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.
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.

Class Table
Level Proficiency Bonus Features Brand Die Experience Points
1st +2 Brand, Brandshaper Attuenement - 0
2nd +2 Spellcasting, Arcane Detonation, Maledictor Fighting Style d6 300
3rd +2 Cursing Attacks 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 Cursebinder (2) 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 Forceful Attacks (1 Die) 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), Forceful Attacks (2 Dice) d12 180,000
16th +5 Ability Score Improvement d12 200,000
17th +6 - d12 225,000
18th +6 Cursebinder (4) d12 250,000
19th +6 Ability Score Improvement d12 300,000
20th +6 Hexmage, Forceful Attacks (3 Dice) d20 350,000

Class Information

Hit Dice. 1d10 per Maledictor Level
1st Level Hitpoints. 10 + your Constitution Modifier
Higher Level Hitpoints. 1d10 (increase to 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 Round Shield, a Simple Weapon, an Equipment Pack, Chain Mail, and an Arcane Focus

Maledictor Features Summarized
Feature Level Quick Explanation
Brand 1st You can Brand enemies, marking them for death while slowing them and making them worse at Attacking
Brandshaper Attuenement 1st You choose your subclass, and gain features at 1st, 6th, 10th, and 14th Level
Spellcasting 2nd You gain half Spellcasting that uses Intelligence and Learning Spells
Arcane Detonation 2nd You can spend Spell Slots to deal Damage to a Branded creature, ending the Brand
Maledictor Fighting Style 2nd You get a unique Fighting Style unique to Maledictors
Cursing Attacks 3rd You can inflict one of a few curses on Branded enemies
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Extra Attack 5th Extra Attack
Cursebinder 7th You can Brand more creatures at once
Forceful Attacks 11th You deal more Damage with your Attacks
Hexmage 20th You get an unlimited number of uses for your Brand, and you get a bunch of buffs to your Brand

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 are reduced to 0 Hit Points, you are Incapacitated, or if you Consume the Brand.
When a Branded creature is reduced 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. 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 your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Brandshaper Attunement

1st, 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.

Brandshaper Attunements
Brandshaper Attunement Complexity (1-5) Description
Ravager Attunement 1 You begin to use your Spells more effectively against Branded creatures, shaping your magic to specifically be devastated to those you curse.
Blackguard Attunement 3 You see the benifits of using your Brand in cursed ways, beginning to Brand yourself, casuing your body to mutate in powerful ways that others would deem unnatural.
Forerunner Attunement 2 You use your Brands as a catalyst for the power of the elements that you use unleash devastation on your foes, turning their strength into their weakness.
Hierophant Attunement 3 You shape your Brand to the power of the divine, transmuting it into a Glyph that you use to assist your allies, protecting them from those you would have Branded.
Runebinder Attunement 2 You steal the knowledge that the creatures you Brand have, knowing that you will get more use out of it then a dead man would.


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.

Maledictor Spell List
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. Your Attacks that deal Sashing Damage have their Crit Range increased by 1.
  • Vicious Lancer. When you hit a creature with a Melee Weapon that deals Piercing Damage, if you roll the maximum result for a Damage Die, you roll the die again, adding it to the Damage Roll.
  • 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.


Cursing Attacks

3rd Level Maledictor Feature
When you hit a creature with a Weapon Attack, you can use your Bonus Action to force it to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, choose one of the following curses to impart on that creature:

  • Harrying Curse. Choose one Ability Score, the target of the Attack has Disadvantage on Ability Checks made with that Ability Score.
  • Frightening Curse. The target is Frighted of you. At the end of each of the target's turns, it can repeat the Saving Throw, ending the effect on a successful Save.
  • Inaccuracy Curse. The target cannot have Advantage on Attacks against other.
  • Targeting Curse. Attacks against the target cannot have Disadvantage.

Each of these curses last for 1 hour and you can have a number of these curses active at once equal to your Proficiency Bonus.

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 make an additional Attack whenever you take the Attack Action.

Cursebinder

7th 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 15th Level, and 4 Brands active when you reach 18th Level.

