Domain Curse
Hexlords that practice Domain Curses are called Profaners and are hated by holy people for they create Cursed Domains that Curses those who trespass on it or break its rules. Profaners Curse a wide area with a variety of effects usually to protect an item or preserve an area that is usually evil or vile in nature. Profaners can be wise or petty with their Curses with wise Profaners leaving careful traps that guard secrets and petty Profaners being a nuisance to all who pass behind them. They focus their magic on effects that control and limit a great number of targets at once. They dabble in setting traps in their free time when it is too bothersome to use magic. Domain Curse Hexlords require forethought and preparation to use effectively and may not be useful in every campaign.
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 | Darkness, Earth Tremor, Magnify Gravity, Mold Earth, Spike Growth |
| 5 | Glyph of Warding, Magic Circle |
| 7 | Gravity Sinkhole, Wall of Fire |
| 9 | Wall of Stone, Wrath of Nature |
Trapper
You enjoy setting traps and disarming them when the need calls for it. You have proficiency with Thieve’s Tools and have a bonus to hide and locate traps equal to your DEX modifier (Minimum 1).
Cursed Domain (Petty)
You can spend 10 minutes to create an area of Cursed Domain that is up to 20 ft x 20 ft in area. You select an object within it to serve as the receptacle of the Domain’s Curse. The object can be any nonmagical object no smaller than a pebble and no larger than a Medium sized creature. The Unhollowed Ground remains until it is dispelled, the receptacle of the Domain’s Curse is removed from the area, or the Curse at its heart is destroyed by the spell Remove Curse. You can apply a number of effects to the Cursed Domain up to your DEX modifier (Minimum 1):
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Physical Trap: You summon and install a simple trap. The simple trap is nonlethal and is harmless after it is triggered. Simple trap examples include: pitfall traps, tripwires, or a crossbow connected to a pressure plate. The DC to detect the trap is equal to your spell save DC. If the trap requires a save DC is it equal to your spell save DC and if it requires a to hit modifier it is equal to your spell attack modifier. Damage from a trap with this feature cannot exceed 1D10 (10 max).
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Darkness: You can make all or part of the area be covered in magical Darkness.
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Hazardous Area: You can make a part of the area up to a 5 ft diameter sphere harmful to be in. Whenever a creature enters or starts their turn in the area they take 1D6 damage that is not Bludgeoning, Piercing, Slashing or Force damage. A creature can only take one instance of this damage each turn.
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Silence: Sound cannot enter or leave the area.
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Magical Trap: You expend a 1st level spell slot and any material components required and place the spell in a point within the area and place a trigger condition on it such as stepping on a certain point, Bright Light shining on it, etc. Once triggered it is cast as though you cast it. The trap can be detected by a successful Arcana check DC equal to 8 + the spell’s level + your Proficiency Bonus.
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Terrain: You can make part of the terrain within the area up to a 20 ft diameter Difficult Terrain.
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Puzzle: You can hide the receptacle of the Domain’s Curse behind a puzzle of your creation with a DC no higher than 14 to solve.
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Bait: You create a dummy receptance of the Domain’s Curse to fool trespassers. The Bait can be a bauble or bit of treasure that appears to be worth no more than 5 gps. Adding Bait increases the DC to locate the receptacle of the Domain’s Curse by 1. Bait vanishes once it leaves the area.
You can use this feature once per long rest.
Specialized Hex
When you use a Hex feature you can use the following Hex:
Hexed Idol: You can use a Hex feature and spend one hour and 15 gps crafting a Hex Idol, a Wondrous magical item. The Hexed Idol appears as a statue made of precious materials of your design. When you create a Hexed Idol you can designate any number of creatures to be Immune to its effects. When a creature sees the Hexed Idol they desire to obtain it and must make a WIS saving throw DC equal to your spell save DC. On a failed save they move up to their movement speed towards the Hexed Idol moving in a direct path avoiding obvious dangers such as a roaring fire or pit of lava and when in range attempt to pick up the Hexed Idol. On a successful save the creature is Immune to the Hexed Idol for one minute. When you create the Hexed Idol, you can apply one of the following effects while a creature is in contact with the Hexed Idol:
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Loath to Part: The creature is unable to willingly sell, give away, or be further than 10 ft away from the Hexed Idol.
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Paranoid: The creature is paranoid that someone will steal the Hexed Idol and attempts to keep all creatures within sight of it at least 5 ft away from them.
You can have one Hexed Idol at a time, if you create a new one the previous one vanishes.
