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# Curseweaver Unleashing the potent forces of curses, a Curseweaver curses are entwined with a mysterious and ancient artifacts. These cursed relics, pulsating with arcane energy, bestows upon the Curseweaver a unique blend of malevolent powers and supernatural insights. Whether bound to a sentient weapon, an ancient tome, or a mystical amulet, the Curseweaver embraces their enigmatic legacy, mastering the art of curses to manipulate and weaken creatures around. ### Cursed Origins The journey of a Curseweaver begins with the fateful discovery of a cursed artifact. This object, possessing a dark and storied past, binds itself to the character, unleashing forbidden powers. As the Curseweaver delves into the mysteries of their newfound legacy, they unlock the ability to channel curses, influencing the minds and bodies of those who cross their path. ### Cursed Arsenal In the hands of a Curseweaver, the cursed artifact transforms into a formidable instrument of enchantment, bestowing upon its wielder a versatile and malevolent arsenal. This Cursed Arsenal is a manifestation of the arcane forces channeled through the connection between the Curseweaver and their accursed relic. At the heart of the Cursed Arsenal are the curses, potent enchantments with the power to twist reality, manipulate minds, and afflict the physical and metaphysical essence of creatures. The Curseweaver, through mastery of the arcane, can evoke curses upon their foes, each curse bearing its own insidious effects. ### The Relics Curse As the Curseweaver advances, the cursed artifact's inherent properties awaken, granting the character additional abilities known as the Relics Curse. These evolving powers reflect the unique nature of the cursed relic, ranging from protective wards to ethereal manipulations. The Curseweaver learns to harness these relic-based features, enhancing their resilience and augmenting their magical prowess. ### Cursed Legacy Bound by a cursed legacy, the Curseweaver's journey unfolds through quests and revelations tied to the artifact's history. The artifact becomes a constant companion, offering guidance, cryptic insights, and sometimes, veiled warnings. The Curseweaver must navigate the complexities of their own cursed lineage, uncovering secrets that could reshape destinies. \columnbreak ### Masters of Hexes At the pinnacle of their power, Curseweavers become Masters of Hexes, capable of wielding an unlimited number of curses simultaneously. This mastery over curses, coupled with a heightened connection to the cursed artifact, propels them into the echelons of arcane might. The Curseweaver's path is one of dark enchantments, where curses weave the threads of destiny, and the power of an ancient artifact shapes the course of both friend and foe. With each curse evoked, they leave an indelible mark on the tapestry of magic, forever altering the flow of fate. > ##### Multiclassing and Curseweaver >If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the Curseweaver class. > > Ability Score Minimum. As a multiclass character, you must have a 13 in intelligence to take a level in this class, or to take a level in another class if you are a Curseweaver. > >Proficiencies. If curseweaver isn't your initial class, here are the proficiencies you gain when you take your first level as a Curseweaver: light armor, medium armor, simple weapons, and one skill of your choice from the curseweaver skill list. \pagebreakNum ## Class Features #### Hit Points ___ - **Hit Dice:** 1d8 per Curseweaver level - **Hit Points at 1st Level:** 8 + your constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Curseweaver level after 1st #### Proficiencies ___ - **Armor:** Light and Medium armor - **Weapons:** Simple weapons, rapiers, shortswords, whips - **Tools:** none ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from skills from: Arcana, History, Insight, Investigation, nature, Perception, Religion, or Survival #### Equipment As a Curseweaver, you start with the following equipment - *(a)* leather armor or *(b)* Hide armor - *(a)* one shortsword *(b)* one simple weapon - *(a)* explorer's pack or *(b)* scholar's pack - your two choices of artifact (see Curse artifact feature) > ##### Artifacts > this class at certain levels gives you items known as artifacts. I would recommend working with your DM to decide on what items would be level appropriate for your level and would make sense for your character to have #### Quick Build You can make a curseweaver quickly by using these suggestions. First make intelligence your highest ability score, followed by your Constitution. Second, choose the Sage background. ### Cursed artifact at 1st level, you choose two Cursed artifact that you have found or discovered: Amulet, Lantern, Mirror, Regalia, Tome, or Weapon. Your two different choices of artifacts grants you benefits at 1st, 3rd, 6th, 10th, and 14th level. Your artifact has cursed it self to you. whenever it's more then 5 feet away from you, but on the same plane as you, you can use your bonus action to summon any number of Your cursed artifacts to you. ### Cursing at 1st level, you gain the ability to channel magic from your artifact to curse creatures. Rules for Curses, clarifications, and the curses themselves are located here [Curses by kingtut939](https://www.gmbinder.com/share/-O015xYuRnRqZEhSTsUV "Curses") #### Curses Known You know 3 Curses of your choice from the list of Arcane curses at the end of this class. The Cursed known column of the Curseweaver table show when you lean more Curses of your choice. To learn a curse you must meet the minimum Curseweaver level for that curse \columnbreak
