The Accursed, the Bamstacks Variant
Bones and flesh churning and cracking as they shift, a dragonborn assumes his hybrid form, choosing the guise of a wolf, his favorite. Readying dark, crackling energy in his hand, he begins his hunt.
A drow enters a tavern, hitting his head on the door frame and tripping on a chair leg. As he rises back to his feet, a brawl begins amongst a couple other patrons. With a look, a sigh, and flick of his wrist, the brawlers both slip on an errant puddle of grog, hit their heads on tabletops, and fall unconscious. Finally arriving at the bar, the drow can enjoy his drinks.
An elf argues with herself as she engages an orc raiding party in combat. Recalcitrantly, a spirit exits the elf’s body, a thin cord of Ethereal energy connecting the two, and fights alongside her, unleashing a terrible scream that causes the bandits all to drop dead of fright.
Wielding a terrible blade, a human engages the palace guards, slicing her adversaries in twain as if they were cloth. An archer comes around the corner, and she throws her sword, impaling the guard before he can even nock an arrow. As the vile weapon reappears in her outstretched hand, she saunters into the throne room, staring at the quivering king with death in her eyes. At last, the crown is hers.
A dwarf is thirsty, so terribly thirsty, but refuses to drink. Yes, he could have glamored and drank deeply from that barmaid last night, but she was a good girl and he couldn’t bear to do it. Walking down the alley as the sun rises overhead, the dwarf spies a well-garbed man with a knife approaching an unsuspecting would-be victim. Finally, a drink he won’t have to feel guilty about.
Accurseds are afflicted with a permanent magic that is inconvenient at best and debilitating at worst. But magic is still magic, and accurseds have found a way to harness the power of their curse to their own ends, while managing some of the worst symptoms of their condition. Either way, their curse is now theirs to use however they see fit.
This variant is a modified version of Ross Leiser's Accursed class found here.
The Accursed
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Accursed Affliction, Jinx | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Curse Control, Malediction Metamorphosis | 3 | 2 | — | — | — | — |
3rd | +2 | Accursed Affliction feature, Fell Attunement | 4 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 3 | — | — | — | — |
5th | +3 | Accursed Affliction feature | 6 | 4 | 2 | — | — | — |
6th | +3 | Possessive Curse | 6 | 4 | 2 | — | — | — |
7th | +3 | Blundering Jinx | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
9th | +4 | — | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Malediction Malignance | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Accursed Affliction feature | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 11 | 4 | 3 | 3 | — | — |
13th | +5 | — | 12 | 4 | 3 | 3 | 1 | — |
14th | +5 | Anathema Arcane | 12 | 4 | 3 | 3 | 1 | — |
15th | +5 | Accursed Affliction feature | 13 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 13 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Malediction Metastasis | 14 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Accursed Affliction feature, Anathema Arcane improvement | 15 | 4 | 3 | 3 | 3 | 2 |
Class Features
As an accursed, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per accursed level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per accursed level after 1st
Proficiencies
- Armor: Light armor, medium armor
- Weapons: Simple weapons, hand crossbows
- Tools: None
- Saving Throws: Wisdom, and your choice of Intelligence or Charisma
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- (a) a hand crossbow and 20 bolts, (b) a martial melee weapon (if proficient)
- (a) an arcane focus, (b) a druidic focus, or (c) a holy symbol
- (a) an explorer's pack, (b) a priest's pack, or (c) a scholar's pack
- Any two simple weapons
Alternatively, you can roll 8d4 x 10 gp and buy your starting equipment.
Accursed Multiclassing
Accursed follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.
If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose accursed as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Intelligence, Wisdom, or Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a accursed. When you take this level, your curse ability must be one of these scores that is above 13.
Proficiencies Gained. If accursed isn’t your initial class, here are the proficiencies you gain when you take your first level as an accursed: light armor, medium armor, simple weapons.
Spell Slots. Add half your levels in the accursed class, rounded down, to the appropriate levels from other classes to determine your available spell slots.
Accursed Affliction
Through unfortunate circumstances, you were stricken with a curse that would have broken most other people. However, whether by sheer willpower, introspective meditation, or arcane study, you not only overcame the challenges your curse presented, but learned to harness its power. Choose the affliction you conquered: the Curse of Lycanthropy, the Curse of Misfortune, the Curse of Possession, the Curse of the Armament, or the Curse of Vampirism.
Your curse has become as much a part of you as your own heart. The remove curse spell, as well as any similar effect, has no effect on your curse when it is cast on you. If your curse takes the form of a magical disease, you can’t be cured of it by any means. Your choice grants you features at 1st level, and again at 3rd, 5th, 11th, 15th, and 20th level.
Accursed Ailments
Each affliction has ailments caused by the curse’s lingering effects. These ailments are referred to by features you gain later in this class.
Curse Save DC
Some of your accursed features require your target to make a saving throw to resist the feature’s effects. Due to the varying ways that an accursed can overcome their affliction, though, not all use the same ability score. Choose Intelligence, Wisdom, or Charisma as your curse ability.
You should choose Intelligence if you scoured the multiverse for secrets that allow you to manage your curse using rituals or minor magical practices, Wisdom if you used introspective meditation techniques to harmonize with your curse and make it a part of you, or Charisma if you conquered your curse through sheer force of will or by bargaining with it. Depending on the curse ability you chose, the saving throw DC of your curse effects is calculated as follows:
Curse Save DC
Jinx
As an action, you can touch a creature within your reach and magically imbue it with a small amount of curse energy. When you do, choose an ability, and that creature makes a Wisdom saving throw. On a failure, it has disadvantage on the next ability check it makes using the chosen ability within the next minute.
When you use this feature, you can also choose to make a Dexterity (Sleight of Hand) check against the target’s Passive Perception. If you succeed, the creature isn’t aware that you are the source of this feature.
The effect ends early on a creature if you use this feature again, if you lose concentration (as though concentrating on a spell), or if either of the dispel magic or remove curse spells is cast on the target.
Spellcasting
When you reach 2nd level, you learn to harness your curse’s power to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this document for the accursed spell list.
Spell Slots
The Accursed table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Curse Spells
Each Accursed Affliction has a list of spells – its curse spells – that you learn when you reach certain levels in this class, as shown in the affliction description. These spells count as accursed spells for you and are included in the number in the Spells Known column of the Accursed table.
Spells Known of 1st Level and Higher
You know the curse spell you gain at 2nd level from your Accursed Affliction, and two 1st-level spells of your choice from the accursed spell list, for a total of three spells known.
The Spells Known column of the Accursed table shows when you learn more spells of your choice from the accursed spell list. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you learn one new spell of 1st or 2nd level, in addition to the curse spell you gain at 5th level from your Accursed Affliction.
Additionally, when you gain a level in this class, you can choose one of the accursed spells you know and replace it with another spell from the accursed spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Your curse ability is your spellcasting ability for your accursed spells, since your ability to cast spells comes from the control you have over your curse’s power. You use your curse ability whenever a spell refers to your spellcasting ability. In addition, you use your curse ability modifier when setting the saving throw DC for an accursed spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
When you gain this feature, choose arcane foci, druidic foci, or holy symbols, depending on how you discovered to channel your curse. You can use the chosen type of implement as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your accursed spells.
Curse Control
Also starting at 2nd level, you can control the ailments of your curse by expending spell slots. You can do so in the following ways:
Afflict. As an action, you can expend a spell slot to attempt to afflict a creature you can see within 30 feet of you with your choice of one of your ailments. The creature must succeed on a Wisdom saving throw or suffer the chosen ailment for the duration. An afflicted creature can repeat the saving throw as an action during each of its turns, ending its affliction on a successful save.
Suppress. As a bonus action, you can expend a spell slot to suppress your ailments’ effects. For the duration, you can choose not to suffer the effects of any number of your affliction’s ailments.
The duration of the effect depends on the level of spell slot you expended to use it. The effect lasts for 1 minute for a 1st-level spell slot, 10 minutes for a 2nd-level spell slot, 1 hour for a 3rd-level spell slot, 8 hours for a 4th-level spell slot, or 24 hours for a spell slot of 5th-level or higher.
Malediction Metamorphosis
At 2nd level, your curse begins evolving within you. You can guide this change to create effects that are beneficial to you. Choose one of the following metamorphosis options. You can’t take a metamorphosis more than once, even if you later get to choose again.
Enshrouding Imprecation
Your curse’s energy covers you like a dark cloak when it isn’t held back by bright light. You have advantage on Dexterity (Stealth) checks you make while in dim light or darkness.
Facile Suppression
Once, you can use your Suppress without expending a spell slot. Its duration is 10 minutes. You regain your use of this feature when you finish a short or long rest.
Fecund Affliction
Once, you can use your Afflict without expending a spell slot. Its duration is 1 minute. You regain your use of this feature when you finish a short or long rest.
Hostile Bane
Once during each of your turns when you hit a creature with an attack, you can cause the attack to deal additional necrotic damage equal to your curse ability modifier (minimum 1).
Protective Hex
When you’re wearing light, medium, or no armor, you can use your curse ability modifier, instead of your Dexterity modifier, to determine your Armor Class. Your curse ability modifier is otherwise treated as though it were your Dexterity modifier for the purpose of determining your AC this way.
Selfish Anathema
As an action, you can attempt to free yourself from a spell's effects. Make an ability check using your curse ability against a DC equal to 10 + twice the spell’s level. On a success, you end the effects of the spell on yourself. This has no effect on any of the spell’s other targets.
Swift Jinx
You can use your Jinx as a bonus action on your turn.
Fell Attunement
Starting at 3rd level, your familiarity with the nature of curses and other dark magics allows you to detect them. As an action, you can send invisible tendrils of your curse to scout for these fell energies. Until the end of your next turn, you know the location of any aberration, fiend, shapechanger, or undead within 60 feet of you that isn’t behind total cover. You know the type (aberration, fiend, shapechanger, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any cursed objects, as well as spells on the accursed or warlock spell lists that are currently active or have been cast in the radius within the last hour. You don’t know what the specific objects or spell effects are, only where they are located.
