Artificer: Cursemonger
A cursemonger uses their creative potential to weaken the world around them, draining themselves and their enemies. Powerful or Wealthy individuals often seek out these artificers to guard their horde by imbuing the precious items with debilitating effects.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Cursemonger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cursemonger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Cursemonger Spell List
Artificer Level | Spell |
---|---|
1st | bane, tasha's hideous laughter |
5th | blindness/deafness, ray of enfeeblement |
9th | bestow curse, summon undead |
13th | shadow of moil, sickening radiance |
17th | contagion, synaptic static |
Cursed Object
Beginning at 3rd level, you have imued some item with unholy power, with which you can destroy your foes. You can create your Cursed Object over the course of a long rest, by channeling dark magic into a tiny item of your choice. While you are carrying your cused object, you gain the following benefits:
- Lashing Darkness: As an action, you can project it's darkness at a creature within 60 feet of you. Make a ranged spell attack roll. On a hit, the creature takes psychic damage equal to 1d6 plus your Intelligence modifier. The object creates more than one lash when you reach higher levels in this class: two lashes at 5th level, three lashes at 11th level, and four lashes at 17th level. You can direct the lashes at the same target or at different ones. Make a separate attack roll for each lash.
- Siphoned Power Before you make an attack roll with Lashing Darkness or using one of your infusions, you can choose to take a 1d4 penalty to the attack roll. If you hit, the attack deals an additional 2d4 damage.
- You can use the Cursed Object as a spell casting focus for your artificer spells.
- Any creature other than you that start it's turn holding the object takes 1d4 psychic damage.
Curse Expert
Also at 3rd level, your infusions lash out at those unworthy of them. Whenever a creature you can see is wearing or carrying one of your infusions or your Cursed Object, you can choose to give it disadvantage on all ability checks. Additionally, if an object is cursed, you can unattune from it as normal.
Makeshift Curse
Starting at 5th level, once per turn when you hit a creature with an attack, you can force them to make a Wisdom Saving throw. On a failure, they suffer one of the following effects:
- Their movement speed is reduced by 15 feet until the end of their next turn.
- They cannot take reactions until the start of your next turn.
- Their AC is reduced by 2 until the start of your next turn.
Flash of Weakness
Starting at 9th level, you can use your intellect to debilitate your foes. Whenever you use Flash of Genius, you can choose to subtract your Intelligence modifier from the roll, instead of adding it.
Additionally, the dice used by Siphoned Power increase to 1d6 and 2d6 respectively.
Withering Lifeline
By 15th level, your spiteful arcana allows you to weaken yourself in order to weaken your enemy. When you damage a creature with an attack, you can use your reaction to link your spirits together, and then drain them. This effect lasts for 10 minutes, until you are incapacitated, use this ability again or end the effect as an action. While under the lifeline, whenever you or the creature make an attack roll, saving throw or ability check, you must subtract 1d6 from the roll.