Maledictor
Maledictor
A dragonwrought clutching a vicious battleaxe waves a hand, the charging orc marauder staggers as lethargy overtakes him. A silver filigree collar forms around his neck, glowing as the dragonwrought swings his axe, cleaving the orc's skull in twain.
Clad in black armor, the goblin chants under her breath, forming a glowing purple sigil on her chest. Strength increases, reflexes heighten. The goblin cackles and she wades into the fray, cutting down bandits one by one.
The massive red dragon lands with grace as it taunts the elf before it. The elf traces a fiery insignia in the air and it appears over the dragon's heart. With a flash, the red dragon is engulfed in flames, shrieking in surprise at the effectiveness of the fire.
A dwarf slides behind cover and looks over the body of his fallen human comrade, a radiant halo surrounding his head. He places a hand on the dead body and the halo explodes, jolting the human back to life. As the human sits up, the dwarf chants a spell reinvigorating his ally.
In the shadows of the tavern, a gnoll looks on as a fight breaks out, her hobgoblin target among them. With a whisper a wispy aura surrounds the hobgoblin and she siphons off knowledge of his capabilities while he faces off against the drunkards at the bar.
With a mighty roar the goliath raises his hands to the air and a pillar of intricately stacked skulls bursts forth from the ground. The charging goblins around the skull totem fumble and fall as the goliath charges at them.
Maledictors hybridize the art of casting spells with the ferocity of melee combat. Most of these powerful warriors began their career as fighters that discovered their magical talents later in life, while others who were adept at spellcraft found that a sword fit their hand just as well.
Because of their martial nature, maledictors prefer more of a utility aspect to their magic, choosing to disorient the enemy with spells and then handle them with physical weapons.
The maledictor's brand is a special curse learned from their arcane training. This curse is their legacy and it is one that they will expand to fit their needs for as long as they draw breath. The brand itself can only be physically seen by the maledictor and those they wish to reveal it to, but its effects on those it curses are far more real than some simple illusion.
The curse itself causes various physical debilitations depending on how the maledictor has shaped it over the years, and its power grows stronger with the maledictor. Unlike most spells, the maledictor's curse is malleable allowing them to fit into the role the wish to play on the battlefield.
Level | Proficiency Bonus | Features | Brand Die | Experience Points |
---|---|---|---|---|
1st | +2 | Brand | - | 0 |
2nd | +2 | Spellcasting, Arcane Detonation, Maledictor Fighting Style | d6 | 300 |
3rd | +2 | Brandshaper Attunement | d6 | 1,000 |
4th | +2 | Ability Score Improvement | d6 | 3,000 |
5th | +3 | Extra Attack | d6 | 6,000 |
6th | +3 | Brandshaper Attunement Feature | d8 | 10,000 |
7th | +3 | Curse Jumper | d8 | 20,000 |
8th | +3 | Ability Score Improvement | d8 | 40,000 |
9th | +4 | - | d8 | 60,000 |
10th | +4 | Brandshaper Attunement Feature | d10 | 80,000 |
11th | +4 | Cursebinder (2) | d10 | 100,000 |
12th | +4 | Ability Score Improvement | d10 | 120,000 |
13th | +5 | - | d10 | 140,000 |
14th | +5 | Brandshaper Attunement Feature | d12 | 160,000 |
15th | +5 | Cursebinder (3) | d12 | 180,000 |
16th | +5 | Ability Score Improvement | d12 | 200,000 |
17th | +6 | - | d12 | 225,000 |
18th | +6 | Cursebinder (3) | d12 | 250,000 |
19th | +6 | Ability Score Improvement | d12 | 300,000 |
20th | +6 | Hexmage | d12 | 350,000 |
Class Information
Hit Dice. 1d10 per Maledictor Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (or 6) + your Constitution Modifier per Maledictor Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, Heavy Armor and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons
Tool Proficiencies. None
Saving Throw Proficiencies. Constitution and Intelligence
Skill Proficiencies. Choose two from Arcana, Athletics, History, Insight, Intimidation, Medicine, Religion, and Survival
Equipment. A Martial Weapon, a Martial Weapon or a Shield, a Simple Weapon, an Equipment Pack, Chain Mail, and an Arcane Focus
Brand
1st Level Maledictor Feature
You learn to use a special curse known as a Brand. As a Bonus Action you curse a creature within 60ft of you with your Brand, which only you and creatures of your choice can see. While Branded, the target's Speed is reduced by 10ft, and it suffers a penalty to it's Attack Rolls equal to your Proficiency Bonus.
The Brand lasts for 1 minute. It ends early if you or the target is reduced to 0 Hit Points, you are Incapacitated, or if you Consume the Brand.