You can use this feature a number of times equal to 1 + your curse ability modifier. You regain all expended uses when you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Possessive Curse
Starting at 6th level, your curse jealously guards you from others of its ilk, refusing to share its host. You are immune to curses other than your Accursed Affliction, such as the hex and bestow curse spells. Additionally, your hit point maximum can’t be reduced against your will, you are immune to being possessed against your will, and when you touch or attune to a cursed object, it doesn’t stop being cursed, but the curse doesn’t affect you.
Blundering Jinx
Beginning at 7th level, when a creature fails its saving throw against your Jinx, you can choose instead to give it disadvantage on the next attack roll it makes using the chosen ability within the next minute.
Malediction Malignance
At 10th level, your curse evolves again. You can choose a second metamorphosis from the options in the Malediction Metamorphosis class feature, or from the following options if you meet the metamorphosis’ prerequisites.
Consolidating Jinx
Prerequisite: Swift Jinx
When a creature makes a Wisdom saving throw against your Jinx, it has disadvantage on the saving throw if it was previously the target of your Jinx this turn.
Deadly Bane
Prerequisite: Hostile Bane
You lose the benefits of your Hostile Bane. Instead, whenever you hit a creature with an attack during your turn, you can cause the attack to deal additional necrotic damage equal to your curse ability modifier (minimum 1).
Hex Armor
Prerequisite: Protective Hex
While you’re wearing light, medium, or no armor, any damage you take is reduced by an amount equal to half your proficiency bonus.
Instinctual Suppression
Prerequisite: Facile Suppression
When you roll initiative, you can use your reaction to use your Suppress. You can take this reaction even if you are surprised.
Muffling Imprecation
Prerequisite: Enshrouding Imprecation
While you’re in dim light or darkness, you can ignore the verbal components of your accursed spells.
Obstinate Anathema
Prerequisite: Selfish Anathema
When you are incapacitated, paralyzed, petrified, or stunned by a spell’s effects, you are still able to use your action, provided that you are not unconscious and the only action you take is to use your Selfish Anathema.
Transferring Affliction
Prerequisite: Fecund Affliction
When a creature fails its saving throw against your Afflict, you can choose not to suffer the chosen ailment’s effects for the duration.
Anathema Arcane
Starting at 14th level, the vile magics of your curse become too powerful to be solely contained in your body. This overflowing curse energy invisibly extends from you in a 15-foot radius aura, and can interfere with other magical effects. If a creature has truesight or is under the effects of the detect magic spell or similar magic, it can see this aura as a noxious smoke. You can use this aura to disrupt magic in the following ways:
Negate. When you see a creature within the aura cast a spell that includes you as a target, you can use your reaction to attempt to negate the effects of the spell on yourself. When you do, make an ability check using your curse ability. The DC equals 10 + twice the spell’s level. On a success, you suffer none of the spell’s effects. This has no effect on the spell’s other targets.
Stifle. As an action, you can attempt to stifle the magic of an object or spell effect you can see within your aura. When you do, make an ability check using your curse ability. If the target is a spell effect, the DC equals 10 + twice the spell’s level. If the target is a magic item, the DC depends on the item’s rarity, as shown in the Anathema Arcane table. On a success, the magical properties of the object or spell effect are stifled for 1 minute; a spell effect you target this way ceases to function for the duration, and a magic object you target this way becomes its mundane equivalent for the duration.
Anathema Arcane
Item Rarity | Ability Check DC | Example Items |
---|---|---|
Common | 12 | cloak of billowing, potion of healing |
Uncommon | 15 | immovable rod, weapon +1 |
Rare | 18 | necklace of fireballs |
Very Rare | 21 | staff of thunder and lightning |
Legendary/Sentient | 24 | cloak of invisibility |
Artifact | 30 | Eye and Hand of Vecna |
You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all of your expended uses when you finish a long rest. At 20th level, the range of this aura increases to 30 feet, and you regain all of your expended uses of this feature whenever you finish a short or long rest.
Malediction Metastasis
At 18th level, your curse evolves into its ultimate form. You can choose a third metamorphosis from the options in the Malediction Metamorphosis and Malediction Malignance class features, or from the following options. If a metamorphosis has prerequisites, you must meet them to choose it.
Bolstering Suppression
Prerequisite: Instinctual Suppression
When you use your Suppress, you gain temporary hit points equal to five times the level of the expended spell slot, and you gain resistance to a damage type of your choice for the duration. When the Suppress ends, you lose any remaining temporary hit points from this feature.
Capacious Anathema
Prerequisite: Obstinate Anathema
The range of your Anathema Arcane aura doubles. Additionally, when you use your Selfish Anathema and succeed on the ability check, you can choose up to five other creatures you can see within the aura that are also affected by the spell. You end the spell’s effects on each of the chosen creatures.
Once you use this ability, you must finish a short or long rest before you can use it again.
Clandestine Imprecation
Prerequisite: Muffling Imprecation
While you’re in dim light or darkness, you can Hide as a bonus action on your turn.
Additionally, if you’re hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
Crippling Jinx
Prerequisite: Consolidating Jinx
When a creature fails its saving throw against your Jinx, you can choose instead to give it disadvantage on the next saving throw it makes using the chosen ability within the next minute.
Once you use this metamorphosis on a creature, you must finish a long rest before you can use it on that creature again.
Doubling Jinx
Prerequisite: Consolidating Jinx
When you use your Jinx, you can target a second creature within range. You can choose a different ability for each target.
Effortless Suppression
Prerequisite: Instinctual Suppression
You can use your Suppress at will, without expending a spell slot. When you do, it doesn’t end until you die or until you use a bonus action on your turn to end it.
Explosive Bane
Prerequisite: Deadly Bane
Once during each of your turns when you hit a creature with an attack, you can cause the attack to deal an additional 1d10 necrotic damage. When you use this metamorphosis, you can also choose to expend a spell slot to cause the attack to deal an additional 1d10 necrotic damage per level of the expended spell slot.
Hex Aura
Prerequisite: Hex Armor
While you’re wearing light, medium, or no armor, when an attacker you can see within 30 feet of you hits you with an attack, you can use your reaction to cast hex on that creature, without expending a spell slot. When you cast the spell this way, the spell ends early if the target drops to 0 hit points, or if you use this ability again.
Mutating Malediction
When you finish a short or long rest, you can choose to replace any number of your other metamorphoses with different metamorphoses. To choose a metamorphosis, you must meet its prerequisites. If you no longer meet a metamorphosis’ prerequisites, you must replace that metamorphosis as well.
For example, you can replace both of your other metamorphoses with the Hostile Bane and Deadly Bane options, since, by choosing Hostile Bane, you meet Deadly Bane’s prerequisites. However, if you then later replace Hostile Bane with another metamorphosis, you must also replace Deadly Bane, since you no longer meet the latter’s prerequisites.
Philistine Anathema
Prerequisite: Obstinate Anathema
You learn the counterspell and dispel magic spells. They don’t count against the number of accursed spells you know. You can cast each spell once without expending a spell slot, and regain the ability to do so when you finish a short or long rest.
Prolific Affliction
Prerequisite: Transferring Affliction
When you spend a spell slot of 2nd-level or higher to use your Afflict, instead of increasing the effect’s duration, you can choose an additional target for each slot level above 1st.
Shielding Hex
Prerequisite: Hex Armor
While you’re wearing light, medium, or no armor, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Umbral Imprecation
Prerequisite: Muffling Imprecation
You have darkvision to a range of 60 feet. If you already have darkvision, its range instead increases by 30 feet. Magical darkness doesn’t impede your darkvision.
Additionally, you can cast darkness once, without expending a spell slot, and regain the ability to do so when you finish a long rest.
Vengeful Bane
Prerequisite: Deadly Bane
When a creature you can see within the range of a weapon you’re holding causes you to take damage, you can use your reaction to make a weapon attack against that creature. If the attack hits, it deals additional necrotic damage equal to your curse ability modifier.
Vile Affliction
Prerequisite: Transferring Affliction
You can use your Afflict as a bonus action on your turn.
Additionally, when you use your Afflict, you can choose any number of your ailments. If the creature fails its saving throw, it suffers each of your chosen ailments for the duration, and you can choose not to suffer any number of the chosen ailments’ effects for the duration.
Accursed Afflictions
Accurseds, once they take control of the magic of their curse, find themselves in a rather unique situation: they are able to view the malediction in ways that few other creatures can, learning the true makeup of its magics. Most are surprised to find that the common beliefs held about the nature of their particular affliction are actually misconceptions, though this isn’t the case for all imprecations. Learning to utilize the true nature of their curse’s magic is at the heart of an accursed’s progression of power.
Curse of the Armament
One of the most common curses suffered by adventurers and explorers is attuning to a cursed object. Many suffer the inconvenience only so long as it takes to get remove curse cast on the object, but, for some reason, you chose to remain attuned to a cursed weapon. Perhaps you didn’t have the connections or money to have the spell cast, or maybe there was something compelling about the weapon’s history that made you reluctant to part with it. Regardless of your reasons, you’ve embraced your connection with the weapon, despite its annoying tendency to never leave you alone, and have dedicated yourself to mastering it. You may have become a bit obsessed with the combination of magic and martial might the weapon contains, and want to explore just how far you can go with it...
Armament Ailments
1st-level Armament feature
As a creature afflicted with attuning to a cursed weapon, you suffer the following ailments:
- You have disadvantage on attack rolls made with weapons other than your curse weapon.
- You are permanently attuned to your curse weapon and can’t become unattuned from it by any means, even if another creature attempts to attune to it. Such a creature’s attempts to attune to your curse weapon automatically fail.
Acolyte of Arms
1st-level Armament feature
You’ve dedicated yourself to a mastery of melee weapons in an attempt to better understand the artifact that just won’t leave you alone. You gain proficiency with martial melee weapons.
Choose a melee weapon without the heavy property from your starting equipment. This weapon becomes your curse weapon. Due to its cursed nature, it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, but not for the purpose of spells.
If your curse weapon ever becomes destroyed, its curse instantly transfers to the nearest nonmagical melee weapon in your possession, or that isn’t being worn or carried if you don’t have any other melee weapons.
