The Cursed Warriors: Seeking Redemption in a World of Darkness

By admin

There once was an enchantress with a rapier who lived deep within a forgotten forest. Legend had it that she had been cursed by a wicked sorcerer, causing her to become eternally trapped within the boundaries of her domain. The enchantress possessed extraordinary powers, able to bend reality and manipulate the elements at will. However, her curse prevented her from leaving the forest, leaving her feeling lonely and isolated. One day, a group of warriors stumbled upon the enchanted forest, unaware of the curse that plagued the enchantress. These warriors were cursed as well, their bodies twisted and disfigured, unable to die or find peace.

The enchantress with the rapier and the cursed warriors

These warriors were cursed as well, their bodies twisted and disfigured, unable to die or find peace. They had been wandering the world in search of a way to break their curse, but to no avail. When the enchantress met these cursed warriors, a newfound hope sparked within her.

The Cursed Warrior Class

Cursed Order Subclass - This selection represents the way your Order enhances their powers, whether before or after the Rite has been taken is up to you but there are always some repercussions for the powers that a Cursed Warrior has taken into themselves. This normally is chosen based on the group or school that a Cursed Warrior has learned their art but some are forced upon themselves.

  • Order of the Blood - Those that have found their magic via Hemocraft sometimes fully commit to these powers, allowing their own magic blood to run out and strike others. Warriors that do so rarely are a part of another group of Hunters, rather, they are normally outliers, zealots, and those who demand even greater power from the sacrifices they have made.
    • Order Feature: Expanded Hemocraft
      • You can add 1 additional Cursed Rite and Blood Curse to the ones you know, these do not count against the normal maximum amount for each
      • At 3rd Level you learn how to physically manifest the magic in your blood to form physical objects, using your Action to form a Weapon or Shield in an empty Hand. You take Damage equal to a Roll of your Hemocraft Die as a part of this Action. This summoned weapon deals an 1d8 + your Hemocraft Modifier Magical Physical Damage (type depends on what Weapon you summon) as the blood strikes out in vile spikes from this Weapon. If a Shield is Chosen it is treated as Magical and any Creature that Attacks you with a Melee Weapon takes 1d4 Magical Piercing Damage. This magical item summoned with this Feature lasts for up to 1 minute or until it leaves your hand.
      • Whenever you utilize the Curse of the Marked or your Blood Curse on a Creature and you deal Damage with a Melee Attack you regain 1d4 HP. You can regain HP in this way only up to half your Maximum HP
      • Your Blood Drawn magic gains additional benefits and abilities as you gain greater control over its outer forms
        • Melee Weapons deal 1d10 Damage
        • You can form Ranged Weapons (Ranged 20/50m) in the form of a Crossbow with a Reload Property of 2. You deal 1d6 + your Hemocraft Modifier Magical Piercing Damage with this Weapon.
        • Your Shield provides +1 AC and deals 1d6 Damage
        • You can release your Weapon as a Bonus Action in a burst, dealing 1d12 Acid Damage to all Creatures within 5m of you
        • Order of the Ghostslayer - The Ghostslayers are the oldest of the blood hunter orders, its members having originally rediscovered the secrets of Hemocraft and refined them for combat against the scourge of undeath. They seek out and study the moment of death, obsessing over the mystery of the transition from life, and the unholy power that can cause the dead to rise once more. These zealous blood hunters make it their life’s work to destroy the scourge of undeath wherever it is found, tuning their abilities to engage undead creatures and those who manipulate the necromancy that creates them.
          • Order Feature: Rite of Dawn
            • You add the Rite of Dawn to your list of Crimson Rites, which gains the following effects
              • It deals Radiant Damage
              • You are Resistant to Necrotic Damage
              • Your Weapon sheds light in 10m radius and dim light another 10m past that
              • This deals 2 Hemocraft Die of Damage instead of 1 against Undead Creatures
              • You can add an additional Blood Maledict to your list of ones you know. In addition, when you roll to deal Damage to yourself and roll a 4 or higher on the die you treat it as a 3 instead
              • All your Blood Curses can now target Creatures regardless of if they have blood
              • You can magically step into the veil between the planes as long as you aren’t incapacitated. At the start of your turns you can activate this ability to move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. However, you take 1d10 force damage if you end your turn inside an object.
                • This feature can last for up to a number of rounds equal to your Hemocraft modifier. If you are inside an object when it ends, you are immediately shunted to the nearest unoccupied space and you take 1d10 Force Damage for every meter you were moved.
                • When you strike a Creature with your Cursed Brand applied to it you can roll the Damage for your Crimson Rite twice and take the total. In addition if a Creature can teleport or move through objects normally or via a magical Spell or Ability it cannot use that Movement until the end of its next turn.
                • Order of the Lycan - This is a proud group of blood hunters who undergo “the Taming” — the ceremonial infliction of lycanthropy by a senior member of the order, for those who do not already carry the curse before seeking this path. These hunters then use the magic of their blood to harness the power of the monster they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Lycan learn to control and unleash their hybrid forms for short periods of time. Enhanced physical prowess, unnatural resilience, and razor-sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to their own hunger.
                  • Order Feature: Enhanced Senses
                    • You have Advantage on all Perception Checks that rely on Hearing or Smell
                    • As a Bonus Action, you transform into a special hybrid form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. In addition, this Feature replaces the normal rules for lycanthropy. Once you use this feature, you must finish a Short or Long rest before you can use it again. While you are transformed, you gain the following features:
                    • Feral Might - You have advantage on Strength checks and Fortitude Saves. You also gain a +1 bonus to Melee Damage Rolls, which increases to +2 at 10th Level
                    • Resilient Hide - You have Resistance to Bludgeoning, Piercing, and Slashing Damage from non-magical attacks not made with silvered weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
                    • Predatory Strikes - You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 10th level. Additionally, when you use the Attack Action to make an unarmed strike, you can make one additional unarmed strike as a Bonus Action.
                    • Bloodlust - If you start your turn with less HP than half your HP Maximum, you must succeed on a DC 8 Will Save or move directly toward the nearest creature and use the Attack Action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this Saving Throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
                      • In addition you cannot add any bonus to this Will Save that is related to your Hemocraft
                      • Your Movement Speed increases by 3m, and you add 3m to your long jump distance and 1m to your high jump distance. Your hybrid form also gains an additional +1 to Melee Damage Rolls
                      • You have learned to unleash and control more of the beast within, granting you two uses of your Hybrid Transformation per Short or Long Rest. In addition while in your hybrid form and while you have less than ½ your maximum HP you regain 1 + your Constitution Modifier HP at the start of your turn. This HP is regained before making a Bloodlust Roll
                      • Order of the Mutant: Some of the most ancient orders have learned from the old alchemical texts of the elves, providing insight to the ways in which they transcended mortal form for brief periods, modifying their inherent abilities in exchange for more weaknesses. This allows a great ability to succeed but only if you’re properly prepared for it.
                        • Order Feature: Mutagenesis
                          • You learn to master forbidden alchemical formulas—known as Mutagens—that can temporarily alter your mental and physical abilities. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next Long Rest. You know how to create 4 different formulas at this Level, and gain the knowledge of another one at 6th and 10th Levels, which also represents your ability to actively collect the necessary materials to prepare them. These are not only the knowledge on how to craft them but putting in the preparation to have the materials ready to craft them, which you can do so by spending 1 hour on the process after completing a Long Rest. At this Level you can craft 2 different Mutagens (each requiring an hour to craft) with your current supplies. At 5th Level you can craft 3 per Long Rest, 4 at 7th Level, and 5 at 9th Level.
