Cursed
An elf swings his longsword at an attacking bandit. A deep purple scar on his arm seers with pain as it instinctively weaves his arm and blade between the bandit's defenses to land a killing blow.
As a dwarf is about to fall to a dragon's fire breath, his right eyes flashes with light and power overcomes him as he just manages to throw himself out of the flames. Staring up at the dragon, he tightens his grip on his battle axe, having lost some control over himself.
As a guard lets a woman pass, he looks in amazement as her face shifts and alters to that of someone he doesn't know. A tendril grows from her back, wrapping around the guard and crushing him with ease.
These people are all cursed, marked in some way by an outside force. This curse attempts to control them and forever alters their life and being. Those who learn to live with their curse and draw power from it, without letting it take control of them, are unparalleled in the unnatural ability it offers them.
Unnatural Curse
By some means a person of this barring has been marked with a powerful curse. This curse is not naturally meant for humanoids, and seeks to corrupt them. It has taken root in their body, altering and reshaping them in unnatural ways.
Though the curse itself may or may not be sentient, its lingering power and the drive of whatever caused it remains within, driving the bearer to different goals and lifestyles.
Struggle for Control
The curse left on these individuals is raw and powerful. It is up to each individual to strain control over it by their own means and use what power of it they can in their own way, without losing themselves to it completely.
Pushed to Adventure
It is the desire to learn about their curse, or an attempt to hide from society, or remove it entirely that often pushes these individuals to the life of adventure. They are naturally adept for adventure, as their curse grants them immense skill that they may have never even trained for or learned on their own.
Such power within them is not something they take lightly though, nor do others. Many see it as horrific and shun them based on the visibility of their curse and nature of their powers.
Creating a Cursed
The most important this to consider when making a cursed is how you obtained your curse. Did you get it in a battle with a vile creature? Or have it put on you by a powerful enemy? Or did you even go out of your way to put this curse on yourself in hopes of gaining unnatural power? Whatever the case, you have this curse now, and it affects all aspects of your life.
Quick Build
You can quickly make a cursed by following theses steps. First, make Strength your highest ability score, followed by Constitution. Second, choose the outlander background.
Class Features
As a cursed, you gain the following features.
Hit Points
Hit Dice: 1d8 per cursed level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cursed level after 1st
Cursed
Level | Proficiency Bonus | Features | Control Die |
---|---|---|---|
1st | +2 | Mark of Malediction, Control Die, Malediction | d4 |
2nd | +2 | Controlled Corruption (1), Unleash (2) | d4 |
3rd | +2 | Malediction Feature | d4 |
4th | +2 | Ability Score Improvement | d4 |
5th | +3 | Extra Attack, , Unleash (3) | d6 |
6th | +3 | Empowered | d6 |
7th | +3 | Malediction Feature | d6 |
8th | +3 | Ability Score Improvement | d6 |
9th | +4 | Push Through, Unleash (4) | d6 |
10th | +4 | Malediction Feature | d6 |
11th | +4 | Restraint, Controlled Corruption (2) | d8 |
12th | +4 | Ability Score Improvement | d8 |
13th | +5 | Adapted, Unleash (5) | d8 |
14th | +5 | Ability Score Improvement | d8 |
15th | +5 | Malediction Feature | d8 |
16th | +5 | Ability Score Improvement | d8 |
17th | +6 | Controlled Corruption (3), Unleash (6) | d8 |
18th | +6 | Subdue | d8 |
19th | +6 | Ability Score Improvement | d8 |
20th | +6 | Rejuvenate | d8 |
Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- (a) two simple weapons or (b) a martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) 20 arrows or (b) two daggers
Multiclassing
Prerequisite. To multiclass as a Cursed, you need a Strength score of at least 13 and a Constitution score of at least 13.
Proficiencies. When you multiclass into cursed from another class, you gain proficiency in simple and martial weapons.
Mark of Malediction
1st-level Cursed feature
You are forever cursed, which has left a permanent mark on your body known as your cursed mark. You can roll on the mark of malediction table detailed in your Malediction, or work with your GM to determine the appearance of your mark. This curse can't be removed by any means.
The malignant energy of your mark infuses you with the following abilities.
Preservation. While you are not wearing armor or wielding a shield, you can calculate your AC as 12 + your Constitution modifier.
Curse Save. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Curse save DC = 8 + your proficiency bonus + your Constitution modifier
Control Die
1st-level Cursed feature
Your ability to control the power of your curse and use it to your benefit is represented by your control die, which has a starting size of a d4. Its starting size changes as you gain levels in this class, as shown in the Control Die column of the Cursed table.