Clinging Curse
1st-level Armament feature
If your curse weapon ever becomes further than 20 feet from you, it instantly reappears in your space, whether in your hand, in its scabbard, or on the ground (your choice each time it reappears this way).
You’ve learned to use this unique property to your advantage. Your curse weapon gains the thrown (range 20/60) property. When you throw your curse weapon as part of an attack, it reappears in your space immediately following the attack. If you throw it 20 or more feet this way, it doesn’t reappear in your space until after the attack is completed.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | wrathful smite |
5th | magic weapon |
9th | elemental weapon |
13th | staggering smite |
17th | steel wind strike |
Blade Bond
3rd-level Armament feature
You’ve formed a greater bond with your curse weapon. You can use it as a spellcasting focus for your accursed spells. Additionally, this bond allows you to coax it into other forms. Over the course of a short or long rest, you can alter your curse weapon’s form and statistics into those of a different melee weapon, even one with the heavy property.
Extra Attack
5th-level Armament feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Voracious Weapon
5th-level Armament feature
Your curse weapon begins to hunger for additional power, jealous of the advances you’ve made by siphoning its curse energy. When you attune to a magic melee weapon, you can choose to feed it to your curse weapon, causing your curse weapon to gain its magical properties. For example, if you feed a flame tongue to your curse weapon, it gains the flame tongue’s ability to ignite by speaking a command word, shedding light and dealing the additional fire damage while it is ignited. While your curse weapon has a magic item consumed this way, it counts as magical for the purpose of spells.
When you feed a magic weapon to your curse weapon this way, you still count as being attuned to the consumed weapon. Your curse weapon regurgitates the consumed weapon, losing the weapon’s properties, if you feed it a different magic melee weapon, if you become unattuned from the consumed weapon, or if you use your action to cause it to regurgitate the weapon.
Fighting Style
11th-level Armament feature
Your expertise with your curse weapon allows you to adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense. While you’re holding your curse weapon, you gain a +1 bonus to your AC. This bonus increases to +2 if you aren’t wielding another weapon or shield.
Dueling. While you’re wielding or throwing your curse weapon with one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with your curse weapon while you’re wielding or throwing it with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Protection. When a creature you can see attacks a target other than you within 20 feet of you, you can use your reaction to impose disadvantage on the attack roll, throwing your curse weapon to intercept the attack. You must be wielding your curse weapon, and it reappears in your space immediately afterward.
Throwing. You gain a +2 bonus to ranged attack rolls you make with your curse weapon. Additionally, when making a ranged attack with your curse weapon, being within 5 feet of a hostile creature doesn’t impose disadvantage on the attack roll.
Reciprocal Relationship
11th-level Armament feature
When you hit a creature or object with an attack using your curse weapon, you can use your reaction to teleport to the nearest unoccupied space to the target.
You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all of your expended uses when you finish a long rest.
Curse Combination
15th-level Armament feature
When you take the Attack or Cast a Spell action, you can make an attack with your curse weapon as a bonus action this turn.
Bloodthirsty Blade
20th-level Armament feature
When you use your curse weapon to score a critical hit or reduce a creature to 0 hit points on your turn, you can make an additional attack with your curse weapon as part of the same action.
Ravenous Weapon
20th-level Armament feature
Your curse weapon can have up to two magic melee weapons consumed at the same time. If you attempt to feed it a third, it regurgitates your choice of the two weapons it currently has consumed. If both of the consumed weapons grant a bonus to attack and damage rolls using the weapon, you use the higher of the two bonuses, not the combination. For example, if your curse weapon has consumed a weapon +2 and a weapon +3, you will receive a +3 bonus to your attack and damage rolls using your curse weapon, not a +5 bonus.
Curse of Combustion
Your body is an explosive with a fuse of unknown length. Perhaps you angered a powerful fire entity, such as a fire elemental lord like Imix, an archpriest of the Cult of Eternal Flame, an efreeti, or a god of fire such as Kothuss. You never knew when it would finally be time for the fire to burst out of you, annihilating you and everything in the immediate vicinity, but you always felt the flames crescendoing within, like it was using your body as kindling. By some means, though, you learned to harness this inferno, and can now use it to your own ends. After all, fire is so beautiful to behold, and you cannot help but to wonder how gorgeous the world would look covered in your glorious fire...
Combustion Ailments
1st-level Combustion feature
As a creature afflicted with spontaneous combustion, you suffer the following ailments:
- The flames trying to burst from within you give you a subdermal glow. You magically shed dim light to a range of 10 feet, and have disadvantage on Dexterity (Stealth) checks you make to avoid being seen or to disguise yourself while this light is visible.
- Whenever you lose concentration (as though concentrating on a spell), you take fire damage equal to your level, and each creature within 10 feet of you must make a Dexterity saving throw, taking fire damage equal to your level on a failed save. Fire damage you take from this ailment can’t be reduced or prevented in any way. Once you take this fire damage, this ailment doesn’t function until the start of your next turn, your inner flames needing to stoke.
Humanoid Torch
1st-level Combustion feature
You can brighten your inner flames. As an action, you can magically cause yourself to shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can dismiss this light as a bonus action on your turn.
Flame Burst
1st-level Combustion feature
As an action, you can cause the magical flames burning within you to explode out. Each creature other than you within 5 feet of you must succeed on a Dexterity saving throw or take 1d8 fire damage.
The damage increases when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Curse Spells
2nd-level Combustion feature
accursed level | spells |
---|---|
2nd | burning hands |
5th | aganazzar's scorcher |
9th | fireball |
13th | wall of fire |
17th | immolation |
Igniting Touch
3rd-level Combustion feature
You learn to concentrate the heat of your flame into your palm. As an action, you magically ignite a flammable object you touch with your hand, provided it isn’t being worn or carried by another creature.
You can also use this feature to attack your enemies. As an action, make a melee attack roll with proficiency against a creature within your reach. You use your choice of Strength or Dexterity for the attack roll. On a hit, the creature takes fire damage equal to 1d8 + your curse ability modifier.
The damage increases when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blast Wave
3rd-level Combustion feature
When you use your Flame Burst, you can expend a spell slot to increase its radius. The radius increases to 10 feet for a 1st-level spell slot, 20 feet for a 2nd-level, 30 feet for a 3rdlevel, 60 feet for a 4th-level, and 90 feet for a 5th-level.
Additionally, when you expend a spell slot this way, if a creature succeeds on its saving throw against the Flame Burst, it takes half the damage.
Overheat
5th-level Combustion feature
You can cause your flames to burn so hot that you scorch yourself. Once during each of your turns when you deal fire damage to a creature or object with an accursed class feature or spell, you can choose to take an amount of fire damage up to your accursed level (minimum 1). Fire damage you take from this feature can’t be reduced or prevented in any way, but doesn’t require you to make a Constitution saving throw to maintain concentration. The target takes additional fire damage equal to twice the fire damage you chose to take.
If you use this feature to affect a target of an accursed feature or spell that affects an area, it counts as you hitting the target with an attack for the purpose of your accursed spells.
Calculated Combustion
11th-level Combustion feature
You gain enough control over your flames that you can create pockets of safety for your allies. When you use an accursed class feature or spell that deals fire damage, you can choose a number of creatures you can see equal to your accursed level. The creatures automatically succeed on their saving throws against the effect, and they take no damage if they would normally take half damage on a successful save.
White Hot
15th-level Combustion feature
Your accursed class features and spells ignore resistance to fire damage.
Blazing Inferno
20th-level Combustion feature
Whenever you deal fire damage with an accursed class feature or spell to a creature or object other than yourself, it takes an additional 2d8 fire damage.
Additionally, when you use your Overheat on a creature or object, your accursed class features and spells ignore any immunity to fire damage the target may have this turn.
Curse of the Hunted
You were cursed to be hunted by the beasts and monsters of the multiverse, never to know a moment’s peace or rest before your grisly demise. You may have escaped the Wild Hunt, offended a hunting deity like Artemis, or slew a powerful monster’s favorite pet. No matter how you received it, the entity that cursed you wanted you to feel like hopeless prey, as though you were always moments away from being mauled, ripped apart, or trampled. But somehow, you figured out that your curse simply enhances and focuses aggression, and have learned to use it to direct the bloodlust of those that would hunt you elsewhere. You are proof that the hunted can indeed become the hunter, and now it feels like revenge could easily be within your grasp...
Hunted Ailments
1st-level Hunted feature
As a creature afflicted with being forever hunted by beasts and monsters, you suffer the following ailments:
- Your foes and other creatures that are hostile toward you have advantage on Intelligence (Investigation), Wisdom (Perception), and Wisdom (Survival) checks they make to track or find you, your curse helping to guide them to your location.
- When you start your turn within 30 feet of at least one creature with Intelligence 3 or less, make a curse ability check against a DC of 10. On a failure, each such creature within range becomes irrationally hostile toward you and attacks you, prioritizing attacking and killing you over all other possible targets. On a success, the DC increases by 1, and, unless you’re in combat or roll for initiative, you don’t have to make the curse ability check again for 10 minutes. The DC resets to 10 when you finish a long rest or when you fail the ability check.
Woah
1st-level Hunted feature
Your experience dealing with beasts constantly attacking you has granted you greater insight into how to calm them. You have proficiency in the Animal Handling skill. Additionally, when you make a Wisdom (Animal Handling) check you make to calm a creature that is hostile toward you, you can magically give yourself a bonus to the check equal to your curse ability modifier (minimum 1), applying your curse’s magic opposite its usual purpose to quell the target’s aggression.
Call the Hunt
1st-level Hunted feature
You can use your curse to call creatures to fight in battle, directing their animosity at your foes. As an action, you summon a type of beast you have seen before with a CR no greater than 1/8 and an Intelligence score no greater than 3. The beast comes from around a hill, behind a tree, within a cloud, beneath the ground, or an otherwise obscured aspect of the terrain as is appropriate to your surroundings and its nature, appearing in an unoccupied space of your choice that you can see within 30 feet of you. If the DM determines that it isn’t feasible for the chosen creature to appear, such as a shark when the only nearby source of water is a sink, the feature fails.