Forceful Strikes

11th Level Maledictor Feature
When you hit on an Attack, you deal additional Force Damage equal to one roll of your Brand Die.
When you reach 15th Level in this class the additional Force Damage equals two rolls of your Brand Die, and when you reach 20th Level in this class, the additional Force Damage equals three rolls of your Brand Die.

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

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.

Blackguard Features Features
Feature Level Quick Explanation
Brand Spells 1st You gain free bonus Spells and a Cantrip
Blackguard's Curse 1st You can Brand yourself, when you do, you get one of a few mutations that give you a buff
Arcane Necrosis 6th When you hit a creature with an Attack and one of you is Branded, you do extra Damage
Harvest Essense 10th You can end Brands when you would die to not die instead
Permanent Mutation 14th You can permanantly Brand yourself without it counting against your number of Brands


Brand Spells

1st Level Blackguard Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brand 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.

Brand Spells
Maledictor Level Spells
1st 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

1st 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 to the target. 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.

Forerunner Features
Feature Level Quick Explanation
Brand Spells 1st You gain free bonus Spells and a Cantrip
Elemental Attunement 1st You choose one of four elements
Forerunner's Curse 1st When you Consume your Brand, you do an extra effect based on the element you chose
Primordial Hex 6th You can change the Damage of your Cantrips to the Damage Type based on your element, also if you do Damage to a Branded creature with a Cantrip, you do extra Damage
Maledictor#Hold Elements#Hold Elements 10th You can Consume your Brand to give a creature Vulnerability or cause it to lose its Resistance or Immunity to the Damage Type based on the element you chose
Primordial Detonation 14th When you use a Spell on a Branded creature, you can use your Arcane Detonation feature for free on the Branded creature


Brand Spells

1st Level Forerunner Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brand Spells table according to the element you chose with your Elemental Attunement feature. 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.

Brand Spells
Maledictor Level Air Spells Earth Spells Fire Spells Water Spells
1st Shocking Grasp Poison Spray Fire Bolt Ray of Frost
3rd Fog Cloud, Witch Bolt Earth Tremor, Entangle Burning Hands, Faerie Fire Create or Destroy Water, Frost Fingers
5th Dust Devil, Levitate Barkskin, Protection from Poison Flaming Sphere, Heat Metal Misty Step, Snowball Swarm
9th Call Lightning, Gaseous Form Erupting Earth, Meld into Stone Daylight, Minute Meteors Sleet Storm, Tidal Wave
13th Freedom of Movement, Storm Sphere Freedom of Movement, Stone Shape Fire Shield, Wall of Fire Control Water, Ice Storm
17th Control Winds, Destructive Wave Transmute Rock, Tree Stride Dawn, Immolation Arcane Hand, Maelstrom


Elemental Attunement

1st Level Forerunner Attunement Feature
Your magic takes on an element that fuels your magic. Choose one of the following elements: Air (Lightning), Earth (Poison), Fire (Fire), Water (Cold). The Damage dealt by your Arcane Detonation feature is changed to the Damage Type determined by the element you chose.

Forerunner's Curse

1st Level Forerunner Attunement Feature
Your attunement to the elements alters how your curse functions when you Consume a Brand with your Arcane Detonation feature based on which element you chose with your Elemental Attunement feature as follows:

  • Air. When you use your Arcane Detonation feature on a Branded creature, a wild twister swirls around the target during the detonation. A friendly creature of your choice within 5ft of the target can use its Reaction to move up to its Speed without provoking Opportunity Attacks from the target.
  • Earth. When you use your Arcane Detonation feature on a Branded creature, the ground beneath it erupts causing the creature to lose its footing. The target is knocked Prone.
  • Fire. When you use your Arcane Detonation feature on a Branded creature, the creature is bathed in searing light. The target is Blinded until the end of your next turn.
  • Water. When you use your Arcane Detonation feature on a Branded creature, a layer of frost coats its body. Until the end of your next turn, the target can't take Reactions and it is Slowed.


Primordial Hex

6th Level Forerunner Attunement Feature
The primordial power within you seeps into your spells. When you cast the Cantrip granted by your Brand Spells feature targeting a Branded creature, you can use a Bonus Action to add one roll of your Brand Die to the Damage dealt by the Cantrip. You can also change the Damage Type of Spells targeting Branded creatures to the Damage Type of your Elemental Attunement feature.

