Kassoon

Curseslinger

Class List

Quick Start

  • 16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 12 CHA.
  • Races: Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.
  • 11 HP, +8 HP per level. Armor: No armor, 14 ACNo armor, 14 AC. Extra Init: 0+1 Initiative. Saves: +5 STR, +5 CON+5 STR, +5 CON
  • Equipment: Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).
  • Skills: +2 Survival, +3 Intimidation+2 Survival, +3 Intimidation.
  • Background: Sailor with +5 Athletics, +2 PerceptionSailor with +5 Athletics, +2 Perception.
2

Additional Rows: 3
Spell Slots Per Level
LevelProficiency BonusFeatures Hex PointCantrips knownCurseslinger Spells Known 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Unarmored Defence, Spellcasting, Hex Points 142 2
2nd +2Dark Touch 243 2 3
3rd +2Curseslinger Archetype 344 3 42
4th +2Ability Score Improvement 455 3 43
5th +3Extra Attack, Fast Movement 556 42 432
6th +3Path Feature 657 42 433
7th +3Feral Instinct 758 43 4331
8th +3Ability Score Improvement 859 43 4332
9th +4Brutal Critical 9610 432 43331
10th +4Path Feature 10611 432 43332
11th +4Relentless Rage 11612 433 433321
12th +4Ability Score Improvement 12612 433 433321
13th +5Brutal Critical (2 dice) 13613 4331 4333211
14th +5Path Feature 14613 4331 4333211
15th +5Persistent Rage 15614 4332 43332111
16th +5Ability Score Improvement 16614 4332 43332111
17th +6Brutal Critical (3 dice) 17615 43331 433321111
18th +6Indomitable Might 18615 43331 433331111
19th +6Ability Score Improvement 19615 43332 433332111
20th +6Primal Champion 206 15 43332 433332211

Class Features

As a Curseslinger, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Curseslinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Curseslinger level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Poisoner's kit, Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Insight, Intimidation, Investigation, Medicine, Nature, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a dagger or (b) one simple weapon of choice
(a) poisoner's kit or (b) component pouch
(a) explorer's pack or (b) scholar's pack
A herbalism kit, a quarterstaff, and an arcane focus
  • You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
  • [b]bold[/b] will bold text, [i]italics[/i] will italicize text, --- will add a horizontal line.
  • You can link a spell on the Spell list by using: [spell]gust[/spell], or a Monster by using [monster]goblin[/monster].
  • [*]Item 1 will create a list, [table]Column 1[td]Column 2[/table] creates a table
  • [title]Section 1[/title] or [big]Hello[/big] will create a bolded title that you can link to with [#section 1]link[/#].

1st

Unarmored Defence


Starting at 1st level, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.

Spellcasting


In your past, something dark touched you, and it left a mark on your soul, infusing you with dark magic. This darkness, however it came to you, gave you your dark magic. See chapter 10 for general rules of spellcasting and the end of this page for the curseslinger spell list

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Hex Points


  • Ruinous Hex — When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability
  • Adaptable Hex — When you cast a spell that deals damage, you may expend 1 hex point to change the type of damage dealt
  • Purging Hex — When you cast a spell that deals damage, you can spend a number of hex points equal to the number of dice rolled for the attack and reroll any dice if you choose. You must use the second result, even if it is lower
  • Warding Hex — When you take damage up to 1 minute after casting a spell with this effect, you may expend a number of hex points equal to the damage dice rolled, but no greater than your Charisma modifier, to gain resistance to that type of damage for that attack
  • Shattering Hex — When you cast a spell that deals damage, you may expend 1 hex point to reduce the target's AC by 1 until the end of your next turn
  • Discouraging Hex — When you cast a spell that deals damage against a single target, you may expend 3 hex points to force the target to make a Wisdom saving throw with DC equal to your spell save DC. On a failed save, the target's next action is limited to the Dash, Disengage, or Hide actions
[title]Unarmored Defence[/title]
Starting at 1st level, when not wearing armor or wielding a shield, your armor class is 10 + your Dexterity modifier and your Charisma modifier.

