Curse of Misfortune

The curse of misfortune turns the wheel of luck to the worse result. Nothing seems to go according to plan near you or the curse you hold. If you break it down, everything is just a roll of the dice, but the curse has weighted them.

Curse Manifestation

At 1st level, your curse begins to manifest. You exude an aura where chance is weighted against all within it. Whenever a creature within 10 feet of you, including yourself is rolling with advantage, the second die rolled takes a -2 penalty. When rolling with disadvantage, the second die gets a +2 bonus.

Curse Spells

You gain the following spells at the Lathspell levels listed.

Level Spells
1st Chance*, Vicious Mockery
3rd Distort Value, Hex
5th Fortune’s Favor, Augury
9th Bestow Curse, Blink
13th Compulsion, Confusion
17th Geas, Synaptic Static

Cursed Being

A lathspell whose curse manifests in the cursed being has become a font of bad luck. However, they have learned to bring this foul power to bear upon their foes.

Shadow Raven

At 3rd level, you gain the ‘service’ of a shadowy companion that is a living representation of the bad luck exuded by your curse. It takes the form of a raven but in all respects acts as if you cast the spell Find Familiar except the raven’s type is Monstrosity as it is an unnatural creature originating from the shadow plane. It has advantage on Stealth rolls made in darkness or dim light, but it gains Sunlight Sensitivity (disadvantage on attacks and Perception checks). At 7th level, any creature within 5 feet of the raven is subject to your curse manifestation, cloak of menace and leeching curse if not already. At 12th level, the raven can also trigger the mirrored fate ability if targeted with a qualifying spell. If the raven is destroyed, it may be resummoned after a long rest.

Mirrored Fate

At 7th level, misfortune that befalls you can often befall your foes as well. Whenever you fail a saving throw to a non-damaging spell or effect you may make an Charisma check using your proficiency bonus against a DC of 10 + the spell’s level. If you succeed, the caster of the spell is also targeted by the spell and must make a saving throw against it. Using this ability is a reaction and you take an amount of psychic damage equal to twice the level of the spell in question as the magical energies surge through them and return to their caster.

Vicious Luck

At 15th level, the curse of misfortune has a tendency to punish the unlucky more severely than they would be otherwise. Whenever an enemy within the radius of your curse manifestation fails a saving throw, ability check, skill check or attack roll, they are dealt psychic damage equal to your class level. If the enemy had advantage on the roll and still failed, they take double damage. If the creature is immune to psychic damage, the damage is halved but is considered force damage.

Luck Manipulation

A lathspell whose curse manifests as luck manipulation, has gained the understanding that luck is a balanced thing. When luck is bad for an individual, the scales are balanced by good luck in another. They have found a way to direct this luck to impede and aid others.

Adjustable Outcome

At 3rd level, you can focus unluck upon the target you are attacking. Once per round, when you miss a weapon attack roll by less than 2 against a creature within 30 feet, you deal the minimum possible damage you could deal. If the attack was made with advantage you deal half your minimum damage (to a minimum of 1), but if the attack was made with disadvantage, you add 1d6 to the minimum damage dealt.

Balancing the Scales

At 7th level, you can turn your attacker’s advantage to your favor. Anytime an attacker hits you with an attack roll with advantage you can use your reaction to turn the tables. You still take the damage as normal, but assuming you survived, you may make an attack against them and add any sneak attack damage they applied to you to your damage if you hit, if applicable. If the attack was at range, you can instead as your reaction force the target to make a Will save (DC 8 + your proficiency bonus + your Charisma modifier) or take psychic damage equal to half the damage dealt. A successful save halves this damage.

Tipping the Scales

At 15th level, you have, through many trials and experience with your curse, learned to focus it to also aid the luck of your friends and allies. As an action taking a round, you can imbue all allies within 30 feet with a bit of the luck stolen by the curse of misfortune for 1 minute. The affected creatures gain advantage on one roll of their choice during each round for the duration.

You may use this ability once per short rest, as it takes a great toll on your stamina.

Walking Curse

At 20th level, you are an interminable changer of luck. You can, once per round as a bonus action or reaction, impose disadvantage or grant advantage on a roll about to be made within 60 feet. If the target rolls a natural 20 while having advantage, they get advantage on their next roll until such time they stop rolling natural 20s. The opposite is true, if a creature rolls a natural 1 while under the effect of disadvantage from this ability, they have disadvantage on their next roll as well until such time that they stop rolling natural 1s.

Section 15: Copyright Notice

Breath of Life: The Lathspell (5e), © 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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