Cursed Domain (Tricky)
You can spend 30 minutes to create an area of Cursed Domain that is up to 30 ft x 30 ft in area. You select an object within it to serve as the receptacle of the Domain’s Curse. The object can be any nonmagical object no smaller than a pebble and no larger than a Medium sized creature. The Unhollowed Ground remains until it is dispelled, the receptacle of the Domain’s Curse is removed from the area, or the Curse at its heart is destroyed by the spell Remove Curse. You can apply a number of effects to the Cursed Domain up to your DEX modifier (Minimum 1):
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Physical Trap: You summon and install a simple trap. A simple trap is a setback and is harmless after it is triggered. Simple trap examples include: spiked pitfall traps, razor wires, or a poison coated crossbow connected to a pressure plate. The DC to detect the trap is equal to your spell save DC. If the trap requires a save DC is it equal to your spell save DC and if it requires a to hit modifier it is equal to your spell attack modifier. Damage from a trap with this feature cannot exceed 2D10 (20 max).
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Darkness: You can make all or part of the area be covered in magical Darkness.
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Hazardous Area: You can make a part of the area up to a 5 ft diameter sphere harmful to be in. Whenever a creature enters or starts their turn in the area they take 1D8 damage that is not Bludgeoning, Piercing, Slashing or Force damage. A creature can only take one instance of this damage each turn.
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Silence: Sound cannot enter or leave the area.
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Magical Trap: You expend a 2nd level spell slot and any material components required and place the spell in a point within the area and place a trigger condition on it such as stepping on a certain point, Bright Light shining on it, etc. Once triggered it is cast as though you cast it. The trap can be detected by a successful Arcana check DC equal to 8 + the spell’s level + your Proficiency Bonus.
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Terrain: You can make part of the terrain within the area up to a 20 ft diameter Difficult Terrain. You can apply an additional effect such as making it sticky or slippery causing a creature to become stuck to it or fall Prone on a failed save DC equal to your spell save DC.
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Puzzle: You can hide the receptacle of the Domain’s Curse behind a puzzle of your creation with a DC no higher than 16 to solve.
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Bait: You create a dummy receptance of the Domain’s Curse to fool trespassers. The Bait can be a bauble or bit of treasure that appears to be worth no more than 10 gps. Adding Bait increases the DC to locate the receptacle of the Domain’s Curse by 2. Bait vanishes once it leaves the area.
You can use this feature once per long rest.
More Basic Curses
When you use your Basic Curse feature you can use the following option:
Lesser Guardian
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Spell Level: 5
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Duration: Indefinite
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Trigger: A condition set within Cursed Domain.
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Effect: You summon a creature that guards your Cursed Domain. The creature is friendly to you and those your designate upon using this feature and is bound to the area and cannot leave it and defends the receptacle of the Domain’s Curse to the death. The creature can be hidden or roam the area (Your choice). If the creature is hidden you create a condition to trigger its summoning such as touching the receptacle of the Domain’s Curse and if the creature is roaming the Trigger becomes Instantaneous. A Cursed Domain can only have one Guardian at a time. You can choose from the following creatures: Barbed Devil, Barlgura, Earth Elemental, Utyugh, or Roper.
Cursed Domain (Dangerous)
You can spend 1hour to create an area of Cursed Domain that is up to 40 ft x 40 ft in area. You select an object within it to serve as the receptacle of the Domain’s Curse. The object can be any nonmagical object no smaller than a pebble and no larger than a Medium sized creature. The Unhollowed Ground remains until it is dispelled, the receptacle of the Domain’s Curse is removed from the area, or the Curse at its heart is destroyed by the spell Remove Curse. You can apply a number of effects to the Cursed Domain up to your DEX modifier (Minimum 1):
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Physical Trap: You summon and install a complex trap. A complex trap is dangerous and triggers in multiple stages and is run much like a combat encounter. Complex trap examples include: a room that fills with water, a ceiling of spikes that descends, or multiple weapons being triggered in sequence such as a corridor of crossbows. The DC to detect the trap is equal to your spell save DC. If the trap requires a save DC is it equal to your spell save DC and if it requires a to hit modifier it is equal to your spell attack modifier. Damage from a trap with this feature cannot exceed 4D10 (40 max).
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Darkness: You can make all or part of the area be covered in magical Darkness.
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Hazardous Area: You can make a part of the area up to a 5 ft diameter sphere harmful to be in. Whenever a creature enters or starts their turn in the area they take 1D10 damage that is not Bludgeoning, Piercing, Slashing or Force damage. A creature can only take one instance of this damage each turn.
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Silence: Sound cannot enter or leave the area.
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Magical Trap: You expend a 3rd level spell slot and any material components required and place the spell in a point within the area and place a trigger condition on it such as stepping on a certain point, Bright Light shining on it, etc. Once triggered it is cast as though you cast it. The trap can be detected by a successful Arcana check DC equal to 8 + the spell’s level + your Proficiency Bonus.
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Terrain: You can make part of the terrain within the area up to a 20 ft diameter Difficult Terrain. You can apply an additional effect such as making it sticky or slippery causing a creature to become stuck to it or fall Prone on a failed save DC equal to your spell save DC.
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Puzzle: You can hide the receptacle of the Domain’s Curse behind a puzzle of your creation with a DC no higher than 18 to solve.
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Bait: You create a dummy receptance of the Domain’s Curse to fool trespassers. The Bait can be a bauble or bit of treasure that appears to be worth no more than 20 gps. Adding Bait increases the DC to locate the receptacle of the Domain’s Curse by 3. Bait vanishes once it leaves the area.
