Cursed Item
Hexlord who are enthralled with Cursed Items choose to specialize in their creation and perform more complex rituals to summon a greater variety of Cursed/Warding Items. They adore Cursed Items and the more Cursed Items the Cursed Item Hexlord is Attuned to the more powerful they become as they draw upon their hidden fonts of power. Unlike other Hexlords they practice the art of combat in order to fully draw out the power of more cursed items. They happily give up practicing Jinxes and Hexes in exchange for their combat prowess.
Subclass Features
Origin Curse Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Ensnaring Strike, Magic Weapon, Misty Step, True Strike, Zephyr Strike |
| 5 | Flame Arrows, Haste |
| 7 | Elemental Bane, Fire Shield |
| 9 | Conjure Volley, Steel Wind Strike |
Combat Training
To make full use of Cursed equipment you have trained in the art of combat. You are proficient in Medium and Heavy Armor or shields, Simple Weapons, and three Martial Weapons.
Create Cursed/Warding Item
You are talented with creating Cursed/Warding Items. You know one additional Recipe (5 total). You know additional Recipes found in the Cursed/Warding Item Recipes at the end of the Subclass.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn as your strength and reflexes are further honed.
Create Cursed/Warding Item
You are talented with creating Cursed/Warding Items. You know one additional Recipe (6 total) and can have one additional Cursed/Warding Item total (4). You know additional Recipes found in the Cursed/Warding Item Recipes at the end of the Subclass.
More Basic Curses
When you use your Basic Curse feature you can choose from among the following options:
Unstable Item
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Spell Level: 5
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Duration: 1 minute
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Trigger: When you use an action to activate the curse.
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Effect: You manipulate the replica in a way that interferes with the targeted magical item. You must be on the same plane of existence as the targeted item to use this feature. Once the item is unstable the user must attempt a WIS saving throw DC equal to your spell save DC and on a failed save the item becomes nonmagical and loses all but its most basic properties for one minute.
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Removal Condition: The spell Remove Curse.
Create Cursed/Warding Item
You are talented with creating Cursed/Warding Items. You know two additional Recipes (8 total) and can have one additional Cursed/Warding Item total (5). You know additional Recipes found in the Cursed/Warding Item Recipes at the end of the Subclass.
Cursed Item Bonus
You draw power from having Cursed Items Attuned to you. For every Cursed Item you are Attuned to you have a +1 bonus to saving throws (Max 3).
More Potent Curses
When you use your Potent Curse feature you can choose from among the following options:
Weapon of Betrayal
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Spell Level: 5
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Duration: 1 minute
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Trigger: When you use an action to activate the curse.
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Effect: You manipulate the weapon to turn on its wielder. You must be on the same plane of existence as the targeted weapon to use this feature. Once the item has turned on its wielder each time the wielder makes an attack with the weapon roll 1D4, on a 4 the wielder makes a weapon attack on itself.
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Removal Condition: The spell Remove Curse.
Create Cursed/Warding Item
You are talented with creating Cursed/Warding Items. You know two additional Recipes (9 total) and can have two additional Cursed/Warding Items total (7). You know additional Recipes found in the Cursed/Warding Item Recipes at the end of the Subclass.
Cursed/Warding Item Recipes
(* The item can only be crafted once unless the use is regained by means of the Wish spell or similar method)
Cursed/Warding Items (2nd-Level Hexlord)
Items listed here are considered Uncommon Magical Items unless otherwise stated.
Armor of Stilled Air- Armor (Requires Attunement)
Appearance: A set of Padded, Leather, or Hide Armor (Your choice). The armor has large boots with a thick rubbery sole and every edge and seam of the armor is covered with thick white wool.
Effect: You move silently while you are wearing both boots. You have a 1D8 bonus to Stealth checks. You become Attuned upon wearing the armor.
Curse: The armor absorbs sound. In a range of 10 ft around you, you are Deafened to all sounds. Once Attuned to the item you are unwilling to sell it, give it away, or not wear it for a period longer than 4 hours unless it is to sleep.
Removed Curse: If the curse is removed it vanishes leaving a mound of matted wool.
Boasting Blade of Boastfulness- Weapon (Requires Attunement)
Appearance: A gilded shortsword or longsword (Your choice) with a pristine silver blade that never seems to get dirty.
Effect: The sword is a +1 weapon that deals an additional 1D6 damage on a critical hit.
Curse: The blade is possessed by a skilled swordsman who made a great error on the battlefield and is terribly insecure about it. You become Attuned to it the first time you attack with it. The sword deals 1 Slashing damage and cannot deal additional damage until you boast of your great blade as a bonus action in a loud voice that is heard by at least three other creatures capable of understanding speech. You must boast once every minute or the sword reverts to dealing 1 damage. Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes an unremarkable, nonmagical sword.