##### Curseweaver | Level | Proficiency Bonus | Features | Curse essence | Curses Known |Curse Die |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Cursed Artifact, Arcane Curses | 2 | 3 | d6 | 2nd | +2 | Arcane Transfusion, Forsaken Recovery | 3 | 4 | d6 | 3rd | +2 | Cursed Artifact feature | 4 | 5 | d6 | 4th | +2 | Ability Score Improvement | 5 | 5 | d6 | 5th | +3 | Third artifact | 6 | 6 | d8 | 6th | +3 | Cursed Artifact Feature | 7 | 6 | d8 | 7th | +3 | Cursed Will | 8 | 7 | d8 | 8th | +3 | Ability Score Improvement | 9 | 7 | d8 | 9th | +4 | Signature Curses (1) | 10 | 8 | d8 | 10th | +4 | Cursed Artifact Feature | 11 | 8 | d8 | 11th | +4 | Combined Curses | 12 | 9 | d10 | 12th | +4 | Ability Score Improvement | 12 | 9 | d10 | 13th | +5 | Signature Curses (2) | 13 | 10 | d10 | 14th | +5 | Cursed Artifact Feature | 13 | 10 | d10 | 15th | +5 | Marked Life | 14 | 11 | d10 | 16th | +5 | Ability Score Improvement | 14 | 11 | d10 | 17th | +6 | Signature Curses (3) | 15 | 12 | d12 | 18th | +6 | Fourth Artifact | 15 | 12 | d12 | 19th | +6 | Ability Score Improvement | 16 | 13 | d12 | 20th | +6 | Bonded Artifact | 17 | 13 | d12
#### Curse essence The cursed essence of your artifact is represented by a pool of Curse essence. You have a number of Curse Essence as shown on your Curseweaver class table. Most curses require you expended Curse essence to evoke it, if it requires curse essence you expend an amount of curse essence equal to the grade of the curse. You regain all of your expended Curse essence whenever you finish a short or long rest. \pagebreakNum #### Curse Die and DC your Curse die is a d6 and increases in size as you gain levels in this class, as indicated in the curseweaver table. additionally If a curse or a Curseweaver feature forces a creature to make a saving throw the DC is calculated below.
**Cursed DC** =
8 + your proficiency bonus +
your intelligence modifier
#### Curse Assault You can temporarily unleash the energy within your artifacts to assault your foes. While you are holding one of your artifacts, you can use your action you can evoke this curse to force one creature you can see within 60 feet to make a Charisma saving throw. on a failed save the creature takes psychic damage equal to 1 roll of curse die plus your intelligence modifier or half as much on a successful save. at 5th level the damage increases by 1 additional roll of your curse die for a total of 2 rolls. at 11th level it increase by another additional roll of your curse die for a totla of 3 rolls. finally at 17th increases by another roll of your curse die for a total of 4 rolls of your curse die ### Hex Analytic at 2nd level, you know the best way to analyze curses. When you make an ability check to recall lore surrounding a Curse for at least 1 hour, you are considered proficient in the skill required to remember information about it, such as Arcana, Nature, or religion, for this roll. If you're already proficient, you add twice your proficiency bonus to the check, provided you're actively analyzing a curse. ### Artifact Transfusion at 2nd level, your understanding of your artifact enables you to extract the magical essence from a single magic item and infuse it into your cursed artifact. Over the course of a long rest you can perform an hour long ritual with one of your artifacts and a magic item you meet the requirements for. at the end of the ritual your artifact gains all the properties of the magic item, but the magic item loses all it's magical property's becoming a nonmagical verson. If the magic item your Artifact absorbs required attunement you become attuned to your artifact. Each artifact can only have one magic item's properties absorbed at a time. You can performed an 1 hour long ritual to release the properties it absorbed. the mundane item that originally had the properties regains it's magical properties and your artifact looses the properties it gained. ### 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. \columnbreak ### Third Artifact at 5th level, you have found a third cursed artifact of your choice. the artifact you choose must be different one from the ones you choose at 1st level. you gain the 1st and 3rd level features. At 6th, 10th, and 14th level you gain the features of all three of your Cursed artifacts. ### Forsaken Will at 7th level, you gain proficiency in charisma saving throws. also whenever you make a saving throws against Curses and spells that belong to the school of enchantment