"I name our foes anathema! Slay them!"
Curses are usually seen as a tool of retribution for some kind of misdeed, and while your average Curseweaver would agree, most would also chide you for a lack of imagination. These magically-trained leaders employ maledictions as a tactical asset, hampering their enemies so their allies can strike them down and cursing their foes in effigy.
Beginning at 3rd level, you learn to use magic. Curseweavers, as the name indicates, use magic to hamper and stymie their enemies.
Table: Curseweaver Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 12 | 4 | 3 | 3 | 1 |
At 3rd level, you know two cantrips of your choice drawn from the affliction, compulsion, necrotic, obscurement, and shadow schools. These spells count as marshal spells for you. You learn an additional cantrip at 10th level.
The Curseweaver Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You know three 1st-level spells of your choice from the affliction, compulsion, necrotic, obscurement, and shadow schools. The Spells Known column of the Curseweaver Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another qualifying spell of a level for which you have spell slots.
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Also at 3rd level, you practice creating a spectacle with your curses. You gain proficiency with the Arcana and Performance skills and gain an expertise die if you are already proficient. You also gain the forbidden knowledge skill specialty for Arcana.
At 7th level, you can craft a magical effigy representing an enemy faction (such as an organization, kingdom, guild, crime syndicate, or the like) or a specific individual that is to be the focus of your wrath. To make the effigy, you must spend 8 hours on a magical ritual. The crafted effigy must be wielded in order to use it, requiring one of your hands. It has the following benefits:
If the effigy represents a faction (typically a miniature representation of that organization’s crest or other symbol), you have advantage on Intimidation checks against its members, you add an additional 1d4 points of necrotic damage to weapon attacks you or allies inside the range of your Commanding Presence feature do to members of that faction, and when you use Mark Foe on a member of the faction, they suffer 1d6 points of psychic damage.
If the effigy represents an individual (often a small doll representing them), you have advantage on Survival checks to track them and on Intimidation checks against them. If you have damaged the individual with a weapon attack in the last 24 hours, you can also cast spells of the Affliction school on them at any range through the effigy (you do not need to be able to see the creature to do so), but if the creature is outside the spell’s usual range, they make any saving throws imposed by the spell with advantage. If you or one of your allies within the range of your Commanding Presence hit the individual with a weapon attack while wielding the effigy, they take an additional 1d8 points of necrotic damage and are rattled until the end of their next turn.
You may have a number of effigies equal to your Charisma modifier (minimum 1) but may only wield one at a time. If you would exceed this number when you craft a new effigy, choose a previously-created effigy. It becomes inert and useless.
At 11th level, you can cast eyebite without a spell slot or components. Once you have used this feature, you can’t do so again until you finish a long rest.
At 15th level, you can cast create undead without a spell slot or components. Once you have used this feature, you can’t do so again until you finish a long rest.
In addition, you can cast raise dead once per week without components. However, when you do, the target returns to life with two additional levels each of fatigue and strife. At the Narrator’s option, they may also “come back wrong” in other ways, such as bleached white hair, disconcerting black veins, inky black eyes, and so on.
At 18th level, creatures affected by an Organizational effigy wielded by you must make a Wisdom saving throw when they enter the area of your Commanding Presence or start their turn there. On a failed save, an affected creature suffers the Slowed condition until the beginning of its next turn. Creatures affected by an Individual Effigy suffer the same effects, but suffer the Encumbered condition instead on a failed save and the Slowed condition on a successful one.