the end of each of your turns. The DC for this is equal to your spell save DC.

Curse of Seeming Evilness

As a bonus action, every creature within 15 feet that can see you must make a Wisdom saving throw against being frightened for 1 minute, making a saving throw at the end of each of their turns until successful. You may use this feature a number of times per long rest equal to your proficiency bonus and the DC for this is equal to your spell save.

Curse: Any creature that comes within 20 feet of you must make a saving throw against being frightened, as above. Once a creature has been affected by this feature, they may not be affected by this feature until they have gone 7 days without seeing you.

d100 New Language
1 - 3 Abyssal
4 - 7 Aquan
8 - 11 Auran
12 - 15 Celestial
16 - 19 Common
20 - 23 Deep Speech
24 - 27 Draconic
28 - 31 Druidic
32 - 35 Dwarvish
36 - 39 Elvish
40 - 43 Giant
44 - 47 Gnomish
48 - 51 Goblin
52 - 55 Gnoll
56 - 59 Halfling
60 - 63 Ignan
64 - 67 Infernal
68 - 71 Orc
72 - 75 Primordial
76 - 79 Sylvan
80 - 83 Terran
84 - 87 Undercommon
88 - 100 Roll Again
d100 New Skill
1 - 5 Athletics
6 - 11 Acrobatics
12 - 17 Sleight of Hand
18 - 23 Stealth
24 - 29 Arcana
30 - 35 History
36 - 41 Investigation
42 - 47 Nature
48 - 53 Religion
54 - 59 Animal Handling
60 - 65 Insight
66 - 71 Medicine
72 - 77 Perception
78 - 83 Survival
84 - 88 Deception
89 - 93 Intimidation
94 - 95 Performance
96 - 100 Persuasion
d100 New Tool
1-3 Alchemist’s Tools
4-7 Calligrapher’s Tools
8-11 Cartographer’s Tools
12-15 Cook’s Utensils
16-19 Forgery Kit
20-23 Herbalism Kit
24-27 Leatherworker’s Tools
28-31 Navigator’s Tools
32- 35 Poisoner’s Kit
36-39 Smith’s Tools
40- 43 Tinker’s Tools
d100 New Tool
44-47 Woodcarver’s Kit
48-51 Brewer’s Tools
52-55 Carpenter’s Tools
56-59 Cobbler’s Tools
60-63 Disguise Kit
64-67 Glassblower’s Kit
68-71 Jeweler’s Tools
72-75 Mason’s Tool
76-79 Painter’s Tools
80-83 Potter’s Tools
84-87 Thieve’s Tools
88-91 Weaver’s Tools
92-100 Roll Again
Image: Lesser Fiend Contract, Logan Feliciano
 

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