                            • As a Bonus Action, you consume a Mutagen you are in the possession of, whose effects and side effects last until you finish a Short or Long Rest unless otherwise specified. While one or more mutagens are affecting you, you can use an Action to focus and flush all mutagens from your system, ending their effects and side effects.
                              • Mutagen Formulas - Upsides and Downsides are listed separately under each Formula and some are Level Restricted
                                • Aetherial (Requires 10th Level)
                                  • You gain a Flying Speed equal to your Movement Speed for the next Hour
                                  • You have Disadvantage on all Constitution, Dexterity, or Strength Checks
                                  • Your Charisma Score increases by 3 to a Maximum of 20
                                  • You have Disadvantage on all Fortitude Saves
                                  • Your Dexterity Score increases by 3 to a Maximum of 20
                                  • You have Disadvantage on all Will Saves
                                  • You have Advantage on Charisma Checks
                                  • You have Disadvantage on Intelligence Checks
                                  • If you use your Action to make an Attack you can utilize your Bonus Action to make another Attack
                                  • You have Disadvantage on Will Saves
                                  • You have Advantage on Dexterity Checks
                                  • You have Disadvantage on Wisdom Checks
                                  • You have Resistance to Fire Damage
                                  • You have Vulnerability to Cold Damage
                                  • You utilize this Mutagen whenever you next activate your Crimson Rite or Blood Maledict as a part of the same Action. You do not have to roll your Hemocraft die for the sake of dealing Damage to yourself for this use
                                  • You have Resistance to Cold Damage
                                  • You have Vulnerability to Fire Damage
                                  • You have Resistance to non-magical Piercing Damage
                                  • You have Vulnerability to non-magical Slashing Damage
                                  • You have Advantage against any Rolls that would leave you Confused, Dazed, Flat-Footed, Grappled, or Restrained
                                  • You have Disadvantage on all Rolls that requires Strength
                                  • You gain 20m (or an additional 20m) of Darkvision
                                  • You have Disadvantage on all Attack Rolls against Creatures in direct sunlight or if you’re in direct sunlight
                                  • You have Advantage on all Wisdom Checks
                                  • You have Disadvantage on all Charisma Checks
                                  • You Critically Strike on a 19 or 20 with Weapons you’re Proficient with
                                  • You have Disadvantage on Will Saves
                                  • Your Movement Speed is increased by 3m
                                  • You have Disadvantage on Fortitude Saves
                                  • You regain a number of HP at the start of each of your turns equal to your Proficiency Bonus up to ½ your Maximum HP
                                  • Your Movement Speed is reduced by 3m
                                  • Your Intelligence Score increases by 3 to a Maximum of 20
                                  • You have Disadvantage on all Will Saves
                                  • You have Resistance to non-magical Slashing Damage
                                  • You have Vulnerability to non-magical Bludgeoning Damage
                                  • You have Resistance to non-magical Bludgeoning Damage
                                  • You have Vulnerability to non-magical Piercing Damage
                                  • You regain a use of your Blood Maladict Feature
                                  • You have Disadvantage on Death Saves
                                  • Your Strength Score increases by 3 to a Maximum of 20
                                  • You have Disadvantage on all Reflex Saves
                                  • You gain a Resistance to Poison Damage and an immunity to an extra effects caused by non-magical poisons (such as causing the Paralyzed or Unconscious Condition)
                                  • Your Mutant’s Body ability is improved. You now have Immunity to Poison Damage and to the effects from Magical Poisons
                                  • You also can briefly increase this effect with your focus. Once per Short Rest you can pause the negative effects of any Mutagen you made that is affecting you for up to 1 minute
                                  • Your mutagenic hemocraft lets your Brand reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (such as by way of the Polymorph spell, the Change Shape action, the Shapechanger trait, or the Wild Shape feature), it must succeed on a Will Save vs your Hemocraft DC or revert to its true form and be Stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on another Will Save vs your Hemocraft DC or have the attempt fail, and it is Stunned until the end of your next turn.
                                  • Order of the Profane Soul - Blood hunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the world. Ancient fiends and cruel magic-users have long counted on their ability to meld into the background and escape those who hunt them, vanishing into noble courts without a trace, or bending the minds of the most stalwart warriors with but a glance. So the blood hunters who founded this order trusted their resilience as they delved into the same well of corrupting arcane knowledge, grabbing onto the old magics and the powerful well of outer realm magic that leaks into the mortal realm.
                                    • Order Feature: Profane Magic
                                      • When you reach this Level, you can augment your combat techniques with the ability to cast spells. The spells you can learn can be found in the Arcane Spell List marked as the ones Warlocks can learn. The rules for your Spellcasting is as follows
                                      • Cantrips
                                        • You learn two Cantrips of your choice from the list, selecting an additional Cantrip of your choice at 8th Level
                                        • You start with a single Spell Slot and gain more according the the table below. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Profane spells of 1st level or higher, you must expend a Spell Slot.
                                          • For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
                                          • At 3rd level, you know two 1st-level spells of your choice from the List. You gain another Spell from this List at 5th, 7th, and 9th Levels. The Level of your Spell Slots increase to 2nd Level when you reach 6th Level in the Cursed Warrior Class. Additionally, when you gain a level in this class, you can choose one of the Profane Spells you know and replace it with another spell from the List, which also must be of a level for which you have spell slots.
                                          • Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your warlock spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
                                            • Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier.
                                            • Spell attack modifier = your proficiency bonus + your Hemocraft modifier
                                            • When you have your Crimson Rite on a Weapon you can utilize that as your Material Components for any Spell that requires it
                                            • When you use your Action to cast a Cantrip you can make a Melee Weapon Attack as a part of the same Action
                                            • You gain access to the list of Spells below via your continual connection to the outer planes. The spell you select counts as Profane Spells for you and does not count against your number of Spells Known. You can cast this Spell at the highest Spell Slot Level you have once per day without expending a Spell Slot. In addition, every time you complete a Long Rest you can replace your chosen spell with a different one.
                                              • Blindness/Deafness, Blur, Branding Smite, Detect Thoughts, Gust of Wind, Hold Person, Lesser Restoration, Phantasmal Force, Scorching Spears, or Silence
                                              • Whenever you have put your Brand on an enemy you can slowly weaken their resolve against your Magics. If you target this Creature with a Spell that requires a Saving Throw it has Disadvantage on the Save.
                                              Cursed Warrior LevelCantrips KnownSpells KnownSpell SlotsSpell Slots Level
                                              32211st
                                              42211st
                                              52311st
                                              62321st
                                              72422nd
                                              83422nd
                                              93522nd
                                              103532nd
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                                              The enchantress with the rapier and the cursed warriors

