Difference between revisions of "Warped Warrior (5A)"
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+ | Cursed Warrior | ||
+ | Archetypes in En5ider 490 by John Krifka. | ||
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''Adventuring means encountering strange phenomena and some are changed by it. Whether touched by an ancient dungeon trap, the energies of a ritual gone awry, a supernatural debt owed before birth, or through some other means they are permanently changed—and the mark of their transformation remains. Most people touched this way become warlocks, but some warriors choose to embrace their circumstances, leveraging their cursed gifts in a search for a cure. | ''Adventuring means encountering strange phenomena and some are changed by it. Whether touched by an ancient dungeon trap, the energies of a ritual gone awry, a supernatural debt owed before birth, or through some other means they are permanently changed—and the mark of their transformation remains. Most people touched this way become warlocks, but some warriors choose to embrace their circumstances, leveraging their cursed gifts in a search for a cure. | ||
'''Greyhawk | '''Greyhawk | ||
Exposure to the Abyss or the madness of Tharizdun can warp anyone, as can the strange energies of Blackmoor. | Exposure to the Abyss or the madness of Tharizdun can warp anyone, as can the strange energies of Blackmoor. | ||
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== Subclass Abilities == | == Subclass Abilities == | ||
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* You have advantage on Strength checks and saving throws. | * You have advantage on Strength checks and saving throws. | ||
* You can use a bonus action to make a Charisma (Intimidation) check with advantage. | * You can use a bonus action to make a Charisma (Intimidation) check with advantage. | ||
− | * Unarmed strikes using your clawed arm deal an extra 1d10 slashing damage. Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or you end it on your turn as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. | + | * Unarmed strikes using your clawed arm deal an extra 1d10 slashing damage. |
+ | Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or you end it on your turn as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. | ||
== See Also == | == See Also == |
Latest revision as of 14:30, 4 July 2024
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Source Cursed Warrior Archetypes in En5ider 490 by John Krifka.
Adventuring means encountering strange phenomena and some are changed by it. Whether touched by an ancient dungeon trap, the energies of a ritual gone awry, a supernatural debt owed before birth, or through some other means they are permanently changed—and the mark of their transformation remains. Most people touched this way become warlocks, but some warriors choose to embrace their circumstances, leveraging their cursed gifts in a search for a cure.
Greyhawk Exposure to the Abyss or the madness of Tharizdun can warp anyone, as can the strange energies of Blackmoor.
Subclass Abilities
Clawed Arm
At 3rd level when you choose this archetype, you acquire a curse that turns one of your arms into a monstrous and freakish limb. The exact nature of what your cursed arm looks like is determined by the GM and the source of your curse, but most people find it disturbing and it makes it easy to identify who you are. Attempts to sever your cursed arm and grow a healthy regular limb, even with Wish, fail to remove your curse.
You can use your clawed arm as a melee weapon with the light quality that does 1d6 slashing damage. At 8th level your clawed arm’s damage increases to 1d8 slashing, and at 16th level your clawed arm’s damage increases to 1d10 slashing. You can still use your claw as a normal hand.
Cursed Within
Also at 3rd level, the muscles beneath your skin harden and spread across your body. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. When you reach 5th level and again at 10th, 15th, and 20th level, your Armor Class while not wearing any armor increases by 1.
Big Wield
Starting at 7th level, you are able to wield weapons sized for a Large creature in your clawed hand. Since you only have one clawed hand, you cannot uses such weapons in two hands. An oversize weapon in your hands loses the finesse and light properties. You double the damage dice of the weapon. (1d12 becomes 2d12, 2d6 become 4d6, and so on).
Finding such weapons can be hard. You can order one from a smith, an oversize weapon costs and weights ten times as much as an ordinary weapon of its kind, but the sale value is normally that of an ordinary weapon of its type. More commonly you find one as loot from a Large or larger creature—especially for magic weapons. For a Huge or larger creature, the weapon was usually intended as a smaller weapon for the larger creature - a dagger becomes a sword for you or an arrow becomes a spear.
Grabbing Arm
Beginning at 10th level, your clawed arm grasps at foes when you inflict violence with it. When you hit a target with an unarmed strike using your clawed arm, you can try to grapple it in addition to dealing damage.
Hauling Climb
At 10th level, you gain a climb speed equal to your land speed as long as the hand on your clawed arm is free.
Accursed Critical
Starting at 15th level, when you score a critical hit with an unarmed strike using your clawed arm you can inflict a curse on your target. The target makes a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is cursed for up to 1 minute or until you lose concentration (as if concentrating on a spell). While cursed, you have advantage on attack rolls against the target and advantage on Dexterity (Stealth) checks made to hide from it.
Monstrous Transformation
At 18th level, you learn how to briefly release the power of your curse to transform yourself into a freakish abomination. You can use a bonus action on your turn or your reaction when you take damage to unleash your clawed arm’s curse, gaining the following benefits:
- Your size increases to Large. Your space and reach increases to 10 feet. If there is not enough space, you must squeeze.
- You gain 50 temporary hit points.
- Your speed increases to 50 feet.
- You triple the distance of any jumps you make.
- You have advantage on Strength checks and saving throws.
- You can use a bonus action to make a Charisma (Intimidation) check with advantage.
- Unarmed strikes using your clawed arm deal an extra 1d10 slashing damage.
Your transformation lasts for 1 minute. It ends early if you are knocked unconscious or you end it on your turn as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
See Also
- Curse-Handed, a similar rogue archetype.
Designer's Notes
Another variant of oversized weapons can be found in Path of the Giant Weapon