Rusty Shiv- Weapon
Appearance: A crude rusty dagger made from a straight razor, a strip of leather, and the splintered remains of a broom.
Effect: The dagger is a +1 weapon that deals an additional 1D4 Poison damage.
Curse: The dagger was the trusty weapon used in an infamous prison escape involving the deaths of 31 guards. The dagger wants to be used, it returns to your person after 10 minutes of being apart from you. Each time you start combat and try not to use the Rusty Shiv roll 1D4 and on a 1 or 2 you grab the Rusty Shiv instead of any other weapon. You must succeed a DC 13 WIS save to use a different weapon (You can use another Light weapon in your free hand).
Removed Curse: If the curse is removed it becomes a nonmagical -2 dagger.
Whetstone Sheath- Wondrous Item
Appearance: A heavy stone sheath that magical sizes to whatever weapon is placed in it.
Effect: The sheath can hold any weapon that deals Slashing damage. Once a weapon has been in the sheath for at least 10 minutes it receives a buff and becomes a +1 version of itself (Max +3) for the next hour or until it is placed in the sheath again.
Curse: The sheath hungers for metal. When a weapon is drawn from the sheath it makes a horrid shrieking sound that can be heard for 120 ft. The sheath wears away at weapons. After receiving 20 buffs from the sheave the weapon becomes a -1 version of itself (A weapon is destroyed if it becomes a -3 weapon this way). If the weapon is magical it has 10 more uses for each level of rarity (Common 30 buffs, Very Rare 60 buffs). The sheath has no effect other than being a noisy sheath for Legendary Weapons and Artifacts.
Removed Curse: If the curse is removed it becomes a heavier than normal sheath that can be used as a Club.
Cursed/Warding Items (6th-Level Hexlord)
Items listed here are considered Rare Magical Items unless otherwise stated.
Headstrong Headband- Wondrous Item (Requires Attunement)
Appearance: A tattered black headband.
Effect: You gain Tavern Brawler Feat. Your unarmed strike damage increases to 1D6. When you take the attack action you can make an additional unarmed strike as part of the action as long as you only make unarmed strikes.You become Attuned to the item upon wearing it.
Curse: The headband contains the drive of a fiery soul that loves a challenge. While Attuned, you are Immune to the Frightened condition. You cannot take the Disengage action or move further than 10 ft away from a creature you dealt damage to and who dealt damage to you until one of you surrenders or drops to 0 hit points. Once attuned to the item you are unwilling to sell it, give it away, take it off.
Removed Curse: If the curse is removed it becomes a white headband that requires Attunement that gives the wearer the Tavern Brawler Feat.
Helm of Heroics- Armor (Requires Attunement)
Appearance: A gleaming white helm with a red sword insignia on each side of the helm with a long red feather jutting proudly from the top of it.
Effect: The helm grants +1 AC. The wearer can cast the spell Heroism (Self Only) twice per long rest without spending a spell slot using their spellcasting ability or their CON ability if they do not have the spellcasting feature. You become Attuned upon wearing it.
Curse: The helm encompasses the entirety of what it means to be a hero. Once the spell Heroism cast from using the Helm ends, the wearer becomes Frightened of fighting for one minute as they are filled with the doubts of all the heroes that wore the helm before. The wearer can attempt a WIS saving throw DC 16 at the end of each of their turns ending the condition on a success. Once Attuned to the item you are unwilling to sell it, give it away, or not wear it for a period longer than 4 hours unless it is to sleep.
Removed Curse: If the curse is removed it becomes a simple silver helm that requires Attunement and grants a 1D6 bonus on saving throws against being Frightened.
Shrieking Shield- Armor (Requires Attunement)
Appearance: An obsidian shield with the face of a man frozen in mid scream encircled by a thick iron band.
Effect: A +1 Round Shield. You become Attuned after equipping the shield.
Curse: The shield hates being used. Each time the shield blocks an attack it unleashes a horrid shriek audible for 300 ft. All creatures within 10 ft of you, including you must make a CON saving throw DC 15 and on a failed save take 1D6 Thunder damage or half as much on a successful save. On a save failed by 5 or more the creature is Deafened until the end of their next turn. The shield grows quiet after three shrieks and regains one shriek after a short rest and all after a long rest. Once Attuned to the item you are unwilling to sell it, give it away, or use a different shield.
Removed Curse: If the curse is removed it becomes a Round Shield that requires Attunement that seems to be made of a gray substance with a spongelike texture that is hard to the touch. While Attuned the wielder has Resistance to Thunder damage.
