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Homebrew

Accursed Duelist

Core Accursed Duelist Traits
Primary Ability Charisma and Dexterity
Hit Point Die 1d6 Per Level
Saving Throw Proficiencies Charisma, Dexterity
Skill Proficiencies Choose 2 from Acrobatics, Deception, Insight, Intimidation, Perception, Stealth, Athletics
Weapon Proficiencies Scimitars, Firearms, Revolvers
Tool Proficiencies Gunsmith’s Tools
Armor Training Light
Starting Equipment Choose A or B: (A) Leather Armor, Revolver(Rusted), Scimitar, Gun cleaning kit, Explorer's Pack and 15 GP; or (B) 100 GP

Accursed Duelist are created when those who take a keen interest in fire-fights or duels fall into the trap of a demonic curse. Even those who are avid collectors of firearms sometimes become Accursed Duelist's themselves. No matter what the beginning they all end the same, The to be Duelist attracts the attention of Nyx "the Duel Fatal", once noticed Nyx will call the Duelist to a challenge for a legendary revolver "that never misses its mark". When the challenge is won the Duelist is given the weapon bargained for then the curse takes hold damning the wielder to forever hunger insatiably for souls.
Becoming a Accursed Duelist...
As a Level 1 Character:
As a Level 1 Character Gain all the traits in the Core Accursed Duelist Traits table. Gain the Accursed Duelist's level 1 features, which are listed in the Accursed Duelist Features table.
As a Multiclass Character:
Gain the following traits from the Core Accursed Duelist Traits table: Hit Point Die and training with Light Armor and Firearms. Gain the Accursed Duelist's level 1 features, which are listed in the Accursed Duelist Features table.
Class Features
Level 1 — Cursed Arsenal   You bind one firearm as your Cursed Weapon (1-hour ritual):
  • Use CHA for attack and damage rolls.
  • Weapon counts as magical.
  • Cannot be disarmed unless incapacitated.
  • Reforms after long rest if destroyed.
  Level 1 — Abyss Cursed Sight   You can see normally in magical and nonmagical darkness out to 120 feet.   Level 1 — Defiance   Bonus Action — 2/Long Rest
  • You unleash a burst of abyssal force in a 5-foot cone.
  • Creatures in the cone must make a Dexterity saving throw (DC = 8 + PB + CHA)
  • On a failure: Creature takes 2d6 force damage and is pushed 5 feet
  • On a success: Creature takes half damage and is not pushed
    Level 2 — Duelist’s Reflex   +2 Initiative Once per turn when a creature misses you, you may move 10 ft without provoking opportunity attacks.   Level 3 — Cursed Path Subclass   Choose a curse to carry. Level 3 — Nether Step   Movement Action Teleport 10 feet to a space you can see. You may immediately teleport up to two additional times (max 3 total teleports), only if you have not:
  • Taken an Action
  • Made an attack
  • Once you make an Attack or take an Action, the chain ends.
Uses: (PB)/per Long Rest   Level 5 — Revolving Burst   You make two attacks per turn against a creature. If the target dies another creature can be targeted this turn.   Level 6 — Reversal   Reaction — 1/Short Rest When hit by an attack:
  • Reduce damage by: 1d10 + CHA + your level.
  • Store prevented damage (max 50).
  • On your next turn (Action): Make a ranged spell attack (60 ft)
  • On hit: Deal stored damage as force.
If unused before end of turn, energy dissipates.   Level 7 — Dark Pursuit   Ignore difficult terrain. If you teleport adjacent to a creature, your first attack against it that turn has advantage.   Level 9 — Relentless Pressure   When you reduce a creature to 0 HP:
  • Regain one use of Nether Step.
  • Gain temporary HP equal to CHA modifier.
  Level 10 — Greater Defiance   Your original Defiance improves:
  • Damage increases to 5d6 force
  • Cone becomes 15 feet
  • Push distance becomes 10 feet
Additionally: You gain one extra use of Defiance per short rest.   Level 13 — Improved Reversal   Reversal uses increase to PB/per Long Rest. Damage reduction becomes 2d10 + CHA + level.   Level 15 — Shadow Sovereign   While in darkness:
  • Advantage on Dexterity saving throws.
  • Creatures have disadvantage on opportunity attacks against you.
  Level 17 — Accursed Arm   Once per turn when you hit a creature:
  • Deal additional force damage equal to CHA modifier.
  Level 18 — Unkillable Momentum   If reduced to 0 HP:
  • Drop to 1 HP instead and immediately teleport up to 30 feet.
1/Long Rest.   Level 20 — Godslayer’s Judgement   When you use Reversal:
  • You may instead fire a 30-foot line.
  • Creatures in the line make a Dex save.
  • On failure: Take stored damage.
  • On success: Half damage
. Additionally: Your Defiance deals 3d6.
Subclasses
Curse of: TRIBUNAL RENEGADE   You were once judge and jury. Now you are the verdict.   Level 3 — Executioner’s Focus   When you hit a creature with your Cursed Weapon:
  • You may designate it as your Judged Target.
  • Once per turn, you deal extra damage equal to your PB.
  • Only one creature can be judged at a time.
If the judged target drops to 0 HP:
  • You may immediately move 10 feet without provoking opportunity attacks.
  Level 7 — Anti-Arcane Instinct   When a creature you can see casts a spell within 60 feet:
  • You may use your Reaction to fire your Cursed Weapon.
  • If the attack hits: The creature makes a CON save (DC = 8 + PB + CHA).
  • On a failure: The spell is disrupted.
Uses: PB per Long Rest.   Level 11 — Relentless Verdict   Against your Judged Target:
  • You score a critical hit on 19–20.
  • When you use Reversal against them, they have disadvantage on the save.
  Level 15 — Final Sentence   When your Judged Target is below half HP:
  • Your weapon attacks against them deal additional force damage equal to your CHA modifier.
  Curse of: SOUL REAPER   You no longer merely fight. You harvest.   Level 3 — Harvest the Fallen   When you reduce a creature to 0 HP:
  • Gain temporary HP equal to your level.
  • Immediately regain one use of Nether Step.
This can only trigger once per turn.   Level 7 — Soul fuel Reversal   When you successfully release Reversal:
  • You regain HP equal to half the stored damage dealt.
  Level 11 — Feast on Fear   When a creature within 30 feet drops to 0 HP:
  • You may teleport 10 feet
  • Additionally: Your Defiance (bonus action version) now deals +1d6 damage to creatures below half HP.
  Level 15 — Abyssal Hunger   Once per Long Rest:
  • When you drop to 0 HP Instead drop to 1 HP
  • immediately Nether Step up to 3 times
  • Make one weapon attack
  Curse of: ABYSS HUNTER   Darkness descends now fight from the shadows!   Level 3 — Living Shadow   You can cast Darkness without components once per Long Rest.   While inside magical darkness you created:
  • You gain +2 AC.
  • Your movement does not provoke opportunity attacks.
  Level 7 — Shadow Ricochet   When you hit a creature with your Cursed Weapon in darkness:
  • You may cause the bullet to ricochet to another creature within 15 ft.
  • Make a second attack roll at disadvantage.
Uses: PB per Long Rest.   Level 11 — Dread Hunter   Creatures inside darkness you created:
  • Have disadvantage on saving throws against your Defiance.
  • Cannot gain advantage against you.
  Level 15 — Master of the Nether   While in darkness:
  • You gain resistance to all damage except radiant.
  • Your Reversal no longer requires an Action to release.


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