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# Curses Curses are magical effects that some 5e classes and subclasses made by me kingtut939 use. Curse can be seem as being simular to spells but they follow different set of rules here is the main highlights if you have time I would recommend reading all the rules. ## Curse grades every curse has a grade between 1-5. the grade of the curse reflects the power of the curse. the higher the grade, the stronger the curse. most characters that deal with curses will deal with grade 1-3 few will be able to master and evoke them. thus see creatures with access to grade 4 and 5 a rare sight to be seen. ## Curse essence If somehow a character knew an unlimited number of Curses they would still have to use their limited curse essence to evoke each of those curses. Each class and subclass capable of evoking curses has to expend curse essence whenever they evoke a curse. The amount of curse essence need to evoke a curse is equal to the grade of the curse unless otherwise stated. typically whenever a character capable of evoking curses takes a short or long rest they regain all expended curse essence. Some character features or traits allow them to evoke curses without expending curse essence. an example of this is a Curseweaver signature curses feature that allows them to evoke certain curse for free once per long rest. ## Components of Curses most characters need an item of sorts to evoke curses Curse artifacts or any cursed item is usually used. additionally all curse require you to speak vocally to evoke them.
##### Evoking Curses in armor Because of the mental focus and precise gestures required for Evoking curses, you must be proficient with the armor you are wearing to evoke a curse. You are otherwise too distracted and physically hampered by your armor for Cursing.
## Duration almost all curses do not end when a creature succeeds the saving throw against a curse. Curses end when the enough time has passed as determined by the curse or the creature who evoked the curse decides to end the curse on the cursed creature as a creature or object can be suffering the effects of one curse at a time. If a second curse is evoke on a creature and it's grade isn't higher then the grade of first curse on the creature. the curse fails wasting curse essence. ## Cursed Creatures A cursed creature can only suffer the effects of one Curse at a given time. If a second curse is place on the cursed creature, the curse with the higher grade is the one that stays on the cursed creature if it's the same grade the curse that was initially on the curse is the one that stays on the creature. ## Access the following homebrew classes and subclasses have access to the curses or curse like features **more in the works** - **[Curseweaver]( https://www.gmbinder.com/share/-NsfUlO6wM598fSZGUlb " blank")** a full class dedicated to curses and cursed like artifacts> gets access to grade 1-5 \pagebreakNum \columnbreak ## Curses these are the most well known curses currently and are listed by their grade and detail later in alphabetical order later in this document. #### Grade 1 - **Curse of Accuracy** - **Cursed Armory** - **Curse of Binding** - **Curse of Enfeeblement** - **Curse of Falsehood** - **Curse of Fragile bones** - **Curse of Honesty** - **Curse of Knowledge** - **Curse of Mental block** - **Curse of Slowness** - **Curse of Speed** - **Cursed Rebuke** #### Grade 2 - **Curse of Bad luck** - **Curse of Broken defenses** - **Curse of Impressionable** - **Curse of Light** - **Curse of Nightmares** - **Curse of Senseless** - **Curse of Siphoning** - **Curse of Sleepiness** - **Curse of Sickness** - **Curse of Truth** #### Grade 3 - **Curse of Adrenaline** - **Curse of Deathless** - **Curse of Decay** - **Curse of Confusion** - **Curse of Size Change** - **Cursed Spells** #### Grade 4 - **Curse of Exile** - **Curse of Manipulation** - **Curse of Vulnerability** #### Grade 5 - **Curse of the Everfrost** - **Curse of Insanity** - **Curse of Internal flames** - **Curse of Paralyzation** - **Curse of Petrification** \pagebreakNum ### Grade 1 #### Cursed Accuracy As an action, you can expend Curse essence, and touch a weapon of your choice. the weapon becomes cursed for 1 hour. during this hour you can use intelligence for attack and damage rolls made with that weapon. #### Cursed Armory at the end of a long rest you can touch a suit of armor and Curse it to you. While wearing the armor you use intelligence in place of dexterity when calculating your armor class until the end of the next long rest you take #### Curse of Binding As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute the cursed creature must make a strength saving throw at the start of each of it's turns while cursed. on a failed save it's speed is 0 until the start of it's next turn. #### Curse of Enfeeblement As an action, yyou can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute whenever the cursed creature makes a strength, or constitution Ability check it subtracts one roll of your Curse Die. #### Curse of Falsehood As an action,you can expend Curse essence, to change your appearance including yourself, clothing, armor, weapons, and other belongings on your self for 1 hour. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Curse is up to you. #### Curse of fragile body As an action, yyou can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute your attack rolls against the cursed creature score a critical hit on a 19-20 due to it's fragile body #### Curse of Honesty As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 20 minutes. During these minutes whenever the cursed creature makes a charisma check it subtracts one roll of your curse die from the roll. #### Curse of Knowledge As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. at the end of the minute you learn two of the following about the curse creature: its highest ability score, lowest ability score, Armor Class, speed, maximum hit points, If it can cast spells, or its creature type. \columnbreak #### Curse of Mental Block As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute whenever the curse target makes an intelligence or wisdom ability check it subtracts one roll of your curse die from the roll. #### Curse of Slowness As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute, during the minute whenever the cursed creature movement speeds are reduced by 10 to a minimum of 5ft. Additionally if the cursed creature makes a dexterity check it subtracts one roll of your curse die from the roll. #### Curse of Speed as an action, you can expend Curse essence, and choose one creature within 60 ft. of you. The creature becomes cursed for 1 minute. During that minute whenever the creature ends it's turn the creature must move 10 ft in a random direction it's able to go. #### Cursed Rebuke as an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute whenever the curse creatures takes damage you can use your reaction to cause the creature who damage the cursed creature to take psychic damage equal to one roll of your curse die. ### Grade 2 #### Curse of Bad luck *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. Whenever the cursed creature rolls a d20 you can use your reaction to subtract one roll of your curse die from the d20 roll. #### Curse of Broken Defenses *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. the cursed creature cannot take the doge action. additionally whenever you hit the cursed creature with a weapon attack you ignore resistances it would have to the damage of type of the attack \pagebreak #### Curse of Flotation *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature or object within 60 ft. of you. the creature or object becomes cursed for 10 minutes. While cursed the target floats 20 feet off the ground if it weighs more then 500 pounds the curse ends. If the Cursed target is unwilling it must make a constitution saving throw or be affected. The cursed target can only more by pushing or pulling agaisnt a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within 60 feet of you. When the Curse ends, the target floats gently to the ground if it is still aloft. #### Curse of Impressionable *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. Whenever you make a charisma (persuasion) or charisma (deception) check against the creature cursed by this curse you treat a 7 or lower as an 8 on the D20 roll. #### Curse of Light *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute the cursed creature sheds bright light for 15 ft and dim light for an additionally 15 ft after that. Additionally the curse creature can't become invisible due to the glow they emit. #### Curse of Nightmares *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute the cursed creature must make a wisdom saving throw at the start of each of it's turns while cursed or be frightened of you until the start of it's next turn. While frightened this way the cursed creature must spend it's turn moving as far away form you as possible if it cannot move it acts normally #### Curse of Senseless *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creature turns it must make a constitution save or be blinded and deafened until the start of it's next turn. \columnbreak #### Curse of Siphoning *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creatures turns it must make a constitution save or take necrotic damage equal to two rolls of your curse die. additionally you gain temporally hit points equal to half the necrotic damage dealt. #### Curse of Sleepiness *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 feet of you. If the Cursed creatures current hitpoints is equal to or less then five rolls of your curse die the creature falls unconscious for 1 minute. if the creature takes damage or a different creature uses an action to wake the creature up the curse ends early. #### Curse of Sickness *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creatures turns it must make a constitution saving throw or be poisoned until the start of it's next turn. #### Curse of Truth *Prerequisite: 5th level Curseweaver* As an action, you can expend Curse essence, and choose point within 120 ft of you. For 1 hour anything within 60 ft of that point that is invisible becomes visible ending it's visibility. if someone or something attempts to become invisible it fails. Also any shapechanger in that area reverts to it's original form. ### Grade 3 #### Curse of Adrenaline *Prerequisite: 9th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. an gains the following benefits - It can make one additional attack whenever it takes the Attack action or when it uses a Multiattack like feature. - It can take the Dash action as a bonus action on its turns. - It gains a +2 bonus to its AC and advantage on Dexterity saving throws. at the end of the cursed creatures turn they must make a DC 10 constitution save on a failed save the curse ends and they gain one level of exhaustion #### Curse of Deathless *Prerequisite: 9th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 8 hours. During this time the first time the cursed creature drops to 0 hitpoints it instead drops to 1 hitpoint and the curse ends. \pagebreak #### Curse of Decay *Prerequisite: 9th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creature's turns it must make a constitution save or take necrotic damage equal to 5 rolls of your curse die or half as much on a successful save. #### Curse of Confusion *Prerequisite: 9th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creatures turns it must make a wisdom saving throw. on a failed save roll a d10 to determine it's behavior for it's current turn | Roll |Effect | |:------------------:|:---:| | 1 | the creature moves in a random direction | | 2-6 | the Creature can't more or take actions | | 7-8 | the creatures attacks a random creature within it's reach. | | 9-10 | the creature acts normal | #### Curse of Size Change *Prerequisite: 9th level Curseweaver* s an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. if the cursed creature is unwilling at the start of it's turns it must make a constitution saving throw or suffer the effects. When you curse the creature you must choose enlarge or reduce. if you choose enlarge the Cursed creature size doubles in all dimensions. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the curse ends, the cursed creature also has advantage on Strength checks and Strength saving throws. the cursed creatures weapon grow to size and the weapon does extra damage equal to one roll of your curse die. if you choose reduce, the curse creature size is halved in all dimensions. This reduction decreases its size by one category - from Medium to Small, for example. Until the curse ends, the curse creature has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deals one roll of your curse die less damage (this can't reduce the damage below 1). \columnbreak #### Cursed Spells *Prerequisite: 9th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. whenever the cursed creature attempts to cast a spell it must make an ability check using their spellcasting ability modifier plus the level of the spell they are attempting to cast. if the result is less then your Cursed DC the spell fails wasting the spell slot, and immediately ending this curse on the creature. ### Grade 4 #### Curse of the Everfrost *Prerequisite: 13th level Curseweaver* AS an action, you can expend curse essence, and choose one creature within 60 ft. of you. The creature becomes cursed for 1 hour. during this Hour at the start of each of the cursed creatures turn it must make a constitution saving throw. On a failed save the creature takes cold damage equal to 6 rolls of your curse Die and the creature is restrained. On a success the creature takes half the cold damage and it's speed is halfed. once you evoke this curse you cannot do so again until you finish a short or long rest. #### Curse of Exile *Prerequisite: 13th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the cursed creature must make a charisma save or be banished. If the curse creature is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the curse ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the curse creature is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. once you evoke this curse you cannot do so again until you finish a short or long rest. #### Curse of Manipulation *Prerequisite: 13th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creatures turns it must a wisdom saving throw. on a failed save you can choose the action the creature takes this turn. if you choose for the creature to attack you choose the targets for the attacks once you evoke this curse you cannot do so again until you finish a short or long rest. \pagebreakNum #### Curse of Vulnerability *Prerequisite: 13th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 10 minutes. Then choose one of the following damage types cold, fire, lighting, thunder, poison, Acid, necrotic, radiant, or psychic. at the start of each of the cursed creatures turns it must make a constitution saving throw. on a failed save until the start of it's next turn the creature loses resistance to the chosen damage type, and whenever it takes the chosen damage it takes additional damage equal to your curse die. once you evoke this curse you cannot do so again until you finish a short or long rest. ### Grade 5 #### Curse of Internal flames *Prerequisite: 17th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed indefinitely. During this time at the start of the Cursed creature turns it must make a constitution saving throw on a failed save it takes fire damage equal to 4 rolls of your curse die. on a successful save the creature takes half damage This curse ignores resistances and immunities to fire damage. #### Curse of Insanity *Prerequisite: 17th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 Hour. During this hour at the start of each of the cursed creatures turns it must make a wisdom saving throw on a failed save it takes psychic damage equal to 6 rolls of your curse die and it gains 2 random effects off the long term madness table until the start of it's next turn. On a success the creature takes half the psychic damage and no other effects. once you evoke this curse you cannot do so again until you finish a long rest. #### Curse of Paralyzation *Prerequisite: 17th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 1 minute. During this minute at the start of each of the cursed creatures turns it must make a Wisdom saving throw on a failed save the creature is paralyzed until the start of it's next turn. once you evoke this curse you cannot do so again until you finish a long rest. \columnbreak #### Curse of Petrification *Prerequisite: 17th level Curseweaver* As an action, you can expend Curse essence, and choose one creature within 60 ft. of you. the creature becomes cursed for 10 minutes. During these 10 minutes, at the start of each of the cursed creatures turns it must make a constitution saving throw on a failed save the creature is restrained. Once the Cursed creature fails this saving throw three times in a row it becomes Petrified. This Petrified condition lasts even after the duration of the curse ends. This petrified condition last until the curse is broken on the creature. once you evoke this curse you cannot do so again until you finish a long rest.