Roll initiative for the summoned creature, which has its own turns. It ignores any commands you or others attempt to give it, though it remains friendly to you until there are no longer any conscious hostile targets engaged in combat with you, until you or your companions harm it, until you lose concentration (as though concentrating on a spell), or until you use this feature again. Once the summoned creature is no longer friendly to you, it becomes hostile toward you and begins to attack you until either you or it is dead, prioritizing attacking and killing you over all other possible targets. Defeating the summoned creature doesn’t grant any experience points.
When you summon the creature, you choose a target you can see within 30 feet of you, directing the summoned creature’s aggression at the target. Until you use your action to direct the summoned creature at a different target or it becomes hostile to you, it prioritizes attacking and killing the target over all other possible targets. When the target dies, the summoned creature will defend itself from hostile creatures, but otherwise take no actions until you direct its aggression at a different target or it becomes hostile toward you.
Once you reach certain levels in this class, you can summon beasts with a higher CR using this feature: up to CR 1/4 at 3rd level, up to CR 1/2 at 5th level, up to CR 1 at 7th level, up to CR 2 at 9th level, up to CR 3 at 11th level, up to CR 4 at 13th level, up to CR 5 at 15th level, and up to CR 6 at 17th level. It must still have an Intelligence score of 3 or less.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | compelled duel |
5th | crown of madness |
9th | conjure animals |
13th | conjure woodland beings |
17th | insect plague |
Call Help
3rd-level Hunted feature
You learn to use your curse to aid your allies in finding you if you are in trouble. As an action, you choose any creature you are familiar with. If that creature is within 1,000 feet of you, it senses your location for the next minute, and for the duration is aware of the direction of your movement if you are moving.
You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all expended uses when you finish a long rest.
Aggravated Assault
3rd-level Hunted feature
You can increase the aggression of other creatures, possibly causing them to reactively attack. As an action, you can cause a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature uses its reaction to make a weapon attack at another target of your choice within the weapon’s range. If the attack hits, it counts as you hitting the creature with an attack for the purpose of your accursed spells.
Hunt Down
5th-level Hunted feature
When you take the Attack action, you can have one of your summoned creatures use its reaction to move up to its speed toward its target and make a weapon attack against it if it’s within range. The summoned creature must be friendly to you, or this feature fails.
Bigger Game
11th-level Hunted feature
When you use your Call the Hunt, the summoned creature can be of any creature type other than humanoid, provided that it meets the other restrictions of the feature.
Most Dangerous Game
15th-level Hunted feature
When you use your Call the Hunt, there is no longer any restriction on the summoned creature’s possible Intelligence score, and the summoned creature’s type can be humanoid, provided that it meets the other restrictions of the feature.
Wild Hunt
20th-level Hunted feature
When you use your Call the Hunt, you can summon up to three creatures, provided they all use the same stat block. When they are summoned or you use your action to direct their aggression, you can choose the same or different targets for each summoned creature.
Additionally, your summoned creatures’ attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Curse of Immortality
Whether it was a poorly worded wish from a djinn, an ill-advised deal with a devil or fae, or an ancient ritual you may not have studied carefully enough, you managed to attain the boon coveted by archmages everywhere: true immortality. While you can still die, you always come back, and you will never grow older or lose your beauty. For the first few generations, maybe even for the first few millennia, it was everything you ever dreamed of: no permanent consequences, no more living in fear of death, never having to worry about the seconds ticking away.
Eventually, though, you came to see immortality for what it is: a curse. You could do nothing but watch as all those you cared about withered and died, you ran out of new things to discover and explore, and you began to grow apathetic and withdrawn as the world around you changed so much you could no longer recognize or relate to it. You’re an artifact of a long gone era, and now there’s nothing else for you to do but find a way to permanently see what is on the other side...
Immortality Ailments
As a creature afflicted with immortality, you suffer the following ailments:
- Your curse actively resists magic of a similar restorative nature. You can’t regain hit points from spells cast by other creatures, and when you die, you can’t be returned to life by any means other than the wish spell or your accursed class features.
- Whenever you get your hair cut, get a piercing or tattoo, or in any other way alter your body in a nonmagical way, your curse reverts the changes at the next day’s dawn.
Ageless
1st-level Immortality feature
Time seems to have ceased for your biological form. You don’t age and are immune to effects that would age you. You must still breathe, eat, drink, and sleep as is normal for a member of your race.
Additionally, you have forgotten more in your years than most will ever learn, and can delve into your memories to recall old talents. Whenever you finish a long rest, you can choose to gain proficiency in a skill or tool of your choice or to learn a language of your choice until you use this feature again.
Undying
1st-level Immortality feature
Dying is merely an inconvenience for you. At dawn each day, if you are dead, you magically return to life. When you are revived this way, you gain the benefits of having taken a long rest, and neutralize any poisons and cure any nonmagical diseases that were affecting you at the time of your death. Your wounds close and you regrow any lost limbs or other body parts, resetting your body to the way it was at the moment you were cursed.
No matter how many times you have endured this process, it remains extremely painful and traumatic. You suffer a -1 penalty to all attack rolls, ability checks, and saving throws you make until you finish your next long rest.
Once you reach 20th level in this class, when you die, you can choose for this feature not to function until you are otherwise returned to life.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | cure wounds |
5th | lesser restoration |
9th | revivify |
13th | death ward |
17th | raise dead |
Wisdom of the Ages
3rd-level Immortality feature
You have dabbled in nearly every discipline, even if only for the purpose of alleviating your boredom. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Adventuring Discipline
3rd-level Immortality feature
Your life of adventuring has forced you to focus your pursuits, mastering combat skills that you may previously have only dabbled in. Choose one of the following disciplines.
Magical. You learn two cantrips and one 1st-level spell of your choice from one of the following class’s spell lists: bard, cleric, druid, or wizard. The chosen spells count as accursed spells for you, and don’t count against the number of accursed spells you know. Once during each of your turns when you make a damage roll for an accursed cantrip, you can choose to add your curse ability modifier to the damage roll.
Martial. You gain proficiency with martial weapons and heavy armor. As a bonus action, you can focus on a creature you can see within 30 feet of you, aiming for a weakness in its defenses. The next time you hit the target with a weapon attack this turn, it takes an additional 1d6 damage. The damage increases by 1d6 when you reach certain levels in this class: 11th level (2d6), and 17th level (3d6).
Disciplinary Adept
5th-level Immortality feature
You become a master of the discipline you chose as your Disciplinary Focus.
Magical. You learn two more cantrips and one 2ndlevel spell of your choice from the spell list you chose for your Disciplinary Focus. They count as accursed spells for you, and don’t count against the number of accursed spells you know.
Martial. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Curse of Invisibility
You were made to be entirely unseen. Maybe you were so beautiful and vain that you inspired the jealousy of a hag matron, archfey, or god, or perhaps so unsightly that you offended one, or maybe you were the subject of an experimental potion or spell gone wrong. No matter how you were afflicted with your curse, your visage was stripped from you and everything you touched while you held it, not even allowing you to see yourself. Seeing nothing when you looked in the mirror or down at your hands, having people literally look straight through you as though you weren’t there, not even being able to see your fingers or objects as you attempted to manipulate them, all of it was torture. Somehow through all of the psychological agony, you managed to learn that your curse manipulated light away from you. Taking control of this light direction magic, you managed to restore most of your core visage, though you are still partially translucent and your extremities even more so. Despite the return of most of your appearance, you still have an incredible yearning to be seen, to be recognized, and might be willing to do anything to get it...
Invisibility Ailments
As a creature afflicted with permanent invisibility, you suffer the following ailments:
- The ends of your limbs, especially your fingers and toes, are still mostly invisible, making it difficult for you to finely manipulate them. You have disadvantage on any ability check you make that requires deft hand and foot movements, such as Dexterity checks you make using thieves' tools and the Acrobatics and Sleight of Hand skills.
- You and the objects you wear and carry are partially translucent. You don’t obscure objects or creatures on the other side of you from observers, nor do you provide any sort of cover to those creatures from attackers.
Blend In
1st-level Invisibility feature
You can bend the light around you to literally blend into the background. When you make a Dexterity (Stealth) check to avoid being seen, you can magically give yourself a bonus to the roll equal to your curse ability modifier. A creature with the ability to perceive invisible targets has advantage on any ability check it makes to find you when you become hidden as a result of this feature. A creature can perceive invisible targets if it has blindsight or truesight, or if it is under the effects of the see invisibility spell or a similar effect.
Disappearing Duelist
1st-level Invisibility feature
You have learned to take advantage of your partial invisibility in combat. You have proficiency with martial melee weapons.
Additionally, when you become the target of an attack, you can use your reaction to magically make yourself harder to see, imposing disadvantage on the attack roll. You must use this feature before the roll. A creature with the ability to perceive invisible targets ignores the disadvantage.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | disguise self |
5th | invisibility |
9th | hypnotic pattern |
13th | greater invisibility |
17th | seeming |
Vanish
3rd-level Invisibility feature
You can temporarily direct all light away from yourself. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force a creature to make a saving throw.
You can use this feature a number of times equal to your curse ability modifier (minimum once), and regain all of your expended uses whenever you finish a long rest. As an action, you can expend a spell slot to regain a number of your expended Vanish uses equal to the level of the expended spell slot.
Unseen Assault
3rd-level Invisibility feature
You learn to use your unseen status as a way to find your foes’ weaknesses. Once during each of your turns when you hit a creature you are hidden from or that can’t see you with a weapon attack, you can cause the attack to deal an additional 2d4 damage.
The damage increases by 2d4 when you reach certain levels in this class: 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Concealed Combatant
5th-level Invisibility feature
Whenever you use your Disappearing Duelist, attack rolls made against you by creatures that can't perceive invisible targets have disadvantage for the remainder of the turn.
Evanescent
11th-level Invisibility feature
You regain all of your expended uses of Vanish whenever you finish a short or long rest.
