Curse of Violence

The curse of violence revels in conflict, bathes in blood and seeks the thrill of battle. In your presence, tempers boil over more easily and aggression is rampant.

Curse Manifestation

At 1st level, the curse of violence craves bloodshed and ensures that you are in a position to both inflict and endure it. You add your proficiency bonus to initiative rolls if you do not already; however, attacks during the first round of combat have advantage against you. When the you have less than half your normal hit point total, all creatures within 10ft of you have +2 damage and -1 AC, including yourself.

Curse Spells

You gain the following spells at the Lathspell levels listed.

Level Spells
1st Booming Blade, Sword Burst
9th Enemies Abound, Keen Edge*
3rd Heroism, Longstrider
13th Confusion, Stoneskin
5th Magic Weapon, Rage*
17th Immolation, Steel Wind Step
d6 Condition
1 Poisoned
2 Frightened Agonizing Presence
3 Stunned (for 1 round only)
4 1d4 necrotic damage each round
5 Restrained
6 Paralyzed (for 1 round only)

If using the despair rules from the Good Hope Crushing Despair book by Orphaned Bookworm Productions, replace the frightened condition with the demoralized condition.

Battle Lust

A lathspell whose curse manifests as battle lust lives for the thrill of battle. The danger, the skill, the whirlwind of violence feeds into you making you stronger.

Sadistic Urge

At 3rd level, those like you, who carry a curse of violence are filled with an energy that wishes to lash out and destroy. In any round in which you have dealt or received 5 or more damage you gain a bonus to damage dealt, by weapon or spell, equal to your proficiency modifier on the next damage you deal before the end of your next turn. This can only be activated once per round but does not require an action.

Ragged Wounds

At 7th level, whenever you deal damage to an opponent with two or more attacks in a single round that opponent must make a Constitution saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a failed save the creature cannot benefit from mundane or magical healing until they have taken a long rest, as a fragment of your curse lingers in the wound.

Tribute to Bloodshed

At 15th level, violence demands constant tribute. As an action you can focus on the power of your curse to cause the battle to grow more volatile. All creatures within 30 ft of you, including yourself, trigger critical hits on rolls of 19 or 20 and deal and extra 1d8 damage on melee and ranged damage rolls. These effects last until the end of your next turn.

Focused Skill

A lathspell whose curse manifests as focused skill, have learned to focus the power of their curse into empowered skill in battle. You become a vicious scion of violence wreaking havoc on the battlefield.

Vicious Backswing

At 3rd level, when you fail to draw blood, you are still able to throw your opponents off balance. Whenever you attack a creature but fail to damage them due to immunity or resistance or fail to beat their AC by 2 or less you knock that creature off balance, imposing a -2 to their Armor Class until their next turn. Then you may complete any attacks you have remaining for the round, if any.

Cruel Entertainment

At 7th level, you take delight in causing sustained pain and disabling or humiliating opponents.

As an action you may make a single attack, if it hits, in addition to normal damage you may do one of the following: distract, grapple, shove, or trip. See below for details on each. If the attack was a critical hit you gain advantage on the grapple attempt or the target has disadvantage on their save.

  • Distract: If the target fails a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier), the next attack against them before the end of your next turn has advantage.
  • Grapple: You may automatically attempt to grapple the target.
  • Shove: If the target is Large or smaller and fails a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier), you can shove the target up to 15 feet.
  • Trip: If the target is Large or smaller and fails a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier), the target is knocked prone.

Merciless Follow Through

At 15th level, as an action and using your move, you may choose a single creature and move up to double your movement in a straight line toward it. You make a single attack roll and compare it to the Armor Class of each enemy along a straight path between yourself and the target. Each creature hit is dealt your normal damage. You end up adjacent to the first creature you miss or the original target. If you make it to the original target, they must make a Wisdom saving throw (DC 8 + your bonus modifier + your Charisma modifier) or be stunned with fear for 1 round. The DC increases by 1 for each target hit along the way. On a successful saving throw, the creature instead has disadvantage on ability checks, saving throws and skill checks using Intelligence, Wisdom or Charisma for 1 round. The movement in this ability does not provoke reactions.

Walking Curse

At 20th level, you have become a terrible scion of battle. Any creature that comes within 30 feet and knows of your presence must make Wisdom saving throw (DC 8 + your bonus modifier + your Charisma modifier) or have disadvantage on ability checks, saving throws and skill checks using Intelligence, Wisdom or Charisma for 1d4 rounds or until you fall in battle.

Additionally, you have resistance to bludgeoning, piercing and slashing damage from nonmagical sources.

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page