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Condition: You can apply a bubble of influence that interferes with creatures that enter the area. If a creature enters the area they must make a WIS saving throw DC equal to your spell save DC and on a failed save have one of the following conditions (Choose upon creating the Cursed Domain) for one minute: Blinded, Frightened, or Poisoned. A creature can repeat the save at the end of each of their turns, ending it on a success. Creatures have disadvantage on saving throws to end the condition while in the Cursed Domain. On a successful save the creature is Immune to the feature for 1 hour.
You can use this feature once every 72 hours (3 days).
More Potent Curses
When you use your Potent Curse feature you can use the following option:
Greater Guardian
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Spell Level: 7
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Duration: Indefinite
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Trigger: A condition set within Cursed Domain.
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Effect: You summon a creature that guards your Cursed Domain. The creature is friendly to you and those your designate upon using this feature and is bound to the area and cannot leave it and defends the receptacle of the Domain’s Curse to the death. The creature can be hidden or roam the area (Your choice). If the creature is hidden you create a condition to trigger its summoning such as touching the receptacle of the Domain’s Curse and if the creature is roaming the Trigger becomes Instantaneous. A Cursed Domain can only have one Guardian at a time. You can choose from the following creatures: Black Abishai, Fire Elemental Myrmidon, Shield Guardian, or Young Copper Dragon.
Cursed Domain (Deadly)
You can spend 1hour to create an area of Cursed Domain that is up to 60 ft x 60 ft in area. You select an object within it to serve as the receptacle of the Domain’s Curse. The object can be any nonmagical object no smaller than a pebble and no larger than a Medium sized creature. The Unhollowed Ground remains until it is dispelled, the receptacle of the Domain’s Curse is removed from the area, or the Curse at its heart is destroyed by the spell Remove Curse. You can apply a number of effects to the Cursed Domain up to your DEX modifier (Minimum 1):
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Physical Trap: You summon and install a complex trap. A complex trap is dangerous and triggers in multiple stages and is run much like a combat encounter and resets after 10 minutes. Complex trap examples include: a room that fills with water, a ceiling of spikes that descends, or multiple weapons being triggered in sequence such as a corridor of crossbows. The DC to detect the trap is equal to your spell save DC. If the trap requires a save DC is it equal to your spell save DC and if it requires a to hit modifier it is equal to your spell attack modifier. Damage from a trap with this feature cannot exceed 7D10 (70 max).
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Darkness: You can make all or part of the area be covered in magical Darkness.
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Hazardous Area: You can make a part of the area up to a 5 ft diameter sphere harmful to be in. Whenever a creature enters or starts their turn in the area they take 1D12 damage that is not Bludgeoning, Piercing, Slashing or Force damage. A creature can only take one instance of this damage each turn.
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Silence: Sound cannot enter or leave the area.
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Magical Trap: You expend a 4th level spell slot and any material components required and place the spell in a point within the area and place a trigger condition on it such as stepping on a certain point, Bright Light shining on it, etc. Once triggered it is cast as though you cast it. The trap can be detected by a successful Arcana check DC equal to 8 + the spell’s level + your Proficiency Bonus.
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Terrain: You can make part of the terrain within the area up to a 20 ft diameter Difficult Terrain. You can apply an additional effect such as making it sticky or slippery causing a creature to become stuck to it or fall Prone on a failed save DC equal to your spell save DC.
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Puzzle: You can hide the receptacle of the Domain’s Curse behind a puzzle of your creation with a DC no higher than 20 to solve.
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Bait: You create a dummy receptance of the Domain’s Curse to fool trespassers. The Bait can be a bauble or bit of treasure that appears to be worth no more than 50 gps. Adding Bait increases the DC to locate the receptacle of the Domain’s Curse by 4. Bait vanishes once it leaves the area.
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Condition: You can apply a bubble of influence that interferes with creatures that enter the area. If a creature enters the area they must make a WIS saving throw DC equal to your spell save DC and on a failed save have one of the following conditions (Choose upon creating the Cursed Domain) for one minute: Blinded, Frightened, or Poisoned. A creature can repeat the save at the end of each of their turns, ending it on a success. Creatures have disadvantage on saving throws to end the condition while in the Cursed Domain. On a successful save the creature is Immune to the feature for 1 hour.
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Warding: Creatures of a chosen type you selected when creating the Cursed Domain must succeed a WIS saving throw DC equal to your spell save DC to enter or exit the Cursed Domain and can attempt the saving throw once every 10 minutes.
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Vulnerability: You choose a damage type that is not Bludgeoning, Piercing, or SLashing and creatures within the area lose Immunity the damage type, lose Resistance to the damage type, or gain Vulnerability to the damage type if they are not Immune or Resistant to the damage type.
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Spacial Lock: Creatures cannot teleport in or out of the area.
You can use this feature once every 72 hours (3 days).