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Barbarian

Cursed Soul

Each Cursed Soul’s Rage stems from a curse that has marred their soul giving them great strength and bloodlust. The curses that afflict them can be varied in nature and can stem from a multitude of sources such as running afoul of a Covenmother, Demonlord, or other powerful dark creature or object. A Cursed Soul’s affliction consumes them even as it empowers them.

1D6 Effect (Curse Saving Throw: WIS Save DC 5 + your Barbarian level to a maximum of 18)
1Bloodlust: Violence consumes you and forces you to fight until all are dead. When you or a creature you can see takes damage for the first time each combat you must make your Curse Saving Throw. On a failed saving throw you enter combat and continue fighting until there are no creatures with hit points within your movement speed.
2Nihilism: Despondency infects your mind. At the beginning of combat after you take your first damage, make your Curse Saving Throw. On a failed saving throw you cannot take the Disengage or Help actions and refuse to drink potions until one hour after combat.
3Cruelty: You have bouts of unspeakable savagery. After dealing your first damage in combat make your Curse Saving Throw. On a failed saving throw you only deal nonlethal damage. At the end of the fight you spend one hour doing your best to torture your remaining foes. Any that watch take 3D8 Psychic damage and must make your Curse saving throw and on a failed save are Frightened of you for one hour if they fail your saving throw. It is up to you if you choose to finish off your foes after the hour.
4Madness: Madness has taken hold of you and makes your face contour and your mouth utter foul evils in certain scenarios. At the beginning of combat directly after the initiative roll, make your Curse Saving Throw. On a failed saving throw you have advantage on WIS, INT, or CHA saving throws, you have disadvantage on saving throws for the abilities not chosen. Whenever you fail WIS, INT, or CHA saving throw your visceral reaction forces each creature within sight of you to make a saving throw DC equal to your Curse Saving Throw DC taking 1D10 Psychic damage on a failed save.
5Paranoia: Your paranoia afflicts you in various ways. You have advantage on Perception checks as you are always weary and cannot be Surprised even while asleep with your heightened sixth sense. When you make a Persuasion check or start your turn Flanked in combat (Even by allies) you must make your Curse Saving Roll. On a failed save you have disadvantage on Persuasion checks as you cannot seem to focus on the conversation. When you are Flanked and fail your saving throw, you have disadvantage on attack rolls as you are forced to look over your shoulder.
6Bestial Hunger: Uspeakable, unstoppable hunger assaults you periodically. At the end of a battle make your Curse Saving Throw. On a failure you spend 30 minutes gorging yourself on your victims, you regain 1D12 HPs after. If you fail the saving throw by more than 7 you gorge until you become sick and do not gain the benefit of healing.

Subclass Features

Lv 3

Curse

It is HIGHLY recommended to roll 1D6 to determine the nature of your curse.

Cursed Haze

Your Curse seeps out while Raging. While Raging the first creature you hit at the beginning of combat becomes cursed, causing the target to emit a dark haze around them. If that creature dies or becomes incapacitated your Curse moves to another target of your choosing within 60 ft of you, requiring no action. The cursed creature must make a WIS saving throw DC equal to your Curse DC, with the duration being the duration of your Rage. You can choose from the following curses

Battle Haze: On a failed save, the target uses their first attack action to attack a random creature within 5 ft of them each turn.

Fear Haze: On a failed save, the target has disadvantage on attack rolls on you.

Empowering Curse

Succumbing to your Curse empowers you. When you fail your Curse Saving Throw, you gain a 1D4 to hit or damage as the power surges through you for the next minute (Your choice).

Lv 6

Born of Curses

Curses have become embedded into every fiber of your being giving you the following features

You can identify if an object is cursed just by looking at it though you cannot tell the nature of the curse.

You are immune to the spells: Bestow Curse and Hex.

If you are hit with a spell that causes a Debuff (Such as Silvery Barbs) you gain 1D12 temporary hit points as the effect mingles with your Curse.

Lv 10

Worsening Cursed Haze

Those afflicted with your Cursed Haze are racked with an even greater portion of your Curse. A target under the effect of your Cursed Haze has the following effects in addition

Battle Haze: The target of your Cursed Haze can no longer attack you. They attack each turn with advantage and deal an extra 1D6 damage of the weapon or unarmed strikes damage type.

Fear Haze: When you hit the target of your Cursed Haze you deal an extra 1D8 Psychic damage.

Lv 14

The Battle Cursed

If a creature under the effect of your Cursed Haze dies it is reborn 1 hour later as an Undead Battle Cursed. You can control up to 4 Battle Cursed. If another Battle Cursed is created the oldest one turns to dust. Any Battle Cursed cannot heal or be reanimated after death.

Battle Cursed act after your turn in Initiative and can take simple one word commands such as Attack, Run, ect that can be given as a free action. If you become Incapacitated the Battle Cursed take the Dodge action on each of their turns.

The type of Battle Cursed is determined by the type of Cursed Haze it was under and uses the following stat blocks

Battle Haze: Undying Soldier

Fear Haze: Ghoul