Traitorous Trident- Weapon (Requires Attunement)
Appearance: A wicked looking trident made of dull iron that seems to be crafted with the sole purpose of dealing painful wounds.
Effect: The trident is a +1 weapon that returns to your hand after being thrown. You gain Expertise in Deception checks. You become Attuned after using the trident.
Curse: The trident loves lies and betrayal. If you roll a 1 on an attack roll the weapon turns on you and deals you damage as if you attacked yourself with it. Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a green and gold trident that requires Attunement and returns to your hand after being thrown.
Cursed/Warding Items (10th-Level Hexlord)
Items listed here are considered Rare Magical Items unless otherwise stated.
Greatsword of Penance Weapon (Requires Attunement)
Appearance: A chipped and damaged greatsword that was obviously once a masterpiece.
Effect: The greatsword is a +1 weapon. You become Attuned to the sword upon using it.
Curse: The sword seeks to atone for all the carnage it caused. Upon hitting a target you can use a free action to deal an additional 2D6 Radiant damage. Each time you use a free action to deal additional damage you take 1D4 Radiant damage as the sword sears your hands (Damage dealt this way cannot be reduced). Once per long rest you can use a bonus action and until the end of your next turn your attacks with the sword deal twice as much damage and until the start of your next turn you take twice as much damage. Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a +1 glorious greatsword made of fine steel with intricate embellishments the whole length of the blade that requires Attunement. The sword deals an additional 1D6 Radiant damage on a hit. Once per long or short rest you can use an action and make the sword emit Bright Light for 20 ft and Dim Light for an additional 20 ft for one hour. You can dismiss the light as a free action.
Pugilist’s Fists- Wondrous Item
Appearance: A pair of dusky hands covered in callouses and scars ending in severed stumps hung on a spiked chain with an iron loop that can be attached to a belt or strap.
Effect: While the hands are on your person you can use a reaction to parry a blow, reducing incoming damage by 1D6 (Damage cannot be reduced to less than 0 with this feature) as long as you have a free hand to swat the attack away. You can use this feature a number of times per long rest equal to your DEX modifier (Minimum 1).
Curse: The hands belonged to a mighty martial artist. After being on your person for 24 hours your hands fall off and land on the ground within 5 ft of you and the Pugilist’s Fists appear in their place. Once replaced you are filled with martial knowledge and your unarmed strikes deal an additional 1D4 damage and have a +1 bonus to hit. When you parry an attack as described in the Effect of this item, the damage is reduced by 2D6. You are filled with the need to challenge strong foes. Every 24 hours you do not face a creature whose CR is equal to or greater than your level, your hit point maximum is reduced by 2. Your hit point maximum is restored after reducing a creature whose CR is equal to or greater than your level to 0 hit points. You can restore your hands with the spell Greater Restoration or Regenerate (After the full duration).
Removed Curse: If the curse is removed before 24 hours have passed the hands vanish.
Reckless Greataxe- Weapon (Requires Attunement)
Appearance: A larger than normal greataxe with a serrated blade that is perpetually covered in blood and is decorated with bones, broken bits of armor, and shattered blades.
Effect: The axe has an increased critical hit range of 1 (19-20) and deals an additional 5 damage on a critical hit. You become Attuned to it after using it.
Curse: The axe loves blood and carnage. After combat has started it becomes a +1 weapon. After Initiative count 20 if you have not dealt damage to a creature, it gains a -1 penalty to damage and to hit for each turn it has failed to deal damage this combat. The count resets after 10 minutes or if you land a critical hit. Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes the Careful Greataxe, a greataxe with a luxurious leather grip and finely polished and oiled blade that seems to have never seen combat. It requires Attunement. If you can attack more than once you can forgo one attack to grant the next attack a +7 bonus to hit.
Shortbow of Sacrifice- Weapon (Requires Attunement)
Appearance: A sinister shortbow made of a black wood that seems to absorb light and is covered in runes that glow red. The runes are written in Infernal and read: “An eye for an eye, a tooth for a tooth, blood for blood, a soul for a soul.”
Effect: The bow is a +1 weapon that does not require ammunition to use and generates a black arrow each time it is drawn back that vanishes after being fired. You become Attuned the first time the bow is fired.
Curse: The shortbow requires sacrifice. You can sacrifice parts of yourself as a bonus action to strengthen the next arrow fired. An arrow strengthened this way deals an additional 1D10 Acid, Cold, Fire, or Necrotic damage (Your choice). If you do not use this feature to strengthen an arrow every 1D4 attacks, you take 2D6 Psychic damage (Damage dealt this way cannot be reduced). You can offer the following sacrifices. You do not regain the parts of your sacrifice until you finish a long or short rest.