Guerrilla Tactics
15th-level Invisibility feature
When you Vanish, you can choose a number of other willing creatures you can see within 30 feet of you equal to your curse ability modifier (minimum 1). Each chosen creature turns invisible until the end of its next turn, or until it attacks, makes a damage roll, or forces a creature to make a saving throw.
Once you use this feature, you must finish a short or long rest before you can use it again.
Invisible Stalker
20th-level Invisibility feature
You can use Vanish an unlimited number of times. When you Vanish, its duration increases to 1 minute, or until you attack, make a damage roll, or force a creature to make a saving throw.
Additionally, when you use your Disappearing Duelist, attack rolls made against you by creatures that can't perceive invisible targets have disadvantage until the start of your next turn. For the duration, you also have advantage on saving throws against spells that require the caster to be able to see you. You don't gain advantage on the saving throw if the creature has the ability to perceive invisible targets.
Curse of Lycanthropy
Lycanthropy is one of the most ancient and feared curses, one that transforms civilized humanoids into ravenous, raging beasts. Once bitten by a lycanthrope, the instinct to eat and destroy consumes most of the afflicted, even those who do their utmost to resist it. However, unlike so many others, you’ve found a way to manage these instincts, and unlocked the quintessential nature of lycanthropy: the ability to sculpt your body into mammalian forms. You’ve learned to harness this gift, transcending the singular beast form of the lycanthrope who turned you and accessing the shapes of any mammal you’ve seen. You can only imagine the possibilities if you attain complete mastery of your shape...
Lycanthropy Ailments
1st-level Lycanthropy feature
As a creature afflicted with lycanthropy, you suffer the following ailments:
- You have vulnerability to damage from silvered weapons.
- Due to the enhanced metabolism caused by lycanthropy, you have to consume much more food than a normal creature. At the end of each day that you don’t consume at least two pounds of food, you automatically suffer one level of exhaustion.
Enhanced Senses
1st-level Lycanthropy feature
You gain proficiency in the Perception skill. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Minor Shift
1st-level Lycanthropy feature
You learn to control your lycanthropy enough to shift small parts of your body for short periods without giving in to your feral instincts. You count as a shapechanger, in addition to your other types. Your original form is your fully humanoid form for the purpose of the moonbeam spell and similar effects.
As you attack, you can shift your teeth into fangs or tusks or your hands into hooves or claws, allowing you to create a natural weapon. You are proficient with your natural weapon, which is a melee weapon that deals 1d4 bludgeoning, piercing, or slashing damage (your choice each time you make an attack with it).
Immediately after you take the Attack action on your turn using your natural weapon, you can make an additional natural weapon attack as a bonus action.
Your natural weapon’s damage increases to 1d6 at 5th level, to 1d8 at 11th level, and to 1d10 at 17th level.
Additionally, starting when you reach 6th level in this class, your natural weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | longstrider |
5th | alter self |
9th | haste |
13th | freedom of movement |
17th | far step |
Scent Memory
3rd-level Lycanthropy feature
Your enhanced senses have allowed you to create a mental catalogue of scents. Whenever you succeed on a Wisdom (Perception or Survival) check using smell to find or track a creature, you know if you’ve scented that creature before, and can accurately place the scent to a creature you know if you’ve smelled it in the last year. This feature has no effect on a creature if it is transformed into a form you don’t recognize.
Hybrid Shift
3rd-level Lycanthropy feature
You can assume a form that is a mix between humanoid and beast. This hybrid form is unstable, though, and can’t be maintained for long. You can assume your hybrid form as an action. While you’re in your hybrid form, you gain the following benefits:
- You can make a natural weapon attack as a bonus action on your turn.
- Your lycanthropy constantly reknits your wounds to maintain the form. At the start of each of your turns, you regain a number of hit points equal to half your accursed level. If you take damage from a silvered weapon, this benefit doesn’t function at the start of your next turn.
Your hybrid form lasts for 1 minute. It ends early if you choose to end it (no action required by you), or if you drop to 0 hit points or die.
Once you use this feature, you must finish a short or long rest before you can use it again. If you have no remaining uses of this feature, you can instead expend a spell slot of 3rd level or higher to use it again.
Extra Attack
5th-level Lycanthropy feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Sustained Shift
11th-level Lycanthropy feature
You gain the ability to sustain minor shifts of your form without losing yourself to your animal instincts. As an action, you can magically assume one of the following traits, or return to your normal form. If you assume one of these traits while you already have one assumed, you lose the previous trait.
Digitigrade Legs. Your femurs shorten while your metatarsals lengthen, giving you the appearance of having reversed knees and making your strides more powerful. Your walking speed increases by 10 feet, and you double your high and long jump distances.
Echolocation. Your vocal cords become more elastic, allowing you to create sounds inaudible to most creatures. As a bonus action on your turn, you can emit a noise inaudible to creatures without the echolocation or tremorsense traits. Until the beginning of your next turn, you have blindsight to a range of 30 feet as long as you aren’t deafened and are able to speak.
Hooked Claws. Hooked claws appear at the ends of your fingers and toes. You have a climbing speed equal to your base walking speed.
Powerful Lungs. Your lungs grow larger within your chest cavity, giving you a greater capacity for air. You can hold your breath for up to 15 minutes at a time.
Vertical Pupils. Your pupils thin until they become vertical slits, much like a cat’s. You have darkvision to a range of 60 feet, if you don’t already have darkvision. Additionally, you have advantage on Wisdom (Perception) checks that rely on sight.
Webbed Phalanges. The joints of your fingers and toes becomes bridged by flexible webbing. You have a swimming speed equal to your base walking speed.
Major Shift
15th-level Lycanthropy feature
Your continued practice with shifting unlocks the true nature of lycanthropy: the ability to alter the entirety of your form in whatever way you see fit. You can cast the alter self spell at will, without expending a spell slot. When you cast the spell using this feature, it doesn’t require concentration. Additionally, when you use the Change Appearance option, in addition to the normal ways you can use that option, you can change your basic shape, though you can only change your basic shape into that of mammals. You still can’t appear as a creature of a different size to you.
For example, you can use the Change Appearance option to change your form from bipedal to quadrupedal, but only into a pony, tiger, dog, or other mammal of your size, not into a crocodile, griffin, or other non-mammalian creature.
Master of Form
20th-level Lycanthropy feature
You have fine control over all aspects of your body, allowing you to change aspects of yourself as you see fit. As a bonus action on your turn, you can use your Hybrid Shift, Sustained Shift, or Major Shift feature.
Additionally, you can use your Hybrid Shift an unlimited number of times. While in your hybrid form, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
Curse of Metal
You, by the will of the fey or gods or as part of some Faustian bargain, have been cursed to turn anything you touch with your hands to gold. At first you figured out ways to get around the curse, whether through magical means of feeding yourself, or through the help of trusted friends. You probably considered everything; cutting off your hands, magical gloves, etc. But something changed. You have realized that with enough effort, you can control this ability. And use it to your advantage. What is gold but one of many different metals and materials...
Metal Ailments
1st-level Metal feature
As a creature plagued with this metal curse, you suffer the following conditions:
- Any nonmagical material that comes into contact with any part of your hands that is not a gas instantly turns into gold and doubles in weight. You transform up to 5 cubic meters of material to gold at any given time. Whoever cursed you saw the only potential upside to this ability and laughed. The gold reverts back to whatever its original form after it has remained untouched by your hands for 1 minute. If turned into gold, using a weapon suffers penalties depending on its type according to the Gold Turn Table.
- Your body counts as an object when considering abilities that deal extra damage to objects and structures.
Gold Turn
Item | Penalty |
---|---|
blowguns, all crossbows, all bows, slings, whips | doesn't work |
dart, net, handaxes (thrown), daggers (thrown), spears (thrown), and javelins (thrown), | disadvantage on attack rolls |
(in melee) all axes, all clubs, all blades(swords, daggers, rapiers, scimitars, etc), glaives, halberds, pikes, spears, maces, mauls, morningstars, sickles, spears, javelins, quarterstaffs, natural weapons | -2 penalty to attack and damage rolls |
shields, armor | -1 penalty to AC |
tools, mundane items | disadvantage on ability checks using them |
Touch Workaround
1st-level Metal feature
You have learned basic magical abilities to help you interact with the world without touching objects, and probably more important for your everyday life, to eat and drink. You learn the mage hand cantrip, although it appears as a hand made of gold. You add your proficiency bonus to all Dexterity checks made to manipulate objects with this mage hand.
Gold Touch
1st-level Metal feature
You can use your hands and your curse as weapons in and of themselves. As an action, you can make an unarmed attack roll utilizing either your Strength or Dexterity. On a hit, you transform a part of the target's body to gold. The target loses 2d6 hit points and has its speed reduced by 15 feet until the end of your next turn, when the gold body part disappears. If you roll a 20 on the d20 used to make the attack roll, the creature is also restrained by excessive gold growth until the end of your next turn.
In addition, any creature grappled by you at the start of its turn loses 2d6 hitpoints and is restrained as its body starts to turn to gold. The hit point loss from both of these abilities increases to 3d6 at 5th level, 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | shield |
5th | corrode metal |
9th | incite greed |
13th | summon construct |
17th | creation |
Metal Versatility
3rd-level Metal feature
You have realized that, with some effort on your part, you can choose to turn objects into other metals in addition to gold, and you can use mixtures of those metals to replicate nonmetal materials. When you are affected by your first metal ailment, you can turn weapons and armor you touch to gold, you no longer suffer the listed penalty to melee and natural weapons
Metal Adaptation
3rd-level Metal feature
You have learned to form gold items from the particles in the air around you. You gain proficiency in heavy armor and shields. You can spend 10 minutes forming a suit of armor or shield for yourself with plates of metal held up and connected not by leather straps, but by thin, flexible strands of liquid metal that you have learned to keep stable. You can form the following sets of armor:
- Light Armor. Your AC is calculated as 13 + your Dexterty modifier.
- Medium Armor. Your AC is calculated as 16 + your Dexterity modifier (max 2). You have disadvantage on stealth checks.
- Heavy Armor. Your AC is 19. You must have a Strength score of 16 while wearing this armor or else halve your speed. You have disadvantage on stealth checks.