Some of your abilities let you increase or decrease the size of your control die, as you gain or lose control of your curse. It can't increase to larger than a d12. If it decreases while at a d4, it becomes depleted and can't be used again until it increases. You can't use any ability that requires you to reduce your control die while it is depleted. Whenever you finish a long rest, your control die resets to its starting size.
You start with the following ways to use your control die.
Bleed
When you hit with a weapon attack, you can add your control die to the damage roll. You then lose hit points equal to the result of your control die, which can't be reduced or negated in any way.
Clutch
When you roll your control die, you can choose to treat it as if it rolled its maximum possible result instead of the roll. You can do so after you see the roll. Your control die then decreases.
Malediction
1st-level Cursed feature
Your curse is that of a specific malediction. Choose either Curse of Malice, Curse of Undeath, Curse of the Beast, or Curse of Symbiosis, each presented at the end of this class description.
Your choice grants you features when you choose it at 1st level, and again at 3rd, 7th, 10th and 15th levels.
Controlled Corruption
2nd-level Cursed feature
Your can force control or lose of control over the corruption of your curse. As a bonus action, you can use this feature to either increase or decrease you control die. If you decrease it, you gain temporary hit points equal to half your cursed level plus your Constitution modifier (minimum of 2 hit points).
Once you use this feature, you can't do so again until you finish a long rest.
The number of times you can use this feature increases as you gain levels in this class. You can use it twice between long rests at 11th level, and three times between rests at 17th level.
Unleash
2nd-level Cursed feature
Your curse grows in strength alongside you. When you gain this feature, you gain 2 unleash abilities of your choice, which are listed at the end of this class description.
You learn additional unleash abilities as you gain levels in this class. You learn one additional unleash ability at 5th, 9th, 13th, and 17th levels.
Some unleash abilities require you to expend 1 or more unleash charges. You have 4 unleash charges, and regain all your expended charges when you finish a long rest.
Whenever you gain a level in this class, you can replace any number unleash abilities you know with different unleash abilities.
Ability Score Improvement
4th, 8th, 12th, 14th, 16th, and 19th-level Cursed feature
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
5th-level Cursed feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Empowered
6th-level Cursed feature
All bludgeoning, piercing, and slashing damage you deal counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Push Through
9th-level Cursed feature
Your curse attempts to save you and itself. When you fail a saving throw, you can roll your control die and add it to the result, potentially changing it to a success. Your control die then decreases.
Restraint
11th-level Cursed feature
You are able to pull every bit of power from your curse. The first weapon attack you hit on your turn deals additional damage equal to your Constitution modifier (minimum of 1).
Adapted
13th-level Cursed feature
You have adapted to some of the nature of your curse. You gain resistance to your choice of acid, cold, fire, lightning, necrotic, radiant, or thunder damage. Your choice should reflect the nature of your curse.
Subdue
18th-level Cursed feature
You have learned how to completely subdue and live with your curse. Over the course of 24 hours of downtime, you can subdue your curse, losing access to all class features you have from this class, except for this one.
You can end this effect at any time on your turn (no action required), regaining access to all your cursed class features. After you do so, your control die increases until it is a d12.
Rejuvenate
20th-level Cursed feature
You are always able to pull control over yourself. When you start your turn and your control die is depleted, you can increase it.
Malediction
The malediction that afflicts you was caused by some means. It's nature is directly linked to its origin. Choose one of the following malediction options for your specific curse.
Curse of Malice
Your curse is that of pure evil. This is most often left by coming in close contact with a vile corrupted creature. The corruption now within you attempts to take control and make you hungry for battle. If left unchecked, it will control you to kill and corrupt all that you come across.
Mark of Malice Table
d4 | Mark |
---|---|
1 | A burn covering a large portion of your body. |
2 | One of your eyes has no pupil. |
3 | Small horns or spikes growing from you head or arms. |
4 | An unfading bruise that moves around your body. |
Unlearned Aptitude
1st-level Curse of Malice feature
You are able to use tools of destruction with no training. You gain proficiency with light armor, medium armor, and heavy armor. While wearing armor, you can add your Constitution modifier to your AC instead of your Dexterity.
Decisive Blows
1st-level Curse of Malice feature
As a bonus action on your turn, you can roll your control die and subtract the result from 20. The result is know as your crit number. Your control die then decreases. Your next weapon attack before the start of your next turn scores a critical hit on a roll of your crit number or higher on the d20.
