Scribe of Curses (5e Subclass)
Scribe of Curses
Wizard SubclassThe Scribe of Curses is not merely a wizard — they are a vessel of torment. Known as the Cursed King, their spellbook bleeds ink and malice, and their soul is shackled to a permanent affliction. Yet through this burden, they gain unmatched dominion over curses and fate.
- Expanded Curse Spell List
- Curse of the King
When you choose this subclass at 2nd level, you are marked by a unique and eternal curse that fuels your power.
- The King's Burden:
You suffer from one of the following permanent afflictions (choose one):
You subtract your proficiency bonus from all saving throws.
Your maximum hit points are reduced by half your wizard level.
You have disadvantage on Persuasion and Deception checks.
- The King's Power:
In return for your suffering, you gain:
Resistance to necrotic or psychic damage (your choice).
The ability to cast one curse-tagged spell without using a spell slot a number of times equal to your proficiency bonus per short rest.
The Book of Curses — a sentient arcane focus that acts as your spellbook and whispers forbidden truths. It cannot be destroyed by nonmagical means.
- Cursed Recovery
Starting at 2nd level, when you cast a curse spell (such as Hex, Bestow Curse, or Geas), you can regain one expended spell slot of a lower level than the spell cast (minimum level 1). You may use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all uses after finishing a long rest.
- Malicious Manipulation
Starting at 6th level, you gain the ability to alter the fabric of a curse as an action. Choose one cursed creature or object within 30 feet and make an Intelligence (Arcana) check against the original caster’s spell save DC. On a success, you may:
Change the curse’s primary effect.
Intensify the effect (double damage or penalties).
Double its duration.
You may also cast Bestow Curse once per long rest without requiring concentration.
- Curse Fusion
At 10th level, you can combine the effects of multiple curses upon a single creature during a long rest. The fused curse:
Combines all effects.
Prevents saving throws until a set duration expires (at DM’s discretion).
Gains a +2 bonus to the spell save DC.
Additionally, all your curse spells last twice as long. If a curse has no set duration, it becomes permanent until removed magically.
You may use this feature in combat as a bonus action by expending a 5th-level or higher spell slot.
- Dominion of the Cursed King
At 14th level, your control over malediction transcends mortal limits.
- Inevitable Affliction:
Your curse spells ignore resistance and immunity.
The spell save DC of your curse spells increases by +4.
Even deities must make saving throws against your curses.
Your curses cannot be removed except by a spell two levels higher than the one used or by wish.
- Malicious Eradication:
Once per 1d6 turns, you may expend a 7th-level spell slot to attempt to annihilate both a curse and its host.
If the target’s existence depends on the curse (e.g., vampires, lycanthropes), it dies instantly.
If not, it must succeed on a Wisdom saving throw or be destroyed. On a success, it takes 10d10 + (5 × your Intelligence modifier) psychic or necrotic damage (your choice).
If you use a 9th-level spell slot, this feature affects all cursed targets within 60 feet.
Back to Main Page → 5e Homebrew → Character Options → Subclasses