[title]Spellcasting[/title]
In your past, something dark touched you, and it left a mark on your soul, infusing you with dark magic. This darkness, however it came to you, gave you your dark magic. See chapter 10 for general rules of spellcasting and the end of this page for the curseslinger spell list

[b]Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier[/b]

[title]Hex Points[/title]
[*]Ruinous Hex — When you make a spell attack roll, you may expend 3 hex points to make a single target of the spell become vulnerable to that kind of damage for the attack. This may not change a creature's damage immunities, but it may change a creature's damage resistances to standard damage, not vulnerability
[*]Adaptable Hex — When you cast a spell that deals damage, you may expend 1 hex point to change the type of damage dealt
[*]Purging Hex — When you cast a spell that deals damage, you can spend a number of hex points equal to the number of dice rolled for the attack and reroll any dice if you choose. You must use the second result, even if it is lower
[*]Warding Hex — When you take damage up to 1 minute after casting a spell with this effect, you may expend a number of hex points equal to the damage dice rolled, but no greater than your Charisma modifier, to gain resistance to that type of damage for that attack
[*]Shattering Hex — When you cast a spell that deals damage, you may expend 1 hex point to reduce the target's AC by 1 until the end of your next turn
[*]Discouraging Hex — When you cast a spell that deals damage against a single target, you may expend 3 hex points to force the target to make a Wisdom saving throw with DC equal to your spell save DC. On a failed save, the target's next action is limited to the Dash, Disengage, or Hide actions

2nd

Dark Touch


At 2nd level,as a bonus action you may channel the darkness within you.
  • One creature within 5 feet of you must make a successful Wisdom saving throw with DC equal to your spell save DC or take necrotic damage equal to your level + your Charisma modifier (minimum one point of damage).
  • You may use this feature a number of times equal to your Charisma modifier (minimum one time).
  • You regain all expended uses when you finish a short or long rest.
[title]Dark Touch[/title]
At 2nd level,as a bonus action you may channel the darkness within you.
[*]One creature within 5 feet of you must make a successful Wisdom saving throw with DC equal to your spell save DC or take necrotic damage equal to your level + your Charisma modifier (minimum one point of damage).
[*]You may use this feature a number of times equal to your Charisma modifier (minimum one time).
[*]You regain all expended uses when you finish a short or long rest.

3rd

Curseslinger Archetype


At 3rd level, choose the Night Terror, Hexmaster, or Dreadwalker archetype, detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, and 15th level.
  • Night Terror
  • Hexmaster
  • Dreadwalker
[title]Curseslinger Archetype[/title]
At 3rd level, choose the Night Terror, Hexmaster, or Dreadwalker archetype, detailed at the end of this class description. Your archetype grants you features at 3rd level and again at 7th, 11th, and 15th level.
[*]Night Terror
[*]Hexmaster
[*]Dreadwalker

4th

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice++ by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

[title]Ability Score Improvement[/title]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice++ by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

5th

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement


Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
[title]Extra Attack[/title]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[title]Fast Movement[/title]
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

6th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

7th

Feral Instinct


By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

[title]Feral Instinct[/title]
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

8th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

9th

Brutal Critical


Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

[title]Brutal Critical[/title]
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

10th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

11th

Relentless Rage


Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

[title]Relentless Rage[/title]
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

12th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

13th

Brutal Critical (2 dice)

Brutal Critical (2 dice)
[title]Brutal Critical (2 dice)[/title][#Brutal Critical]Brutal Critical (2 dice)[/#]

14th

Path Feature

Path Feature
[title]Path Feature[/title][#Primal Path]Path Feature[/#]

15th

Persistent Rage


Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
[title]Persistent Rage[/title]
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

16th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

17th

Brutal Critical (3 dice)

Brutal Critical (3 dice)
[title]Brutal Critical (3 dice)[/title][#Brutal Critical]Brutal Critical (3 dice)[/#]

18th

Indomitable Might


Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
[title]Indomitable Might[/title]
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

19th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

20th

Primal Champion


At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
[title]Primal Champion[/title]
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Class Paths


 

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