you gain a bonus equal to one roll of your curse die. ### Signature Curses at 9th level, you can choose one grade one curse you know. This curse becomes your signature curse. You can evoke a signature curse once long rest without expending a use of your arcane curses feature. at 13th level, you can choose another signature Curses of this Signature curse can be Grade 2 or lower. Then at 17th level, you can choose your final signature Curses it can be Grade 3 or lower. ### Combined Curses at 11th level, by training you have found a way to combine the effects of two curses. whenever you evoke a curse that targets one creature, you can evoke a second curse that is a grade lower then the evoke curse maximum of grade 3 without expending curse essence. the second curse evoked must target the same creature the first curse you evoke targeted. Treating it as one curse on the curse creature. ### Marked life at 15th level, as a consequence or a blessing to some you have cursed your soul, so you no longer need to eat, breathe, or sleep. Though, to gain the benefits of a long rest, you must spend 8 hours doing light activity. Also, for every 10 years that pass, your body ages only 1 year. ### Fourth Artifact at 18th level, you have found a fourth artifact of your choice. this one must be different form the ones you choses at 1st level and 5th level. You gain all the features of your chosen fourth artifact. ### Master of Curses at 20th level, Whenever a creature makes a save or ability check to resist one of you curses the creature subtracts 1 roll of your curse die form the save or ability check made to resist the curse \pagebreakNum ## Cursed artifact options Curse artifact vary as some are armor while others or a piece of Jewelry. Whatever the object is it holds properties unique to it. ### Bulkwork bulkwork artifacts are items carried for protection and defense of their wearer. Your bulkwork might be a shield, light armor, medium armor, or even heavy armor depending on your choice #### Cursed Armor at 1st level, your artifact is a shield or suit of armor of your choice. you are consider to be proficient in this shield or suit of armor. If your chosen cursed bulkwork has strength requirements you ignore them. additionally while holding or wearing your cursed bulkwork bludgeoning, piercing, or slashing damage you take from nonmagical attacks is reduced by 2. #### Bulkworks shield at 3rd level, as a reaction whenever you take damage while wearing or holding your bulkwork you reduced the damage by your Curseweaver level plus one roll of your curse die. You can use this feature once per short or long rest. When you have no uses remaining you can use this feature again, but you must expended 2 curse essence #### Greater protection at 6th level, the damage reduction from your Cursed armor feature becomes half your level in this class and it applies to all bludgeoning, piercing, and slashing damage. #### Unstable force at 10th level, if you would be moved against your will the distance you move is reduced by 20 feet. additionally you have advantage on saving throws and ability checks to resist being grappled and restrained #### greater shield at 14th level, the amount of damage you reduced using your bulkworks shield feature increase by your intelligence modifier. \columnbreak ### lantern Lantern artifacts shine the light of revelation to part shadows and expose truth. You might use a common glass lantern, torch, paper lantern, or other similar light source. #### light of revelation At 1st level, while holding the lantern you can use a bonus action to cause it to glow. while glowing the lantern emits dim light for 15 ft. and any darkness within 15ft of the lantern while glowing is dispelled. As a bonus action on your turn you can cause the lantern to stop glowing. #### Lights insights at 3rd level, you gain proficiency in perception and investigation checks, and you can use intelligence instead of wisdom for wisdom (perception) checks. if you already have proficiency in one or more of these skills you gain proficiency in another skill of your choice. #### Truth Seeker At 6th level, while your lantern is glowing form your light of revelation feature you have advantage on wisdom (perception) checks and intelligence (investigation). additionally the dim light from your light of revelation feature increases to 30 ft. #### light's awareness At 10th level, whenever a shapechanger, invisible creature, or illusion spell is in the light of revelation feature at the start of your turn you you become aware that a shapechanger, invisible creature, or illusion spell is near by. #### Eyes of truth At 14th level, while holding your lantern artifact you have truesight out to 30 feet as your lantern shows you the truth of your surroundings \pagebreakNum ### Mirror Mirror artifact represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. While larger mirrors hold the same mystic connotations, curseweavers always choose small, portable, handheld mirrors as artifacts so they can use them easily while adventuring. #### Mirror reflection At 1st level, while