                                              She saw an opportunity to use her powers to finally break free from her own curse. With her rapier in hand, she fought alongside the warriors, using her enchantments to enhance their skills and abilities. The enchantress and the warriors formed an unlikely alliance, each helping the other in their quest for freedom. As they ventured deeper into the forest, facing numerous challenges and obstacles, the bond between the enchantress and the warriors grew stronger. They began to trust and rely on one another, their unique strengths complementing each other perfectly. The enchantress taught the warriors how to harness their cursed powers, turning their weakness into an advantage in battle. Together, they braved treacherous terrains, fought formidable foes, and deciphered ancient riddles. They were determined to find a way to break the enchantress' curse and rid the warriors of their eternal torment. Along the way, they encountered mythical creatures, encountered magical artifacts, and overcame their fears. Through their journey, the enchantress and the warriors discovered that breaking their curses required sacrificing something dear to them. The enchantress had to relinquish her powers for the greater good, while the warriors had to overcome their deep-rooted desires for revenge and redemption. It was their willingness to make these sacrifices that ultimately led to their liberation. In the end, the enchantress, though no longer possessing her extraordinary powers, found freedom from her curse. The warriors, too, were finally released from their cursed existence. They bid farewell to the enchanted forest, each setting off on their own paths, forever grateful for the unexpected alliance that had changed their lives. This tale of the enchantress with the rapier and the cursed warriors serves as a reminder of the power of teamwork, sacrifice, and redemption. It showcases the strength that can be found in uniting different strengths and overcoming personal obstacles. Sometimes, it is through helping others that we find our own freedom..