Vile Knowledge
1st-level Curse of Malice feature
When you make an ability check related to corrupted areas, creatures, or items, or you make an Intimidation check, you can roll your control die and add it to the result.
Malevolent Burn
3rd-level Curse of Malice feature
Malevolent energy seeps from you. As an action, you can force this energy into a weapon you are holding. Once within the next 8 hours, when you hit with an attack using that weapon, you can have it it deal extra necrotic damage equal to three rolls of your control die, and the target has its speed halved until the start of your next turn.
If you use this feature while it is already active, the first instance ends immediately.
Defensive Position
7th-level Curse of Malice feature
Once on each of your turns, after you hit a creature with an attack, you can pose yourself defensively against it, gaining a +2 bonus to your AC against attacks it makes until the start of your next turn.
Hyper Burn
10th-level Curse of Malice feature
When you use your Malevolent Burn feature, you can choose to have the extra damage be six rolls of your control die instead. When you do, the target has its speed reduced to 10 feet until the start of your next turn, and you can use your Malevolent Burn feature as a bonus action this turn.
Once you use this feature, you can't do so again until you finish a long rest.
Punish
15th-level Curse of Malice feature
When you reduce a creature to 0 hit points, or score a critical hit against a creature, you gain a 15-foot bonus to your speed until the end of the current turn.
Curse of Undeath
Undeath is bestowed upon you from your curse. This curse is left from being cut, bitten, or used in a ritual by a powerful undead creature. It transforms your body into something different, granting you unnatural power and taking away some of your humanity.
Mark of Undeath Table
d4 | Mark |
---|---|
1 | Bite marks on your neck or body. |
2 | Your teeth are sharp with vampiric fangs. |
3 | None of your vanes show, except for on one part of your body. |
4 | Rotten skin around your wound. |
Undead Nature
1st-level Curse of Undeath feature
Your life is weaning closer and closer to undeath. You only need to eat and drink half the normal amount you would to sustain yourself. You only need to sleep half the amount of time to complete a long rest.
In addition, when you are reduced to 0 hit points, you can roll your control die and instead be reduced to a number of hit points equal to the result, then reduce your control die.
Contort
1st-level Curse of Undeath feature
Your body is able to bend and twist as though it had no bones or muscle. You can fit through a space as small as 1-foot wide without squeezing.
Siphon Life
3rd-level Curse of Undeath feature
Once on each of you turns, when you hit a hostile creature with a weapon attack, you can regain hit points equal to one roll of your control die. This feature doesn't restore any hit points if you haven't taken damage since the start of your last turn.
Close to Death
7th-level Curse of Undeath feature
While you are below your hit point maximum, you have advantage on all Strength and Dexterity saving throws.
Visage
10th-level Curse of Undeath feature
As an action, you can have your form tear into that of a horrific undead visage until the start of your next turn. Each creature of your choice within 30 feet of you is frightened of you during this time and takes 5d6 psychic damage at the start of its turn.
Once you use this feature, you can't use it again until you finish a long rest.
Body of Undeath
15th-level Curse of Undeath feature
Your body shrugs off much of what is harmful to the living. Any critical hit against you is turned into a normal hit, and any effects triggered by the critical hit are negated.
Curse of the Beast
Your curse is that of bestial nature, corrupted by horrific forces.
Mark of the Beast Table
d4 | Mark |
---|---|
1 | Animal fur grows on one part of your body. |
2 | Unhealing scars of deep cuts or bite across your chest. |
3 | A tail you lack control of. |
4 | Whiskers growing from the sides of your face. |
Heightened Senses
1st-level Curse of the Beast feature
Your senses are matched to that of beasts. Whenever you make a check that relies on hearing or smell, you can roll your control die and add it to the result. Your gain a bonus to your jump distance equal to your Constitution modifier (minimum of 1).
Hybrid Form
1st-level Curse of the Beast feature
The bestial energy of your curse can transform your body. At any point on your turn (no action required), you can enter your hybrid form, unless it is already active. Your form changes to that of a monstrous bipedal beast-human hybrid of your choice.
While in your hybrid form, you have a 5-foot bonus to your speed, and a +1 bonus to your AC. In addition, you have natural weapons, such as claws, teeth, horns, a tail, or spikes, with which you can make unarmed strikes. They deal your choice of bludgeoning, piercing, or slashing damage equal to 1d10 + your Strength modifier on a hit, instead of the normal damage for an unarmed strike.