- Shield. When holding this shield in one of your hands, your AC increases by 2.
Golden Growth
5th-level Metal feature
Your golden touch has grown deadlier in the speed of how quickly you can turn biological material to gold. You add your curse ability modifier to the hit points lost by creatures who are affected by your Gold Touch.
Gold Poison
5th-level Metal feature
Your control over the metal of your weapons and your gold touch improves, allowing you to dissociate some of the metal in your weapons into your enemies, infecting them through adding large concentrations of metal into their systems. When you hit a creature with your gold touch or a weapon attack, you can expend a spell slot to deal extra poison damage equal to 2d10 + 1d10 for every spell slot level over 1st, up to a maximum of 5th level (6d10). The poison damage from this feature, due to being from concentrated toxic metal particulates, ignores resistance to poison damage.
Goldmonger
11th-level Metal feature
Your control over metal extends past just the materials that touch your hand, and can exert fine control over even fine metal particulates. You gain the following abilities:
Metal Sense. You can passively sense the presence of any metal within 30 feet of you.
Metal Wall. As a bonus action on your turn, you can draw out the metal particles from the ground to form a rough metal wall in an unoccupied space within 5 feet of you. If a creature stands behind a wall, they are granted half cover. You can have a number of walls up equal to your curse ability modifier, and all walls dissipate into fine metal particles 1 minute after their formation.
Metal Spear. As a bonus action on your turn, you can use an empty hand to form a metal spear from the metal particulates in the ground and throw it. Make a ranged weapon attack against a creature within 60 feet of you and that you can see using your Strength. On a hit, the spear deals 1d8 + your Strength modifier in piercing damage.
Extensions. You can extend your reach through metal extensions of your hands, and your reach increases by 5 feet.
Iron In the Blood
15th-level Metal feature
You know that there is iron in blood. As a master of metal manipulation through the magic of your curse, it was only ever a matter of time before you could make use of that knowledge to your advantage. Now you finally can. As an action on your turn, when a creature loses hit points from your Gold Touch ability, as long as the creature has at least some metal in its body (DM's discretion), you can expend a spell slot to force the creature to make a Constitution saving throw. On a failure, the creature loses an additional 2d6 hit points, plus 1d6 per level of the spell slot used, and the creature has disadvantage on all attack rolls and ability checks, its speed is reduced to 0 and can't benefit from any bonus to its speed, and it has disadvantage on Dexterity saving throws. On a success, a creature loses half as much hit points, but still has their speed reduced to 0. All effects from this ability end at the end of your next turn.
Heart of Gold
20th-level Metal feature
Your blood and body are now fortified with the metal you now so effortlessly and perfectly control. Whenever you fail a Strength, Dexterity, or Constitution saving throw, you can expend a spell slot to succeed instead as your metal reorients to resist the effects.
In addition, your metail aids your natural defenses. At the start of each of your turns, you gain temporary hit points equal to your curse ability modifier.
Curse of Misfortune
You, or one of your ancestors, managed to earn the ire of a powerful magical entity, whether it be a hag, deity, or archmage, that cursed your family line with poor luck. You’re constantly losing things as though they’ve vanished into the aether, you injure yourself in the most improbable of ways, and it always rains if you’ve forgotten your cloak. You’ve learned, however, that the magic that surrounds you simply alters probability, and have discovered that you can manipulate it. Perhaps, if you gain enough control over this ability, you may even be able to alter fate...
Misfortune Ailments
1st-level Misfortune feature
As a creature afflicted with extraordinary unluck, you suffer the following ailments:
- Immediately after you finish a short or long rest or roll initiative, a shroud of unluck settles around you. You can choose for the shroud to be invisible, though it appears as a cloak of smoke if you don’t or to a creature that has truesight or is under the effects of the detect magic spell or similar magic. While the shroud surrounds you, you have disadvantage on ability checks and saving throws that use Strength, Dexterity, and Constitution, as well as on attack rolls. Immediately after you make one of these rolls, you can choose to discard or regain the shroud.
- Whenever a creature scores a critical hit against you, it can roll one of the weapon or effect’s damage dice one additional time and add it to the extra damage of the critical hit.
Jinxing Shroud
1st-level Misfortune feature
While you have your shroud of unluck, the range of your
Jinx increases to 30 feet. Additionally the target is unaware that you are the source of this feature, even if you don’t make a Dexterity (Sleight of Hand) check, unless it has truesight or is under the effects of the detect magic spell or similar magic, in which case you make the ability check as normal.
Fortune Twist
1st-level Misfortune feature
You learn to manipulate your luck. When you fail an
attack roll, ability check, or saving throw, you can use your reaction to reroll, potentially changing the failure to a success. Once you use this feature, you can’t use it
again until you fail another roll of the same type.
For example, if you used this feature to reroll an
attack roll, you can’t use this feature again until
you miss with a different attack roll.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | bane |
5th | enhance ability |
9th | bestow curse |
13th | confusion |
17th | skill empowerment |
Unfortunate Accident
3rd-level Misfortune feature
Once during each of your turns when you use your Jinx, you can choose to imbue the jinx with additional bad luck. If the target of the jinx fails of its saving throw, it takes 1d8 force damage, the extra bad luck causing a random event to injure it. When a creature fails its saving throw against this feature, it counts as you hitting the creature with an attack for the purpose of your accursed spells. You must use this feature before the target rolls its saving throw.
The damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8) and 17th level (4d8).
Cheating Shroud
3rd-level Misfortune feature
You learn to utilize your shroud of unluck to cause games of chance to go in your favor. While you have your shroud of unluck, when a creature you can see within 30 feet makes an ability check involving a game of chance, such as using a dice set or playing card set, you can use your reaction to give the creature advantage or disadvantage on the ability check. The target doesn’t know you manipulated its luck this way.
Petrification
You spent unknown years, maybe even decades or centuries, as a statue, a literal stone shell of your former self. You may have angered a vengeful god or powerful spellcaster, fell victim to a gorgon's breath, or looked at a medusa the wrong way. No matter how you were petrified, you eventually regained conscious awareness, though not the ability to move or to access your senses. This total denial of stimulus drove you to near madness, if it didn’t tear your sanity apart, before you somehow realized that the nature of your curse is the ability to change between flesh and stone at will. You managed to return yourself to flesh, freeing yourself from your stony prison, but carry the knowledge that you can convert parts of yourself back into rock. Despite relishing your escape and the return of everything the outside world has to offer, a part of you misses the durability and permanence of stone...
Petrification Ailments
1st-level Petrification feature
As a creature afflicted with petrification, you suffer the following ailments:
- Due to your body’s unnatural density, your weight doubles. Additionally, since you carry so much more weight than an average member of your race, your carrying capacity and the weight you can push, drag, and lift are each halved.
- Your movements bear a large amount of inertia. When you use any of your movement in combat, you must use your full movement before you can end your turn.
Stone Form
1st-level Petrification feature
You can magically transform your skin into mobile rock, protecting yourself against harm. As an action, you can enter this stone form, or transform from your stone form back into your original form. While in your stone form, your AC can’t be less than 13 + your Dexterity modifier, regardless of what kind of armor you are wearing. You can use your curse ability, instead of your Dexterity, to calculate your AC with this feature if you have the Protective Hex metamorphosis.
Additionally while in your stone form, you can slam yourself into enemies to harm them. You are proficient with your slam, which is a melee weapon that deals bludgeoning damage equal to 1d10 + your Strength modifier on a hit.
There are also risks to being in your stone form. While in it, any swimming speed you have is 0 and can’t increase, and you automatically fail any ability checks and saving throws you make to swim. If the water is deeper than your height, you sink to the bottom at a rate of 60 feet per round, and can move at your normal walking speed along the bottom of the body of water once your feet touch it.
Starting when you reach 6th level in this class, your slam counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Living Statue
1st-level Petrification feature
You can use your stone form to attempt to fool others. While you remain motionless in your stone form, you are indistinguishable from an inanimate statue. To remain motionless enough to maintain this effect, you must hold your breath, following the rules for Suffocating found in Chapter 8 of the Player’s Handbook.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | earth tremor |
5th | earthbind |
9th | meld into stone |
13th | stoneskin |
17th | transmute rock |
Mountain's Endurance
3rd-level Petrification feature
All of the time you’ve spent holding your breath grants you greater lung capacity. You can hold your breath for twice as long before you start suffocating.
Rolling Boulder
3rd-level Petrification feature
You can use your weight and momentum to empower your slams. Once during each of your turns when you move at least 15 feet straight toward a target and then hit it with your slam, the attack deals an extra 1d10 damage to the target. If the target is no more than one size larger than you, it must succeed on a Strength saving throw or be knocked prone.
If the target is two or more sizes larger than you when you use this feature, any speed you have becomes 0 for the rest of the turn, and you gain a +1 bonus to the slam’s damage for every 5 feet of movement you lost.
The damage increases by 1d10 when you reach certain levels in this class: 11th level (2d10), and 17th level (3d10).
Extra Attack
5th-level Petrification feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Return to Flesh
5th-level Petrification feature
When you become petrified, you can choose to return to your original flesh form after 10 minutes, provided the effect causing the condition would normally have a longer duration.
The time you must spend before you can revert to your flesh form decreases when you reach certain levels in this class: 1 minute at 11th level, and 1 round at 20th level.
Quartz Form
11th-level Petrification feature
When you enter your stone form, you can choose to transform your entire body into hardened stone, instead of just your skin. While in this quartz form, you are subject to all the rules of being in your stone form, but your weight doubles, and you have advantage on ability checks and saving throws you make against being pushed, shoved, or knocked prone.
Additionally, your AC can’t be less than 16 + your Dexterity modifier while in your quartz form, regardless of what kind of armor you are wearing. You can use your curse ability, instead of your Dexterity, to calculate your AC with this feature if you have the Protective Hex metamorphosis.
There are also further risks to your quartz form. You have vulnerability to adamantine weapons and to bludgeoning damage you take due to falling, and any flying speed you have becomes 0 and can’t increase, causing you to begin falling unless your flying speed allows you to hover.