Mold Elements

10th Level Forerunner Attunement Feature
You can Consume a Brand to fill a creature with primordial energy in order to substantially weaken it. As an Action you can Consume a Brand on a creature you have cursed with it. That creature gains Vulnerability to the Damage Type chosen with your Elemental Attunement feature for 1 minute. If the creature is Immune to the Damage Type, it loses the Immunity and gains Resistance to the Damage Type instead for the same duration. If the creature has Resistance to the Damage Type, it loses its Resistance instead.
Once you've used this feature, you can't do so again until you finish a Long Rest.

Primordial Detonation

14th Level Forerunner Attunement Feature
The primordial energy of your Spells overloads your Brands. Whenever a you hit a Branded creature with a Spell Attack or it fails a Saving Throw against one of your Spells, you can use your Arcane Detonation feature without expending a Spell Slot. When you use your Arcane Detonation feature in this way, you treat it as if you expended a Spell Slot equal to the Spell used to trigger this feature.


Hierophant Attunement

Hierophants are righteous maledictors who have learned to use semi-divine power to turn their brand from a curse into a blessing.

Hierophant Features
Feature Level Quick Explanation
Brand Spells 1st You gain free bonus Spells and a Cantrip
Hierophant's Glyph 1st Your Brand becomes a Glyph to gain Temporary Hit Points and heal
Radiant Protector 6th You can casue a Glyphed creature to do extra Damage
Hierophant's Grace 10th When a Glyphed creature would die, you can Consume the Glyph to cause it to not die instead
Armor of Enchantment 14th Glyphed creatures have Resistance to Bludgeoning, Piercing, and Slasing Damage


Brand Spells

1st Level Hierophant Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brand 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.

Brand Spells
Maledictor Level Spells
1st Burning Radiance
3rd Bless, Guiding Bolt
5th Calm Emotions, Zone of Truth
9th Beacon of Hope, Revivify
13th Aura of Purity, Death Ward
17th Greater Restoration, Heavenly Pillar


Hierophant's Glyph

1st Level Hierophant Attunement Feature
Your training has fundamentally altered your Brand. It has gone from a cursed Brand to a enchanted Glyph of restorative magic. Your Brand is now a Glyph, and afflictions are now blessings. This transformation radically alters several Maledictor features, detailed below:

  • With your Glyph, you lose access to your afflictions. Instead, at the beginning of the Glyphed creature's turn, it gains Temporary Hit Points equal to your Maledictor Level + your Intelligence Modifier. These Temporary Hit Points last for 1 minute.
  • You deal no Damage when you Consume a Glyph with your Arcane Detonation feature, you instead restore a number of Hit Points to the Glyphed creature equal to the amount of Force Damage you would have dealt.
  • You can no longer move a Glyph when the target is reduced to 0 Hit Points, instead, when a friendly creature drops below its Hit Points Maximum, you can use your Bonus Action on a subsequent turn to move the Glyph from its current target to the creature that was reduced below its Hit Points Maximum. When you move your Glyph in this way, the new target gains half of the Temporary Hit Points described in this feature.


Radiant Protector

6th Level Hierophant Attunement Feature
You can channel the power of your Glyph through the Weapon of those it enchants. Whenever an enchanted creature hits a on a Melee Weapon Attack, you can use your Reaction to cause the Attack to deal Radiant Damage equal to one roll of your Brand Die. When you do this, the Glyphed creature can change the Damage Type of the Attack to Radiant.

Hierophant's Grace

10th Level Hierophant Attunement Feature
You can use your Glyph's restorative power to stave off death. Whenever a Glyphed creature within 30ft is reduced to 0 Hit Points, you can use your Reaction to Consume the Glyph. When you do, the creature regains Hit Points equal to one roll of your Brand Die + your Intelligence Modifier.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Armor of Enchantment

14th Level Hierophant Attunement Feature
Your Glyphs armor those they protect. While a creature is enchanted with a Glyph, it has Resistance to non-magical Bludgeoning, Piercing, and Slashing Damage.


Ravager Attunement

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.

