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 | Otherworldly Pact, Pact Magic, Draw On Power | - | 0 |
2nd | +2 | Eldritch Invocations | d6 | 300 |
3rd | +2 | Pact Boon | d6 | 1,000 |
4th | +2 | Ability Score Improvement | d6 | 3,000 |
5th | +3 | - | d6 | 6,000 |
6th | +3 | Otherworldly Pact Feature | d8 | 10,000 |
7th | +3 | - | d8 | 20,000 |
8th | +3 | Ability Score Improvement | d8 | 40,000 |
9th | +4 | - | d8 | 60,000 |
10th | +4 | Otherworldly Pact Feature | d10 | 80,000 |
11th | +4 | Mystic Arcanum (6th Level) | d10 | 100,000 |
12th | +4 | Ability Score Improvement | d10 | 120,000 |
13th | +5 | Mystic Arcanum (7th Level) | d10 | 140,000 |
14th | +5 | Otherworldly Pact Feature | d12 | 160,000 |
15th | +5 | Mystic Arcanum (8th Level) | d12 | 180,000 |
16th | +5 | Ability Score Improvement | d12 | 200,000 |
17th | +6 | Mystic Arcanum (9th Level) | d12 | 225,000 |
18th | +6 | Otherworldly Pact Feature | d12 | 250,000 |
19th | +6 | Ability Score Improvement | d12 | 300,000 |
20th | +6 | Eldritch Master | 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 Attunements
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 the Branded creature.