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5 ft of movement speed.
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1 AC.
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5 points from your hit point maximum.
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-1 penalty to saving throws.
Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes a +1 shortbow made from white wood that requires Attunement. It has an extradimensional storage space that can hold 20 arrows that can be automatically dispensed at will.
Cursed/Warding Items (14th-Level Hexlord)
Items listed here are considered Very Rare Magical Items unless otherwise stated.
Armor of Constriction- Armor (Requires Attunement)
Appearance: Intricately made plate armor with interlocking pieces that is painted with several boa constrictors coiled around the armor.
Effect: The armor is +1 Platemail that reduces incoming damage by 1. You become Attuned to the armor once you wear it.
Curse: The armor keeps its occupant tightly within its grasp. The armor requires a DC 15 Athletics check to doff. If you fail the check the armor tightens dealing 1D4 Bludgeoning damage. Once Attuned to the item you are unwilling to sell it, give it away, or not wear it for a period longer than 4 hours, unless it is to sleep.
Removed Curse: If the curse is removed it becomes Armor of Cloudfall. The armor requires Attunement is sky blue platemail that seems to have clouds floating across it periodically. You fall at a rate of 90 ft per round while wearing the armor.
Knives of the Thief- Weapon (Requires Attunement)
Appearance: They always come in a pair and are two nondescript knives with simple black leather handles and black blades.
Effect: The first dagger has the word “covert” and the second has the word “pickpocket” in Thieve’s Cant. Each are +1 daggers. While you have one dagger in hand you can summon the other to your hand as a bonus action. The first time they are used you become Attuned to them.
Curse: The daggers want to live up to their names. You gain proficiency with Stealth and Sleight of Hand checks. With “covert” in hand you have a +3 bonus to Stealth and with “pickpocket” in hand you have a +3 bonus to Sleight of Hand checks. At the DM’s discretion they can make you attempt a WIS saving throw DC 16 and on a failed save you see a particular object and try to steal it (Should be done no more than twice per long rest). On a successful save you are Immune to their temptations for 24 hours. Once Attuned to the item you are unwilling to sell it, give it away, or use other weapons.
Removed Curse: If the curse is removed the knives become Phantom Blades that require Attunement. The daggers have shimmering purple blades and black handles and when you go to throw them you can choose to launch a phantasmal blade instead with a range of 20/60 ft that deals 2D4 Psychic damage.
Poltergeist Pike- Weapon (Requires Attunement)
Appearance: An ancient looking pike with a shaft of weathered wood and a rusty tip.
Effect: The pike is a +1 weapon. Once you use the pike you become Attuned to it.
Curse: The pike is haunted by a poltergeist. You can use an action and allow the poltergeist to attack on its own. For the next minute it attacks after your turn on initiative with +5 to hit dealing 1D10 +2 magical Piercing damage and has a Hover speed of 10 ft. The pike attacks creatures other than you indiscriminately with the only pattern being it dislikes attacking the same creature twice in a row. You can activate the poltergeist once per long or short rest. Once Attuned to the item you are unwilling to sell it or give it away.
Removed Curse: If the curse is removed it becomes an unremarkable nonmagical +1 pike.
Reaper’s Scythe- Weapon (Requires Attunement)
Appearance: An ominous scythe with a black handle and a blade that drips darkness.
Effect: The scythe is a +2 weapon. Once you use the scythe you become Attuned to it.
Curse: The scythe is a facsimile of the original one held by Death. The scythe deals an additional 1D8 Necrotic damage on a hit. If you reduce a humanoid creature 0 hit points the scythe devours its soul and gains 1 charge. The scythe can hold 8 charges and you can use a bonus action to expend a charge and gain 8 temporary hit points. The scythe consumes 1 charge every 24 hours and if it cannot consume a charge it reduces your hit point maximum by 1D8. You can expend 1 charge to regain 1 hit point to your hit point maximum. If you are reduced to 0 hit points the scythe seeks your soul and you start with 1 death save and if you die the scythe steals your soul preventing most modes of revival. As long as your soul is not used by another wielder of the scythe your soul can be released with the Wish spell, divine intervention, or by removing the Curse on the scythe. Once Attuned to the item you are unwilling to sell it, give it away, or use another weapon.
Removed Curse: If the curse is removed it becomes the Halo Scythe. An odd scythe with a glowing halo instead of a blade and a pure white handle that requires Attunement. The scythe is a +2 weapon that has 6 charges and regains 1D4 charges at midnight. You can use a bonus action and expend one charge and give one creature within 60 ft of you that you can see 8 temporary hit points.