Ravager Features
Feature Level Quick Explanation
Brand Spells 1st You gain free bonus Spells and a Cantrip
Ravager's Curse 1st Your Branded creatures are worse at resisting your Spells
Brand Infusion 6th You can deal extra Damage to a Branded creature with your Weapon Attacks
Arcane Dominion 10th You're better at Constitution Saving Throws to maintain Concentration imposed by Branded creatures
Curse of the Weave 14th When you kill a Branded creature, you regain some Spell Slot


Brand Spells

1st Level Ravager Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brand 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.

Brand Spells
Maledictor Level Spells
1st 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

1st Level 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 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 one roll of your Brand Die.

Arcane Dominion

10th Level 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 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 Slot. 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.


Runebinder Attunement

Runebinders are maledictors who use their curse to bind their enemies abilities to themselves. They are masters of manipulation and savvy arcane thieves.

Runebinder Features
Feature Level Quick Explanation
Brand Spells 1st You gain free bonus Spells and a Cantrip
Runebinder's Curse 1st You can gain Proficiency or Expertise in a Skill a Branded creature is Proficient in
Branded Retribution 6th When a Branded creature makes an offensive act, you can cause it to take Damage
Arcane Mimic 10th You can gain a Branded creatures senses, Languages, or special feature
Spell Siphon 14th When a Branded creature casts a Spell, you can copy that Spell, and potentially permanantly learn that Spell


Brand Spells

1st Level Runebinder Attunement Feature
You gain Brand Spells at the Maledictor Levels listed in the Brand 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.

Brand Spells
Maledictor Level Spells
1st Minor Illusion
3rd Charm Person, Disguise Self
5th Enthrall, Phantasmal Force
9th Enemies Abound, Hypnotic Pattern
13th Confusion, Phantasmal Killer
17th Dream, Seeming


Runebinder's Curse

1st Level Runebinder Attunement Feature
Your Brand siphons the knowledge and power from your enemies and grants it to you. As an Action you can learn what Skills a Branded creature is Proficient in, if any. You can choose one of the Skills you do not have Expertise with to temporarily gain.
If you have Proficiency with the chosen Skill, you gain Expertise in that Skill. If you do not have Proficiency with the chosen Skill, you gain Proficiency with that Skill.
You retain this Proficiency or Expertise for 8 hours.

Branded Retribution

6th Level Runebinder Attunement Feature
You learn how to use your Brand to use a creatures offensive potential against. Whenever a Branded creature makes an Attack or imposes a Saving Throw, you can use your Reaction deal Force Damage to the target equal to two rolls of your Brand Die.

Arcane Mimic

10th Level Runebinder Attunement Feature
Your Brand harnesses a creature's natural capabilities and passes them on to you. As an Action, you gain one of the Branded creature's senses, Languages or any special traits they may have, such as a Wolf's Pack Tactic features. The DM determines what you learn. Once learned, you can Consume your Brand on that creature to gain the learned trait for 1 hour.
Once you've used this feature, you can't do so again until you finish a long rest.

Spell Siphon

14th Level Runebinder Attunement Feature
Your curse is capable of copying the Spells of those its Brands. Whenever a Branded creature casts a Spell, you learn the name of the Spell and its School of Magic.
As a Reaction when a Spell of a Level you can cast is cast by a Branded creature, you can Consume the Brand to replace one of your Spells Known with the Spell cast by the Branded creature. You retain the copied Spell until you finish a Long Rest, after which the Spell you replaced it with returns to your list of Learned Spells. The copied Spell counts as a Maledictor Spell for you while it is copied.
You can also attempt to permanently Learn the copied Spell. By spending 1 hour studying the Spell in your mind, you can expend a Spell Slot equal to the Spell's Level and make an (Intelligence) Arcana Check. If the Spell is on the Maledictor Spell List, the DC of this Arcana Check is equal to 15 + the Spell's Level. If the Spell is not on the Maledictor Spell List, the DC of this Arcana Check is equal to 20 + the Spell's Level.
On a successful Arcana Check, you permanently Learn the Spell, it counts as a Maledictor Spell for you, it does not count against your Spells Known, and the Spell you replaced it with returns to your list of Spells Known.
Once you consume your Brand in this way, you can't do so again until you finish a Long Rest.