holding your mirror, you can use a bonus action to cause your reflection in your mirror to come to life in a spot within 30 feet of you. on your turn you can move the reflection up to 30 ft. You can evoke curses and make weapon attacks through the reflections space. once on your turn you can swap places with your reflection. Whenever it's force to make a save it uses your bonuses. it's AC is 14 + your proficiency bonus, has 1 hit point, and immune to all conditions. The reflection last for 10 minute and it cannot be more then 30 feet away from you. you can only have one reflection at a time if you summon anther one the first one disappears. #### Disappearing act at 3rd level, while hold your mirror you can cause it to reflect light just right as an action to make you invisible for 1 minute. it ends early if you make an attack, evoke a curse, have a mirror reflection active, or cast a spell. You can use this feature once per short or long rest. When you have no uses remaining you can use this feature again, but you must expended 2 curse essence. #### Confused reflection at 6th level, while you are within 5 ft of your reflection, attack rolls are made a disadvantage against you. #### Broken Glass at 10th level, you can use your bonus action to destroy any number of your mirror reflection forcing creatures of your choice within 5 ft of it to make a dexterity saving throw or take magical piercing damage equal to your level in this class. on a successful save the creature takes half the damage. #### Twin reflection at 14th level, you can use a bonus action to create two reflections with your mirror reflection feature, and these reflections can co-exist. If you try to create a third reflection, the previous two reflections are destroyed. Anything you can do from one reflections position can be done from the other's instead. \columnbreak ### Regalia Regalia artifacts represent rulership, leadership, and social connections. While they differ in shape depending on regional customs and markers used to signify authority, common regalia artifacts are scepters, jeweled orbs, and heraldic banners. #### Eloquent speech At 1st level, you gain proficiency in deception and persuasion. While holding your Regalia you can use intelligence instead of charisma whenever you make a charisma (deception) or charisma (persuasion) check #### inspiring words at 3rd level, as a bonus action you can give a quick word of inspiration to grant a creature of your choice within 30 feet of you to gain temporally Hitpoints equal to one roll of your curse die. #### Aura of leaderhsip at 6th level, while you are holding your Regalia you emit an inspiring aura. creatures of your choice while within 10 feet of you (including yourself), have advantage on saving throws to resist the frightened condition. #### lead the charge at 10th level, Once per turn when a creature within your inspiring aura deals damage with an attack to a creature that is cursed by you, the creature deals an additional 1d4 damage of the attack's type. #### True leadership at 14th level, the radius of your inspiring aura increases to 30 ft., and the bonus from your lead the charge increases to 2d4. \pagebreakNum ### Tome Tome implements embody lost knowledge and otherworldly insights. While a weathered book is most common, tome implements can have as many different form factors as there are ways to store knowledge, from carved clay tablets to bundles of knotted cords. #### Tome's knowledge at 1st level, whenever you finish a long rest with your tome within 5ft of you for at least an hour of it you can choose two skills of your choice you gain proficiency in those two skills until you finish a long rest. #### Elder page at 3rd level In your Tome you have discovered a page which contain esoteric, eldritch, and even divine powers. You gain an Elder page, which contains one of the following spells or abilities: **Channel Divinity.** This Elder page contains the rites and prayers for a Channel Divinity from a Cleric Divine Domain of your choice. If the Channel Divinity requires a Cleric level or spellcasting modifier, you use your Curseweaver level and Your Cursed DC. Once you use the Channel Divinity you must finish a short or long rest before you can use it again. **Eldritch Invocation.** This Elder papges contains sinister or forgotten eldritch power. You learn one Eldritch Invocation of your choice from those available to the Warlock class. If the Invocation has a prerequisite Warlock level, you can learn it if your Curseweaver level meets that level prerequisite. **Arcane Ritual.