Rolling Avalanche
15th-level Petrification feature
You can move through the space of any creature that is prone. If you successfully knock a creature prone with your Rolling Boulder, you can use the feature again this turn, provided it targets a different creature.
Additionally, when you use your Rolling Boulder on an object or structure, the attack deals double the damage to the target.
Diamond Form
20th-level Petrification feature
The rock that makes up your stone form becomes harder than diamonds, and just as eternal. While in your stone form, you have resistance to all damage except psychic damage, you don’t age, and you no longer need to breathe.
Curse of Plague
You contracted a magical disease that ravaged your body and mind. It might have been a blight called down by an angry god to punish your village for its sins, or an illness brought forth by a demon lord as a way to soften your city’s defenses, or maybe you were infected by an explorer who had just arrived from another plane. No matter how it happened, the infection nearly killed you and may have even permanently disfigured you, but you managed somehow to stop its progression and harness its magic. Going suddenly from death’s door to obtaining a grand new power, becoming the carrier of a disease that could wipe out entire nations if you set it loose, it was addictive. Now you find yourself wanting even more of this power, influencing the growth of the contagion inside you to create new strains, and trying to contract even greater afflictions. And if you unleash one or two, maybe someone else can experience this joy as well...
Plague Ailments
As a creature afflicted with magical disease, you suffer an ailment from each of your contracted diseases, as described in the Infection Vector feature.
Experiential Knowledge
1st-level Plague feature
Your first-hand experience with magical diseases makes you a foremost expert on them and their mundane counterparts. Whenever you make an ability check related to the properties or treatment of a disease, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Infection Vector
1st-level Plague feature
You become able to intentionally infect others with your diseases. You contract two magical diseases of your choice, which are detailed under “Diseases” below. Each disease has an ailment that you suffer once you contract it. You do not suffer the disease’s infection. Additionally, you are immune to the normal effects of diseases with the same name as one of your contracted diseases.
As an action, you can touch a creature and attempt to infect it with one of your contracted diseases. The target must succeed on a Constitution saving throw or suffer the disease’s infection, though not its ailment, until the start of your next turn. A creature failing this saving throw counts as you hitting it with an attack for the purpose of your accursed spells.
You contract one additional disease of your choice when you reach 5th level, 11th level, 15th level, and 20th level. Additionally, when you gain a level in this class, you can replace one of your contracted diseases with a different disease of your choice.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | ray of sickness |
5th | blindness/deafness |
9th | stinking cloud |
13th | sickening radiance |
17th | contagion |
Sickness Sense
3rd-level Plague feature
The magical diseases within you seem to resonate with others of their ilk. As an action, you can cause yourself to sense the location, though not the type, of each magical disease within 60 feet of you for 1 minute. You also know the location, though not the identity, of the original source of the disease if it’s within the radius.
You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all of your expended uses when you finish a long rest.
Malicious Malady
3rd-level Plague feature
You can ravage the bodies of those who become infected with your diseases. Once during each of your turns when a creature fails its saving throw against your Infection Vector, you can cause the creature to take 1d8 necrotic damage.
The damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Extended Illness
5th-level Plague feature
You can cause creatures to suffer your infections for greater periods of time. When a creature fails its saving throw against your Infection Vector, you can expend a spell slot to increase its duration, instead of the infection ending at the start of your next turn: to 1 minute for a 1st level spell slot, 10 minutes for a 2nd level, 1 hour for a 3rd level, 8 hours for a 4th level, and 24 hours for a 5th level.
If you extend the infection’s duration this way, the target can repeat the Constitution saving throw as an action during each of its turns, ending the infection on a successful save.
Airborne Contagion
11th-level Plague feature
Your diseases become infectious at a greater range. The range of your Infection Vector increases to 30 feet, instead of requiring you to touch the target. To attempt to infect a creature greater than 5 feet from you, you must be able to see it.
Malevolent Malady
15th-level Plague feature
Your accursed class features and spells ignore immunity to disease. If a creature is normally immune to disease, it instead makes its saving throw against the feature or spell with advantage.
Resistant Pathogen
20th-level Plague feature
Your contracted diseases become much more difficult for infected hosts to combat. When a creature casts a spell or uses an ability that would cure the target of one of your infections, the effect’s user must succeed on a spellcasting ability check against your spell save DC of the effect fails to cure the target of the infection. If the user doesn’t have a spellcasting ability for the effect, it uses its Constitution.
Additionally, when you use your Extended Illness, the target must succeed on the repeated Constitution saving throw three times to end its infection.
Diseases
Abyssal Affliction
Most often caused by exposure to demons, especially bulezau, the infected creature sports festering boils, coughs up flies, and sheds rotting skin.
Ailment. Your hit point maximum is reduced by an amount equal to your level.
Infection. The target becomes poisoned.
Blinding Sickness
The infected creature's eyes become clouded by an aggressive cataract.
Ailment. Your vision always counts as being at least lightly obscured. If you are in an area that is normally only lightly obscured, it counts as being heavily obscured for you.
Infection. The target has a much more difficult time seeing, causing it to have disadvantage on attack rolls and Wisdom (Perception) checks it makes using sight.
Bone Rot
Most often transmitted by the corpses littering battlefields and graveyards, the infected creature’s bones become brittle, causing clumsiness and fragility.
Ailment. Your base walking speed is reduced by 10 feet.
Infection. Each time the target takes bludgeoning, piercing, or slashing damage, its speed is reduced by 5 feet until the end of its next turn. If all of the target’s speeds are 0 when it takes this damage, it instead takes additional damage equal to half your accursed level, rounded up, and it can’t suffer this extra damage again until the end of its next turn. This infection ignores any immunity to disease an undead may have, provided that it has bones.
Cackle Fever
Also called “the shrieks,” this disease causes sudden and uncontrollable fits of laughter if the infected creature experiences stress.
Ailment. When you roll for initiative, take damage for the first time since the beginning of your last turn, become frightened, or have a nightmare, you must succeed on a Constitution saving throw or take psychic damage equal to half your accursed level, rounded up.
Infection. The target laughs uncontrollably. It can’t speak, and can use either an action or bonus action on its turn, not both.
Corruption of Yurtrus
The infected creature grows horrifically large cysts and boils filled with poisonous pus.
Ailment. When you take damage for the first time since the start of your last turn, you must succeed on a Constitution saving throw or become poisoned until the end of your next turn.
Infection. If the target is reduced to 0 hit points or dies, it explodes, forcing each creature other than you within 10 feet of it to make a Constitution saving throw. A creature takes 1d6 poison damage and becomes poisoned on a failed saving throw, or half as much damage and isn’t poisoned on a successful one. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success.
The damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Filth Fever
A fever sweeps through the infected creature’s body, causing muscle weakness.
Ailment. You have disadvantage on Strength ability checks, and your Strength score counts as being 2 lower for the purpose of calculating your carrying capacity and the weight you can push, drag, or lift.
Infection. The target has disadvantage on ability checks and attack rolls using Strength.
Flesh Rot
The infected creature’s flesh begins to rot and slough off.
Ailment. Your horrifying visage and your putrid smell cause you to have disadvantage on Charisma checks you make to convince creatures to be friendly to you or not to be hostile toward you.
Infection. The target has disadvantage on Charisma ability checks, and once per turn when it takes damage from a creature other than you, it takes additional damage equal to half your curse ability modifier (minimum 1).
Mindfire
The infected creature’s mind becomes feverish, making it difficult for it to form thoughts.
Ailment. On your turn, you can use either an action or a bonus action, not both.
Infection. The target has disadvantage on Intelligence checks and at the start of its turn rolls a d20. On a 5 or less, the creature ends its turn without moving or taking any actions.
Mucous Suffocation
Most often caused by exposure to an aboleth’s mucous cloud, the infected creature’s lungs are sealed by the mucous, which acts as a replacement organ that can process the oxygen from water and causes the target to be able to breathe only underwater.
Ailment. If you don’t fully submerge yourself in water for at least 1 minute each day, you suffer a level of exhaustion that can only be removed once you take a long rest after submerging yourself this way.
Infection. The target loses the ability to breathe air and gains the ability to breathe water. For the duration, it is unable to speak, and it immediately begins to suffocate whenever it isn’t underwater. This infection has no effect on a creature that doesn’t need to breathe.
Rust Blight
While this disease has no effect on creatures made of organic matter, it is catastrophic to metal, causing rapid oxidization and brittleness.
Ailment. While you wield a nonmagical weapon made of metal, it takes a permanent and cumulative -1 penalty to its attack and damage rolls at the end of each minute. If its penalty drops to -5, the weapon is destroyed, crumbling away into rust-colored dust.
Infection. If the target is a construct or object, it suffers a -2 penalty to its AC, and until the end of the turn loses any resistance or immunity it has to necrotic damage. This infection ignores any immunity to disease a construct or object may have, though it has no effect on creatures that aren’t constructs.
Seizure
The infected creature is overcome with shaking due to muscle spasms.
Ailment. When you make a Dexterity ability check, you subtract you curse ability modifier (minimum 1) from the result.
Infection. The target has disadvantage on ability checks and attack rolls using Dexterity.
Seizure Plague
Most often transmitted by denizens of the sewers, such as rats and otyughs, the infected creature suffers various bodily symptoms, including fatigue and cramps.
Ailment. You regain only half the normal number of hit points from spending Hit Dice.
Infection. The creature suffers two levels of exhaustion, to a maximum of 5. It removes any levels of exhaustion it gained from this effect when the infection ends.
Slimy Doom
The infected creature begins gushing blood uncontrollably from its eyes, ears, and nose.
Ailment. When you lose concentration (as though concentrating on a spell), you become incapacitated until the end of your next turn.
Infection. The target has disadvantage on Constitution checks, and whenever it takes damage, the next attack roll made against it has advantage.
Spores of Madness
The infected creature’s mind is assaulted by spores, leading to confusion, aggression, and reduced higher functions.
Ailment. You have disadvantage on Intelligence checks you make to recall information.
