Curse of the Armament

One of the most common curses suffered by adventurers and explorers is attuning to a cursed object. Many suffer the inconvenience only so long as it takes to get remove curse cast on the object, but, for some reason, you chose to remain attuned to a cursed weapon. Perhaps you didn’t have the connections or money to have the spell cast, or maybe there was something compelling about the weapon’s history that made you reluctant to part with it. Regardless of your reasons, you’ve embraced your connection with the weapon, despite its annoying tendency to never leave you alone, and have dedicated yourself to mastering it. You may have become a bit obsessed with the combination of magic and martial might the weapon contains, and want to explore just how far you can go with it...

Armament Ailments

As a creature afflicted with attuning to a cursed weapon, you suffer the following ailments:

  • You have disadvantage on attack rolls made with weapons other than your curse weapon.
  • You are permanently attuned to your curse weapon and can’t become unattuned from it by any means, even if another creature attempts to attune to it. Such a creature’s attempts to attune to your curse weapon automatically fail.

Level 1: Acolyte of Arms

You’ve dedicated yourself to a mastery of melee weapons in an attempt to better understand the artifact that just won’t leave you alone. You gain proficiency with martial melee weapons.

Choose a melee weapon without the heavy property from your starting equipment. This weapon becomes your curse weapon. Due to its cursed nature, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but not for the purpose of spells.

If your curse weapon ever becomes destroyed, its curse instantly transfers to the nearest nonmagical melee weapon in your possession, or that isn’t being worn or carried if you don’t have any other melee weapons.

Level 1: Clinging Curse

If your curse weapon ever becomes further than 20 feet from you, it instantly reappears in your space, whether in your hand, in its scabbard, or on the ground (your choice each time it reappears this way).

You’ve learned to use this unique property to your advantage. Your curse weapon gains the thrown (range 20/60) property. When you throw your curse weapon as part of an attack, it reappears in your space immediately following the attack. If you throw it 20 or more feet this way, it doesn’t reappear in your space until after the attack is completed.

Level 3: Curse Spells

You gain curse spells at the accursed levels listed in the Armament Curse Spells table. See the Spellcasting class feature for how curse spells work.

Armament Curse Spells
 
Accursed LevelSpells
2ndWrathful Smite
5thMagic Weapon
9thElemental Weapon
13thStaggering Smite
17thSteel Wind Strike
 

Level 3: Blade Bond

You’ve formed a greater bond with your curse weapon. You can use it as a spellcasting focus for your accursed spells. Additionally, this bond allows you to coax it into other forms. Over the course of a short or long rest, you can alter your curse weapon’s form and statistics into those of a different melee weapon, even one with the heavy property.

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 5: Voracious Weapon

Your curse weapon begins to hunger for additional power, jealous of the advances you’ve made by siphoning its curse energy. When you attune to a magic melee weapon, you can choose to feed it to your curse weapon, causing your curse weapon to gain its magical properties. For example, if you feed a Flame Tongue to your curse weapon, it gains the flame tongue’s ability to ignite by speaking a command word, shedding light and dealing the additional fire damage while it is ignited. While your curse weapon has a magic item consumed this way, it counts as magical for the purpose of spells.

When you feed a magic weapon to your curse weapon this way, you still count as being attuned to the consumed weapon. Your curse weapon regurgitates the consumed weapon, losing the weapon’s properties, if you feed it a different magic melee weapon, if you become unattuned from the consumed weapon, or if you use your action to cause it to regurgitate the weapon.

Level 11: Fighting Style

Your expertise with your curse weapon allows you to adopt a style of fighting feat as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense. While you’re holding your curse weapon, you gain a +1 bonus to your AC. This bonus increases to +2 if you aren’t wielding another weapon or shield.

Dueling. While you’re wielding or throwing your curse weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with it.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with your curse weapon while you’re wielding or throwing it with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.

Protection. When a creature you can see attacks a target other than you within 20 feet of you, you can use your reaction to impose disadvantage on the attack roll, throwing your curse weapon to intercept the attack. You must be wielding your curse weapon, and it reappears in your space immediately afterward.

Throwing. You gain a +2 bonus to ranged attack rolls you make with your curse weapon. Additionally, when making a ranged attack with your curse weapon, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll.

Level 11: Reciprocal Relationship

When you hit a creature or object with an attack using your curse weapon, you can use your reaction to teleport to the nearest unoccupied space to the target.

You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all of your expended uses when you finish a long rest.

Level 15: Curse Combination

When you take the Attack or Cast a Spell action, you can make an attack with your curse weapon as a bonus action this turn.

Level 20: Bloodthirsty Blade

When you use your curse weapon to score a critical hit or reduce a creature to 0 hit points on your turn, you can make an additional attack with your curse weapon as part of the same action.

Level 20: Ravenous Weapon

Your curse weapon can have up to two magic melee weapons consumed at the same time. If you attempt to feed it a third, it regurgitates your choice of the two weapons it currently has consumed. If both of the consumed weapons grant a bonus to attack and damage rolls using the weapon, you use the higher of the two bonuses, not the combination. For example, if your curse weapon has consumed a weapon +2 and a weapon +3, you will receive a +3 bonus to your attack and damage rolls using your curse weapon, not a +5 bonus.

 


 

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