Your hybrid form lasts for 10 minutes. It ends early if your turn ends and you haven't taken damage or dealt damage to a creature other than yourself since your last turn. You can choose to end it early at any point on your turn (no action required).
The first time you enter your hybrid form after completing a long rest, there are no other effects. Each additional time you enter it again before finishing a long rest, your control die decreases.
Part of the Pack
3rd-level Curse of the Beast feature
Once per turn, when you make an attack, you can roll your control die and add it to the result. You can only do so if you are within 5 feet of an ally of yours that isn't incapacitated.
Healing Factor
7th-level Curse of the Beast feature
As a bonus action, you can regain hit points equal to twice your level in this class, you then regrow any missing appendages or body parts and close all open wounds on yourself.
Once you use this feature, you can't do so again until you finish a long rest.
Absolute Control
10th-level Curse of the Beast feature
When you enter your hybrid form, you can do so with absolute control. When you do so, your control die immediately increases, your hybrid form can't end early unless you choose to end it, your size becomes your choice of Medium or Large, the bonus to your AC is +2, and the bonus to your speed is 10 feet. Whenever you deal damage while in this form, you can roll your control die and add it to the result.
Once you use this feature, you can't use it again until you finish a long rest.
Quick Foot
15th-level Curse of the Beast feature
You walking speed increases by 5 feet, and when you take the Dash action, you also gain the benefits of the Disengage action.
Curse of Symbiosis
Your curse has not just left you with a mark, but with a symbiotic entity that lives within your body. This entity transforms you physically as it slowly binds itself fully to you. This curse is often obtained from contact with a creature alien to your plane of existence. It attempts to keep you alive at all costs, as it lives within you, and alter your form to better match its.
Mark of Symbiosis Table
d4 | Mark |
---|---|
1 | You have an extra finger or thumb. |
2 | Patches of your skin are droopy like ooze. |
3 | One of your arms or legs is significantly longer than the other. |
4 | You have a glowing symbol on your chest or body. |
Symbiotic Weapons
1st-level Curse of Symbiosis feature
The symbiotic entity within you is able to shift and form your body in order to protect itself. As a bonus action, you can transform one of your appendages into a melee weapon of your choice that lacks the heavy and two handed properties, which lasts until you use this feature again, until you end it as a bonus action, or until you finish a long rest.
When you do so, you can apply one of the following benefits to the weapon.
- It has a reach of 10 feet.
- You have a +1 bonus to attack rolls made with it.
- When you hit a creature with it on your turn, you can attempt to grapple the target as a bonus action.
Amorphous
1st-level Curse of Symbiosis feature
You are able to tap into your curse to change yourself to your advantage. As an action, you can alter part of your body to that of a tool or object, such as turning your fingers into lock picks or tinker’s tools, your arms into a musical instrument, or your hand into a jar or net.
When you do so, you can reduce your control die to be able to add your control die to the result of any ability check you make with the created object.
Nothing created this way can leave your body or restore hit points to a creature. This change lasts until you use this feature again, or until you choose to end it (no action required).
Symbiotic Growth
3rd-level Curse of Symbiosis feature
When you take the Attack action on your turn, you can also grow out tentacles or appendages that lash out from you as part of the same action. Make a special melee weapon attack against a target within 5 feet of you. You are proficient with this attack and add your Strength modifier to its attack and damage rolls. Its damage die is equal to your control die, and its damage type is your choice of bludgeoning, piercing, or slashing.
Symbiotic Defense
7th-level Curse of Symbiosis feature
The entity within you is able to instinctively defend itself. You have a +1 bonus you your AC. In addition, you grow tentacles instinctively that can be used to grapple creatures and hold objects while leaving your hands free.
Violent Burst
10th-level Curse of Symbiosis feature
As an action, you can grow dozens of weapons, appendages, and tentacles that lash out around you. Each creature of your choice within 30 feet of you must make a Dexterity saving throw, taking 2d12 bludgeoning, 2d12 piercing, and 2d12 slashing damage on a failed save, or half as much on a success.
Clasp
15th-level Curse of Symbiosis feature
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, and have a climbing speed equal to your walking speed, as tentacles grow from you to pull you across.
Fan Content Policy
Cursed is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Unleash Abilities
Listed here are your options for unleash abilities.
