This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.26]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.


Arcane Weapon Master

Arcane Weapon Masters have mastered the art of fusing arcane energy with martial combat, enhancing their physical prowess with the raw power of spells. Through focused training, they've learned to channel their magic into weapons, allowing them to stand at the forefront of battles, both as formidable spellcasters and warriors.

Arcane Affinity

You gain proficiency with light armor and with one type of one-handed melee weapon of your choice. Additionally, if you don't already have proficiency in the Arcana skill, you gain it now.

Arcane Channeling

You can use a bonus action to channel your arcane energy into your weapon, empowering it for 1 minute. While empowered in this way, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • When you hit with a melee weapon attack, you can expend a spell slot to release a burst of arcane energy, dealing an additional 2d8 force damage for a 1st-level spell slot, plus an additional 1d8 force damage for each spell level above the 1st, to a maximum of 5d8.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Imbue Essence

When you cast a spell with a casting time of 1 action and a duration of instantaneous, you can use a bonus action to imbue its essence into your weapon instead of releasing the spell's effect. The spell remains imbued for 1 minute or until you hit with the weapon. When you do, the spell is released at the target of your attack. For spells with an area of effect, the area is centered on the target.


If you miss an attack with your imbued weapon, you can make another attack as a bonus action, but the damage (if the attack hits) is halved.

Arcane Shielding

When you're hit by an attack, you can use your reaction to envelop yourself in an arcane shield, expending a spell slot to reduce the damage. The damage is reduced by an amount equal to five times the spell slot's level + your Intelligence modifier.

Eldritch Resonance

When your weapon is imbued with a spell's essence, its mere presence causes ripples of arcane energy to disturb the surroundings. As an action, you can swing your weapon in a wide arc, forcing every creature within 10 feet to make a Wisdom saving throw against your spell save DC or be stunned until the end of your next turn.

This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.26]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.

Paladin Subclass: Oath of the Cursed Guardian

Paladins who take the Oath of the Cursed Guardian are solemn warriors who understand the true power and danger of curses. They seek out cursed items and beings, not to destroy them, but to understand, control, and sometimes protect them. These Paladins believe that curses, while perilous, can be harnessed for the greater good. They themselves bear curses as a testament to their commitment.

Oath Tenets

  • Burden of the Cursed: Embrace curses as a part of your being, understanding their power and potential.
  • Guardian's Vigilance: Protect the world from the dangers of unchecked curses, but also from the overzealous who seek to destroy all cursed beings and items.
  • Measured Sacrifice: Recognize that power often comes with a cost, and be willing to pay it if it serves the greater good.
  • Balance of Power: Strive to maintain a balance between the curses you wield and the purity of your soul.

Oath Spells

Paladin Level Spells
3rd detect evil and good, hex
5th find traps, ray of enfeeblement
9th bestow curse, remove curse
13th death ward, phantasmal killer
17th contagion, legend lore
Description Image

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

  • Reveal the Cursed: As an action, present your holy symbol to magically sense the presence of curses within 60 feet of you.
  • Curse Manipulation: As an action, you can touch a cursed item or creature to temporarily suppress or alter the effects of its curse. This effect lasts for 1 minute, or you can also expend a spell slot to extend the time the curse is suppressed or altered, increasing the time by 10 minutes per spell slot expended to extend the time suppressed or altered.

Baleful Curses

Upon reaching 3rd level, you can select one curse from the following list. You have the flexibility to exchange this curse for another when you gain a level in this class.

  • Curse of Agony: Each curse you bear increases your damage output, granting you a +1 bonus to damage rolls for each active curse.
  • Curse of Aptitude: Your resilience is enhanced by your curses. You gain a +1 bonus to all skill checks for each curse affecting you.
  • Curse of Alacrity: The energy of your curses quickens your movements, providing an additional +5 feet to your movement speed per active curse.
  • Curse of Detection: Gain the ability to detect whether an item is cursed by touch.
  • Cursed Crafting: Gain the ability to imbue items with curses or create a custom curse to afflict a creature. This process should be detailed and intricate, requiring rare components and a ritual. (DM Advised)
  • Divine Curse: Gain an additional use of Channel Divinity.
  • Curse of the Martial: Gain an additional fighting style.
  • Curse of the Darkness: Gain darkvision up to a range of 60 ft.
  • Critical Curse: Whenever you critically hit you roll one additional damage die based on the base damage type.
  • Arcane Curse: You gain an additional spell slot equal to one fourth your level rounded down (minimum 1).

As you grow in power and understanding of your oath, you gain the ability to bear additional curses. At 7th level, you can choose a second curse, at 15th level, you gain the capacity for a third and at 20th level, you gain the capacity for a fourth. These curses can be the same as or different from your initial choice, allowing you to tailor your powers to suit your journey and challenges."

Oath Features

Aura of Cursed Resilience (7th Level)

At 7th level you emit a 10 ft aura, any allies within this aura receive a +1 bonus to their attack rolls equal to the amount of curses actively effecting you rounded down (minimum 1).

Curse Bearer (15th level)

You can cleanse yourself of all curses and nullify any cursed effects on you. This effects any ability that would grant a bonus or empowerment from cursed effects.

Master of Curses (20th level)

As an action, you unleash the power of all curses affecting you generating a 30 ft aura in which all curses within this aura are nullified. For the next 1 minute, you and any ally within this aura gains a bonus to damage and attacks equal to the number of curses nullified by this aura. You gain a free use to cast the Heal or Harm spell once without expending a spell slot. Once this ability is used it can not be used again until you finish a long rest.

Paladin: Blighted Heart

[W.I.P.] Paladin: Blighted Heart

Warlock: Sovereign

[W.I.P.] Warlock: Sovereign

Arcane Weapon Master

[W.I.P.] Wizard: Arcane Weapon Master

Potion Weaver

[W.I.P.] Artificer: Potion Weaver

Inscribed Codex

Bard: Inscribed Codex

Mage Warden

Barbarian: Mage Warden

Eternity Keeper

Warlock: Eternity Keeper

Architect

[W.I.P.] Warlock: Architect

Mystic Guardian

Fighter: Mystic Guardian