                                              Reviews for "The Cursed Warriors: Fighting for a Future Worth Living"

                                              1. John - 2/5 stars - I was really disappointed with "The enchantress with the rapier and the cursed warriors". The storyline was confusing and the characters felt underdeveloped. I couldn't connect with any of them and found myself bored throughout the entire book. The writing style was also quite disjointed and hard to follow. Overall, I wouldn't recommend this book to anyone looking for a captivating fantasy read.
                                              2. Sarah - 1/5 stars - "The enchantress with the rapier and the cursed warriors" was a complete waste of my time. The plot was predictable and lacked originality. The characters were flat and lacked depth, making it hard to care about their journey. The dialogue felt forced and unrealistic. I couldn't wait for the book to end, and when it did, I was left feeling unsatisfied and regretful for even picking it up.
                                              3. Michael - 2/5 stars - I had high hopes for "The enchantress with the rapier and the cursed warriors" but was sorely disappointed. The pacing was incredibly slow, and the action scenes were poorly written. The world-building was also lacking, leaving me confused about the setting and its rules. The romance subplot felt forced and unnecessary. Overall, the book fell flat for me, and I would not recommend it to others.
                                              4. Emily - 3/5 stars - While "The enchantress with the rapier and the cursed warriors" had its moments, I ultimately found it lacking. The concept was intriguing, but the execution was poor. The writing style was average, and I struggled to feel invested in the characters. The plot had potential, but it didn't live up to my expectations. Overall, the book was mediocre, and I wouldn't actively recommend it, but it might still appeal to some readers looking for a simple fantasy adventure.
                                              5. Alex - 2/5 stars - "The enchantress with the rapier and the cursed warriors" was a letdown for me. The plot felt disjointed, and the pacing was inconsistent. The world-building was minimal, leaving me wanting more depth and explanation. The characters lacked development, making it hard to root for them or even care about their fates. The book had potential, but it fell short in execution. I would advise readers to look elsewhere for a more engaging and satisfying fantasy read.

                                              Uncovering the Forgotten Past of the Enchantress with the Rapier

                                              The Enchantress with the Rapier: A Heroine in the Shadows