You can only Brand one creature at a time in this way, and a creature can only be affected by one Brand at a time. You can use your Brand a number of times equal to twice your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Spellcasting
2nd Level Maledictor Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|
2nd | 2 | 2 | - | - | - | - |
3rd | 3 | 3 | - | - | - | - |
4th | 3 | 3 | - | - | - | - |
5th | 4 | 4 | 2 | - | - | - |
6th | 4 | 4 | 2 | - | - | - |
7th | 5 | 4 | 3 | - | - | - |
8th | 5 | 4 | 3 | - | - | - |
9th | 6 | 4 | 3 | 2 | - | - |
10th | 6 | 4 | 3 | 2 | - | - |
11th | 7 | 4 | 3 | 3 | - | - |
12th | 7 | 4 | 3 | 3 | - | - |
13th | 8 | 4 | 3 | 3 | 1 | - |
14th | 8 | 4 | 3 | 3 | 1 | - |
15th | 9 | 4 | 3 | 3 | 2 | - |
16th | 9 | 4 | 3 | 3 | 2 | - |
17th | 10 | 4 | 3 | 3 | 3 | 1 |
18th | 10 | 4 | 3 | 3 | 3 | 1 |
19th | 11 | 4 | 3 | 3 | 3 | 2 |
20th | 11 | 4 | 3 | 3 | 3 | 2 |
Arcane Detonation
2nd Level Maledictor Feature
You can overload your Brand with arcane energy causing it to explode. As an Action, you can Consume your Brand and expend a Spell Slot of 1st Level or higher. The target takes Force Damage equal too 1d6 + your Intelligence Modifier + 1d6 per Spell Slot Level above 1st, to a maximum of 5d6 + your Intelligence Modifier.
This d6 increases in size as you gain Levels in this class, as shown in the Brand Die column of the Maledictor table.
Maledictor Fighting Style
2nd Level Maledictor Feature
You adopt a particular style of fighting unique to Maledictors. Choose one of the following options you do not already have:
- Blade Dancer. When you make a Melee Weapon Attack that deals Slashing Damage and you have Advantage, your Crit Range increases by 1 for that Attack.
- Vicious Lancer. When you hit a creature with a Melee Weapon that deals Piercing Damage, if you roll the maximum result for at least one of the Damage Dice for that Attack, the target's AC is reduced by 1 until the start of your next turn.
- Crushing Dominator. When you Crit on a Melee Weapon Attack that deals Bludgeoning Damage, the target is knocked Prone, and its Speed is reduced to 0 until the end of your next turn.
Brandshaper Attunement
3rd, 6th, 10th, and 14th Level Maledictor Feature
You choose one of the Brandshaper Attunements in the table below to show how you hone your skills and learn to manipulate your Brand in powerful ways.
Ability Score Improvements
4th, 8th, 12th, 16th, and 19th Level Maledictor Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Extra Attack
5th Level Maledictor Feature
You can perform an additional Attack as part of the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.
Curse Jumper
7th Level Maledictor Feature
Your control over your Brand expands, allowing you to move it from target to target. Whenever a Branded creature within 60ft of you drops to 0 Hit Points before the Brand's duration ends, you can use a Bonus Action on a subsequent turn to move the Brand to another creature within Range without Consuming it.
Cursebinder
11th Level Maledictor Feature
Your mastery over your Brand allows you to curse multiple targets. You can now have two Brands active simultaneously, but they cannot target the same creature.
The number of simultaneous Brands you can have active increases as you gain Levels in this class: you can have 3 Brands active when you reach 16th Level, and 4 Brands at 18th Level.
Hexmage
20th Level Maledictor Feature
You have mastered the art of cursing foes with your Brand, giving you the following benefits:
- Your Brand feature has an unlimited number of uses.
- When a Branded creature moves into a space within 5ft of you, you can use your Reaction to make a Melee Weapon Attack targeting that creature.
- While moving towards a Branded creature, you can move 2ft for every foot of Speed spent.
- You ignore 1/2 and 3/4 Cover while Attacking Branded creatures.
- You always know the exact location of a Branded creature as long as it is on the same plane of existence as you.
- You cannot have Disadvantage while Attacking a Branded creature.
Brandshaper Attunements
Arcane Ravager Attunement
Arcane Ravagers are maledictors who have chosen not to alter how their curse works, but to instead perfect their mix of martial and arcane practices with their brand.
Brand Spells
3rd Level Arcane Ravager Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brad Spells table. You Know these Spells, always have them Prepared, they count as Maledictor Spells for you, and they don't count against your number of Spells Known.
Maledictor Level | Spells |
---|---|
Cantrip | Booming Blade |
3rd | Absorb Elements, Shield |
5th | Hold Person, Mirror Image |
9th | Bestow Curse, Haste |
13th | Confusion, Elemental Bane |
17th | Circle of Power, Far Step |
Ravager's Curse
3rd Level Arcane Ravager Attunement Feature
Your curse adapts, granting your Brand a new affliction. Branded creatures have Disadvantage on Saving Throws made against the first Spell you cast in a turn.
