Primal Path of Accursed Fate
Barbarians who are made to walk the Primal Path of Accursed Fate are labored with the burden of a fate most foul all due to a malady laid upon their soul. Their lives become defined by a curse so powerful, not even the most powerful wielder of magic in all the lands could break it. These Barbarians are doomed to an unhappy ending if they meet their destiny with inaction, but with an unmatched rage and fury at their disposal, perhaps they can forge their own path to walk…
Storied Malady
3rd-Level Primal Path of Accursed Fate Feature
When you choose this archetype at 3rd level, your life is intertwined with some kind of curse, one with such ties to your path and fated fortune that it resists the attempts of common magic to reverse its effects. You are cursed, and this curse cannot be ended prematurely or changed by spells like Bestow Curse or Greater Restoration unless such spells or efforts are of a sufficiently high level of power as determined by your DM. Your close ties with curses and the nature of such things gives you proficiency in Intelligence (Arcana) checks, if you do not have it already. Additionally, you have advantage on Intelligence (Arcana) checks made to identify magic or abilities that curse, or to identify the causes of curses. You also get to determine the nature of your curse as well as a potential way to one day find yourself freed from it. Choose your curse’s origin from the Curse Origins table, roll randomly or come up with your own:
d6 | Curse Origins |
---|---|
1 | You were once a prince who disrespected a powerful sorceress, who turned your head into that of a fish as punishment. Now only a true love's kiss can return you to your original form. |
2 | A hag coveted your beauty, and in an effort to take it for herself, cursed you to die on your 21st birthday unless you trade your beauty to her. |
3 | A dragon has cursed you for stealing from its hoard, your life is now directly tied to the amount of its gold you have in your possession. Your only hope to continue surviving is for you to slay the dragon and end the curse. |
4 | A strange figure appeared before you and dragged you into the Shadowfell, where you were separated from your shadow before being sent back to the Material Plane. Now you must venture back to reclaim your lost shadow before you lose your attachment to this plane of existence. |
5 | A fey learned your true name after it beat you in a singing competition, and cursed you to quack like a duck anytime you become angry. If you don’t defeat this fey in another singing competition by the winter solstice you will complete the transformation, becoming a duck. |
6 | You were cursed by an angel to slowly turn into a statue of solid gold for an act of great hubris. Now, you must venture to the top of Mount Celestia to ask for forgiveness before the gods in order to avoid transforming into a statue forever. |
A Tragic Tale
3rd-Level Primal Path of Accursed Fate Feature
Your existence was fated to be tragic from the moment a curse was laid upon you, which only serves to make your pointless struggling against your destiny all the more tragic. At 3rd level, you gain a pool of d6’s equal to your Barbarian level, these are your curse dice. Whenever you make an ability check or saving throw you may expend a number of these dice up to an amount equal to your rage damage bonus and add the amount rolled to the total value of the roll. When you use your curse dice in this way they become expended until you roll those expended curse dice and take their value as a penalty on an ability check or saving throw you make of your choice, at which point you gain access to those curse dice again. If you roll more dice from your curse dice pool before taking a penalty to a roll, you must add those dice to the pool of expended dice you must roll to determine your penalty total. You must choose to apply this penalty to your roll before you roll your d20, though you can apply your curse dice to the value of your roll after you make a roll but before the DM announces the results of the roll.
You can also regain expended curse dice if a creature casts a spell on you that removes curses. When a creature casts such a spell on you, you may regain an amount of your expended curse dice equal to the level at which the spell was cast without needing to take the value rolled on those dice as a penalty to any of your rolls.
Getting a penalty to a roll from your curse die results in your cursed fate rearing its head, and as such if the penalty causes you to fail a roll it should be narrated in a way that emphasizes this fact by your DM, showing how your curse is affecting your physical, mental and emotional health and describing in what ways (if any) your cursed fate is advancing upon you.
Attract Sorrow
6th-Level Primal Path of Accursed Fate Feature
At 6th level you find that your curse has begun to even attract misfortune meant for others and put it upon you. Whenever a creature within 30 feet of you makes an ability check, attack roll or saving throw with disadvantage you can use your reaction to take disadvantage on your next ability check, attack roll or saving throw if you did not already have it, and cause their roll to instead be rolled without any disadvantage. When you do so, you may regain an expended curse die without taking the value rolled as a penalty.
Additionally you may now use your curse dice to gain bonuses to your attack and damage rolls, doing so follows the same rules for using your curse dice as using them on ability checks and saving throws does.
Cursed Appearance
10th-Level Primal Path of Accursed Fate Feature
Starting at 10th level, your curse has worsened, and often leaves physical marking upon your body of some kind, although it does come with some unforeseen benefits. At the end of a long rest, you may choose to expend up to three of your curse dice to gain an amount of the following benefits equal to the amount of curse dice you expend while you are raging:
- You gain a swim speed equal to your walking speed and can breathe underwater.
- You can triple the amount of distance you travel over the course of a single jump without expending any additional movement.
- You gain resistance to an additional damage type of your choice.
- While you are attacking with a natural weapon or unarmed strike, you may deal an additional 1d10 damage to a creature you hit.
- You can communicate with animals and plants as if under the effect of the Speak With Animals and Speak With Plants spells.
- You gain advantage on any Wisdom (Survival) checks you make and know the general direction of a creature you’re tracking at any given time.
These benefits come with some kind of change to your appearance that makes you look outwardly different or changes your physiology in some way or otherwise causes you to act in a way that many find disagreeable. While you have these benefits, you gain disadvantage on Charisma checks. These benefits last until you finish a long rest, at which point you regain the curse dice you used to activate this feature.
A Grimm Tale
14th-Level Primal Path of Accursed Fate Feature
At 14th level despite all your rage and fury, your curse has reached its zenith, and though your fate is rapidly approaching you still act in defiance of it. Whenever you finish a short rest you may regain an amount of your expended curse dice equal to your rage damage bonus without taking a penalty to a roll you make.
In addition, whenever a creature forces you to make a roll a saving throw or ability check and you have a penalty to the roll, you may force the creature to a Charisma saving throw or take an amount of force damage equal to a roll of all of your currently expended curse dice, taking half as much damage on a success. You may use this ability once per rage.
Art Credits
Briar #1 Mateus Manhanini Exclusive Cover
Cursed - strange_house
The Woods at Blight's Hollow - Corey Brickley