If an unleash ability has a prerequisite, you must meet it to learn it. You can learn the unleash ability at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
If an unleash ability allows you to cast a spell, Constitution is your spellcasting ability for that spell and you can cast it without requiring any material components.
Adept
You have a climb speed and swim speed equal to your walking speed.
Alter Shape
Prerequisite: Curse of Symbiosis
The symbiotic entity within you is able to shift your appearance with its magic. As an action, you can alter aspects of your appearance that are possible for a creature of your race, such as changing your eye color, shrinking your nose, or growing a beard. You remain altered this way until you choose to end it (no action required).
Blood Drinker
Prerequisite: Curse of Undeath
Drinking a vile of humanoid blood sustains you as if you drank enough water for one day, and increases you passive perception by an amount equal to your Constitution modifier for 1 minute. You don't gain these benefits if you have already done so since completing a long rest.
Charming Corruption
As an action, you can expend an unleash charge to force a creature you can see that can see your cursed mark to succeed on a Wisdom saving throw or be charmed by you for 10 minutes or until you or your companions do anything harmful to it. The target automatically succeeds its saving throw if you or your companions are fighting it.
Commanding Curse
You can expend an unleash charge to cast the command spell targeting a creature that can see your cursed mark.
Cursing Strike
When you damage a creature, you can expend an unleash charge to mark it with a curse. The next weapon attack it makes before the start of your next turn misses. The target is unaware of this curse until after it makes the attack.
Channeling Strike
As a bonus action, you can expend 1 or 2 unleash charges. The next weapon attack you hit this turn deals 1d10 additional damage for each unleash charge expended this way.
Expanded
You have 1 additional unleash charge.
Fast Act
You can use any unleash ability you know that requires you to use an action as a bonus action, unless that unleash ability allows you to cast a spell.
Frightful Mark
As an action, you can expend an unleash charge to force a creature you can see that can see your cursed mark to succeed on a wisdom saving throw or become frightened of you for up to 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike
When you make a weapon attack, you can roll your control die and add it to the attack roll. You can do so after you roll. Your control die then decreases.
Illusory
You can expend an unleash charge to cast the silent image spell.
Increased Knowledge
Prerequisite: Curse of Malice
You have proficiency in 2 skills of your choice that use Intelligence or Wisdom.
Intimidate
As an action, you can you can disturb the mind of a creature you can see that can see your cursed mark. Until the end of your next turn, intimidation checks against it have advantage, and it has disadvantage on saving throw against becoming frightened.
Leap
You can expend an unleash charge to cast the jump spell as a bonus action targeting yourself.
Magic Sense
You can expend an unleash charge to cast either the detect magic or identify spell.
Savage
Your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. If your weapon attacks score a critical hit on a result less than 20 from another source, they score a critical hit on a result of one less than that result or higher.
Sniff Out
Prerequisite: Curse of the Beast
As an action, you can smell the location of each creature within 30 feet of you that is below its hit point maximum.
Strider
As a bonus action, you can expend an unleash charge to gain a 15-foot bonus to your speed this turn.
Supernaturalism
You know 2 of the following cantrips of your choice: control flames, dancing lights, gust, minor illusing, prestidigitation, or thaumaturgy.
Release Curse
When your control die becomes depleted, your curse becomes released. Until the end of your next turn, you have the following effects:
- Attacks you make have advantage
- Saving throws you make have disadvantage
- All damage you take is reduced by 2
- Attacks against you have advantage
- If your control die would increase, it doesn't increase
Blink
Prerequisite: 5th level
You can expend an unleash charge to cast the misty step spell.
Lift
Prerequisite: 5th level
You can expend an unleash charge to cast either the feather fall or levitate spell.
Spread Darkness
Prerequisite: 5th level
You can expend an unleash charge to cast the darkness spell centered on your location.
Cloak
Prerequisite: 5th level
You can expend an unleash charge to cast the invisibility spell targeting yourself.
Striker
Prerequisite: 5th level
You can roll an additional d6 when determining the extra damage for a critical hit with a weapon attack.
Dispelling
Prerequisite: 9th level
You can expend 2 unleash charges to cast the dispel magic spell.
Gaseous
Prerequisite: 9th level
You can expend 2 unleash charges to cast the gaseous form spell targeting yourself.
Mask
Prerequisite: 9th level
You can expend 2 unleash charges to cast the nondetection spell targeting yourself.
Momentum
Prerequisite: 9th level
You can expend 2 unleash charges to cast the freedom of movement spell targeting yourself.