Brand Infusion
6th Level Arcane Ravager Attunement Feature
The magic of your Brand resonates through your Weapon. Whenever you hit a creature with a Melee Weapon Attack that is cursed by your Brand feature, you can use your Bonus Action to deal Force Damage to the creature. The extra Damage equals your Brand Die.
Arcane Dominion
10th Level Arcane Ravager Attunement Feature
The curse of your Brand reacts violently to its host when your Spellcasting is interrupted, allowing you to better maintain your composure. If an Attack made by a Branded creature would force you to make Constitution Saving Throw made to maintain Concentration on an effect, you add your Intelligence Modifier to the roll.
Curse of the Weave
14th Level Arcane Ravager Attunement Feature
You've mastered the art of returning the magic of your brands to your body. When you reduce a Branded creature to 0 Hit Points, you can use a Bonus Action to regain your highest Level expended Spell Slots.
You can use this Bonus Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
Blackguard Attunement
Blackguards are powerful maledictors who have turned to the dark arts to become stronger. These once noble warriors now infuse their body and soul with vile energies that change their brand into grotesque mutations, granting them immense power.
Brand Spells
3rd Level Blackguard Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brad Spells table as well as one Cantrip. You Know these Spells, always have them Prepared, they count as Maledictor Spells for you, and they don't count against your number of Spells Known.
Maledictor Level | Spells |
---|---|
Cantrip | Chill Touch |
3rd | Bane, Ray of Sickness |
5th | Blindness/Deafness, Shadow Blade |
9th | Fear, Vampiric Touch |
13th | Blight, Shadow of Moil |
17th | Negative Energy Flood, Steel Wind Strike |
Blackguard's Curse
3rd Level Blackguard Attunement Feature
You discover the benefits of Branding yourself. With this knowledge, you alter the curse to temporarily mutate your body to suit your own needs. When choosing a target for your Brand feature, you can choose to Brand yourself instead of another creature.
When you Brand yourself, you ignore the standard effects as described in your Brand feature, instead, choose one of the following mutations, gaining the benefits described while the Brand is active:
- Carapace. Your skin hardens, granting you some protection from enemy attacks. You gain a +1 bonus to AC.
- Claws. Your fingers grows in to sharp Claws that can be used as Weapons or to climb vertical surfaces. You gain Claws as a Natural Weapon which deal 1d6 Slashing Damage, and you gain a Climbing Speed equal to your Walking Speed.
- Gills. Shallow slits form along your neck, allowing you aquatic adaptability. You gain a Swimming Speed equal to your Walking Speed, and you can breathe both air and water.
- Ethereal Sight. Your eyes form twisted visages to allow you better vision. You gain Darkvision out to a Range of 60ft. In addition, your Darkvision allows you to see in magical Darkness as if it were Dim Light, and magical Dim Light as if it were Bright Light.
- Reflexes. Your perception enhances and your body reacts quicker. When you make a Melee Weapon attack against a creature, you don't provoke Opportunity Attacks from that creature for the rest of the turn.
- Tendrils. Your arms become more akin to tentacles, able to stretch and twist. Your Reach increases by 5ft.
- Wings. You sprout massive leathery wings, allowing you to take to the skies. You gain a Flying Speed equal to your Walking Speed.
Arcane Necrosis
6th Level Blackguard Attunement Feature
You can channel the necrotic energies of your Brand through your Weapon. When you hit a creature with a Melee Weapon Attack, if you or the target is Branded, you can use your Bonus Action to deal Necrotic Damage equal to one roll of your Brand Die. This Damage cannot be reduced in any way.
Harvest Essence
10th Level Blackguard Attunement Feature
You can use your Brand to siphon the energy it has stored in order to stave off death. If you are reduced to 0 Hit Points while you are Branded, you can roll your Brand Die and regain a number of Hit Points equal to the result. When you do, the Brand on yourself ends.
When you reach 11th Level in this class, you can choose to end the Brand on another creature within 30ft of you to use this feature. When you reach 14th Level in this class, no Brands end when you use this feature.
Once you use this feature, you can't do so again until you finish a Long Rest.
Permanent Mutation
14th Level Blackguard Attunement Feature
You learn how to infuse your Brand’s magic into yourself. You can perform a 1 minute ritual, during which you curse yourself with a special Brand. This Brand does not count against the maximum number of Brands you can have active at once. You can only have one of these permanent Brands at a time. This special Brand ends only if you choose to as an Action. When you Brand yourself in this way, choose two mutations from your Blackguard's curse feature to retain until you lose this special Brand.
Forerunner Attunement
Forerunners are maledictors who have studied the oldest of elemental magics, absorbing primordial energies of the world's first days in order to harvest and use pure elemental power.