** This Elder page contains one ritual spell of your choice of 5th-level or lower from any class spell list. You can cast this spell as a ritual as long as you have Your curse tome on you. **Elder insights** this elder page contains knowledge of a language, a skill, or a tool. Choose one skill and one tool or language. You are now proficient in this skill or tool, or learn to speak, read, and write that language. If you choose a skill or tool that you are already proficient in, you add double your proficiency bonus to any ability check you make with that skill or tool. At levels 6th and 10th you learn one additional elder page of your choice #### Knowledge of everything at 14th level, after many reads of your tome of knowledge you know a little of everything. while your tome is in hand, whenever you make an ability check, saving throw, or attack roll that doesn't include your proficiency bonus you add half your proficiency bonus to the roll. \columnbreak ### Weapon Weapon artifacts are the most direct and confrontational, representing battle, struggle, and potentially violence. You can choose any weapon as an artifact, which allows you to channel energies into your weapon. #### Cursed weapon at 1st level, your artifact is a weapon of your choice. You gain proficiency in that weapon. Additionally you know the curse *Cursed Accuracy* Curse it doesn't count against your number of curses known. You can evoke this curse once per short or long rest without expending any curse essence #### Fighting style at 3rd level, you adopt a particular style of fighting that matches your cursed weapon. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. ##### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. ##### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great weapon fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Two-Weapon fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Cursed fighter Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, whenever you evoke a curse you can make 1 weapon attack as a bonus action #### terrifying strikes at 10th level, Once per turn whenever you miss a weapon attack with your Cursed weapon you can choose for it to emit curse energy at the creature you miss causing the creature to take psychic damage equal to 1 roll of your curse die #### Devastating blows at 14th level, your curse weapon is cursed to hit your enemies weakpoints more often. weapon attacks made with your cursed weapon against creatures cursed by you score a critical hit on an 18-20. \pagebreakNum ### Wand Wand artifacts are items that were cursed by their their previous holder for various reasons. Wand artifacts usually contain left over magic within them that can be used. #### Arcane adept at 1st level, your artifact is a wand or another spellcasting focus of your choice. additionally you learn 2 wizard cantrips of your choice. intelligence is your spellcasting ability for these spells. at 3rd level they and any other cantrips you gain from this feature become Cursed spells for you You learn additional cantrip from the wizard spell list at 6th and 10th level. #### Cursed Spells at 3rd level, You unlock greater magic potental in your Wand artifact **Spell Slots.** The Cursed Spellcasting table shows how many spell slots you have, and the level of those slots. All of your spell slots are the same level. To cast a Cursed spell of 1st-level or higher, you must expend a spell slot. You use the spell's casting time and other rules, but your Wand artifact becomes the spellcasting focus for these spells, and you don't need to provide any material components. You regain all expended Cursed spell slots when you finish a short or long rest. For example, at 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of these Cursed spell slots, and you cast it as a 2nd-level spell. **Curse Casting.** You can draw upon your curse essence to regain your magic. As a bonus action on your turn, you can expend a number of Curse essence equal to 1 + your Slot Level to regain one of your expended Cursed spell slots. **Spells Known of 1st-Level and Higher.** You learn two 1st-level spells of your choice from the Wizard spell list. The Spells Known column of the Cursed Spellcasting table shows when you learn more Cursed spells. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Whenever you gain a Curseweaver level, you can choose one Cursed spell you know and replace it with another spell of your choice from the Cursed spell list, which must be of a level for which you have spell slots on the Cursed Spellcasting table. **Spellcasting Ability.** Intelligence is your spellcasting ability for your Cursed spells, so you use your Intelligence whenever a spell refers to your spellcasting ability, when setting a saving throw DC, and when making a spell attack roll.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your intelligence modifier
\columnbreak #### Cursed Spellcasting | Curseweaver Level | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---:|:----:| | 3rd | 2 | 1 | 1st | | 4th | 3 | 2 | 1st | | 5th | 3 | 2 | 1st | | 6th | 4 | 2 | 1st | | 7th | 5 | 2 | 2nd | | 8th | 5 | 2 | 2nd | | 9th | 5 | 2 | 2nd | | 10th | 6 | 2 | 2nd | | 11th | 6 | 2 | 2nd | | 12th | 6 | 2 | 2nd | | 13th | 7 | 2 | 3rd | | 14th | 7 | 2 | 3rd | | 15th | 7 | 2 | 3rd | | 16th | 7 | 2 | 3rd | | 17th | 8 | 2 | 3rd | | 18th | 8 | 2 | 3rd | | 19th | 8 | 2 | 4th | | 20th | 8 | 2 | 4th | #### Arcane curse at 14th level, Whenever you curse a creature with your cursing feature, it has disadvantage on the first saving throw you force it to make against your Cursed spells.