Infection. The target has difficulty distinguishing friend from foe. At the start of each of its turns, it must succeed on an Intelligence saving throw or the only action it can take this turn is the Attack action, choosing the target of the action at random from among other creatures it can see within range of its movement combined with the range of its possible attacks.
Alternative Diseases
The diseases you contract as you gain levels are a result of you intentionally mutating the diseases within your body to create new strains. You might also come into contact with other magical diseases during your adventures. At your DM’s option, you might be able to contract such a disease as though you gained it through your Infection Vector class feature. If you do, work with your DM to determine its ailment and infection.
Contracting and gaining control of an outside disease takes a toll on your body. You suffer the disease’s full effects for a number of days equal to twice your number of contracted diseases. To survive the experience requires that you expend 10 gp for each day to afford the care; otherwise, your curse expels the disease from your system to keep you alive, though you remain incapacitated for the full duration as your body recovers from the trauma.
Curse of Possession
Your body is inhabited by a spirit of the deceased, and for some time it had complete control, forcing you to be a silent passenger in your own flesh. Whether it is a vengeful ghost, a sorrowful shade, or a lovelorn specter, this apparition has unfinished business that prevents it from passing into the afterlife. Somehow, you’ve wrested control of your body back from the spirit, and have made an accord with it, working together to help it pass on while you accomplish your own goals. Whether this accord is true friendship between the living and the dead or a tenuous partnership between unwilling parties, you both know that you’re much more powerful working together than apart...
Possession Ailments
1st-level Possession feature
As a creature afflicted with possession by a spirit, you suffer the following ailments:
- Due to the spirit sharing your body, spells and effects that detect the presence of undead, such as the detect evil and good spell, detect you as if you are an undead.
- The spirit sharing your body makes you feel unnaturally cold, almost more than your mortal body can handle in normal environments. If you’re in a cold climate, as described in Chapter 5 of the Dungeon Master’s Guide, or have suffered cold damage since the end of your last turn, you have disadvantage on attack rolls and ability checks using Strength, Dexterity, or Constitution.
Spirit Companion
1st-level Possession feature
You’ve befriended, or at least made a deal with, the spirit that possessed you, agreeing to share your body to mutual benefit. Choose an appearance and alignment for your spirit companion. Your spirit companion knows Common and one additional language of your choice. It has the following statistics and features:
- Its size is Small or Medium, your choice when you take this feature or gain a new spirit companion.
- You determine its statistics as though creating a new character; the three different methods for doing so are described in Chapter 1 of the Player’s Handbook. After you assign its ability scores, you increase one of its ability scores by 2, and another of its ability scores by 1.
- It has 1 hit point, and can’t gain more. If it would be dealt damage, instead prevent that damage and it instantly retreats to your body for protection. It also retreats this way if you order it to on your turn (no action required by you), if you become unconscious or die, or if it is ever on a different plane than you.
- It has darkvision to a range of 60 feet. It can also see 60 feet into the Ethereal Plane.
- It is immune to cold, necrotic, and poison damage.
- It is immune to the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions. However, due to sharing your body, if you are subject to the charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, or unconscious conditions, your spirit companion suffers the same effects.
- It is proficient with its withering touch, which is a melee weapon that deals 1d6 necrotic damage. It uses Charisma, instead of Strength, for the attack and damage rolls of its withering touch. While it’s within your body, it can make withering touch attacks against creatures within your reach. When your spirit companion hits a creature with its withering touch, it counts as you hitting the target with an attack for the purpose of your accursed spells.
- It is proficient in any saving throws in which you’re proficient.
- It is proficient in two skills of your choice.
- Its Armor Class is equal to 10 + your curse ability modifier.
- It has a flying speed of 10 feet, and no other speed. It can move through other creatures and objects as if they were difficult terrain. It takes 1 force damage if it ends its turn inside an object.
Your spirit companion obeys your commands as best it can. It has its own opinions, attitudes, and so on, but will defer to your judgment when it comes to taking actions. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command your spirit companion where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
Your spirit companion uses your proficiency bonus. Whenever you gain the Ability Score Improvement class feature, your spirit companion’s abilities also improve. You can increase one of its ability scores by 2, or you can increase two of its ability scores by 1. As normal, you can’t increase one of its ability scores above 20 using this feature.
If you ever manage to complete the task or resolve the emotion tying your spirit companion to the Material Plane, allowing it to move into the afterlife, you can spend 1 hour conducting a ritual to call another spirit companion to share your body. Create a new spirit companion using the guidelines in this feature.
Curse Spells
You gain curse spells at the accursed levels listed in the Possession Curse Spells table. See the Spellcasting class feature for how curse spells work.
Accursed Level | Spells |
---|---|
2nd | catapult |
5th | spiritual weapon |
9th | blink |
13th | blight |
17th | cone of cold |
Chill of the Afterlife
3rd-level Possession feature
Once during each of your turns when either you or your spirit companion hits with a melee weapon attack, you can cause the attack to deal an additional 1d6 cold damage. The damage increases by 1d6 when you reach certain levels in this class: 11th level (2d6), and 17th level (3d6).
Apparition Alacrity
3rd-level Possession feature
You can use your bonus action to verbally command your spirit companion to take the Dash, Disengage, or Dodge action.
Body & Spirit
5th-level Possession feature
When you take the Attack action, you can verbally command your spirit companion to make a withering touch attack as part of the same action.
Additionally, when you cast a spell, you can do so as if you were casting the spell from your spirit companion’s position.
Wail of the Grave
11th-level Possession feature
Your spirit companion gains the ability to unleash a horrifying wail that has the potential to literally scare the life out of those who hear it. As an action, you can have your spirit companion unleash this wail. Each creature of your choice within 30 feet of your spirit companion that can hear it must make a Constitution saving throw. A target takes 4d8 psychic damage on a failed save, or half as much on a successful one. Then, if the creature has a number of hit points less than or equal to your accursed level, it drops to 0 hit points.
This wail has no effect on undead or constructs, or creatures immune to being frightened.
Once you use this feature, you must finish a short or long rest before you can use it again.
Mutual Possession
15th-level Possession feature
Your spirit companion can inhabit and control the bodies of other humanoids while maintaining its connection to you. As an action, you can have your spirit attempt to possess a humanoid within 5 feet of it. That creature must make a Charisma saving throw or be possessed by your spirit companion for 1 minute. When your spirit companion possesses a creature this way, it disappears into the target’s body. While in the target’s body, your spirit companion can’t be targeted by any attack, spell, or other effect, except ones that turn undead.
While possessing a creature, your spirit companion retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It still counts as your spirit companion for the purpose of your class features and abilities, and takes its turns and uses its actions as normal. Otherwise, it uses the target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession ends early if the body drops to 0 hit points, you choose to end it on your turn as a bonus action, or your spirit companion is forced out by an effect like the dispel evil and good spell. When the possession ends, your spirit companion reappears in an unoccupied space within 5 feet of the body.
After it succeeds on the saving throw or after the possession ends, the target is immune to this feature until you complete a long rest.
Once you use this feature, you must finish a short or long rest before you can use it again.
Spectral Champion
20th-level Possession feature
You become an ideal host for spirits, your body so infused with ectoplasmic energy that you empower any spirit that shares it. Your spirit companion’s flying speed increases to 30 feet. When you use your Mutual Possession, the target can be any creature that isn’t a construct or undead within 5 feet of your spirit companion, and the possession lasts indefinitely.
Additionally, once when you would drop to 0 hit points or be killed outright, you can use your reaction to have your spirit companion retreat into your body and return you to life with 1 hit point. You regain your use of this ability when you finish a short or long rest.
Curse of Vampirism
At some long past point in your life, you were taken by a vampire and turned. You spent countless years as a mindless vampire spawn, destroying and drinking at your master’s behest. By a certain point, you’d earned your master’s regard, and they made you a vampire scion, granting you a small measure of free will and returning your mind, and began training you to be a true vampire. Dissatisfied with being a gilded slave, you found a way to break your master’s control over you, and managed to beat back the curse in your blood, returning yourself to a measure of life that isn’t exactly undeath. However, vampiric properties remain in your body, and a part of you thirsts to experiment with the depth of your abilities...
Vampirism Ailments
1st-level Vampirism feature
As a creature afflicted with vampirism, you suffer the following ailments:
- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
- Due to your partially undead nature, if a spell or effect would cause you to regain hit points, you regain only half as many hit points if the spell or effect would normally have no effect on undead.
Vampiric Physiology
1st-level Vampirism feature
You retain some of the physiological advantages of being a vampire scion. You have darkvision to a range of 60 feet. If you already have darkvision, its range instead increases by 30 feet. You also aren’t visible in mirrors, and you have resistance to necrotic damage.
Additionally, you still have elongated canine fangs and supernatural jaw strength, allowing you to use your bite as a natural weapon. You are proficient with your bite, which is a melee weapon that deals 1d6 piercing damage. You can use Dexterity, instead of Strength, for the attack and damage rolls of your bite.
Scion's Education
1st-level Vampirism feature
You benefit from the formal training you received at your vampire progenitor’s decree. You gain proficiency with longswords, rapiers, and longbows.
Additionally, you gain proficiency in your choice of one of the following skills or tools: Athletics, History, Insight, Intimidation, Persuasion, calligrapher’s supplies, dragonchess sets, or two instruments of your choice. Alternatively, you can learn a language of your choice.
Curse Spells
Accursed Level | Spells |
---|---|
2nd | charm person |
5th | spider climb |
9th | gaseous form |
13th | dominate beast |
17th | dominate person |
Draining Bite
3rd-level Vampirism feature
When you hit a creature with your bite that you have grappled or that is willing, incapacitated, or restrained, your bite deals an additional 1d6 necrotic damage, draining blood and life force from the victim. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken this way, and you regain half that many hit points (minimum 1). The reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Undead and constructs are immune to this feature.
The necrotic damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Sanguine Glamour
3rd-level Vampirism feature
You learn to tap into the vampiric ability to charm. As an action, you can attempt to charm a humanoid within 5 feet of you that you can see and that can see you, as long as it isn’t hostile to you or any of your companions. The target must succeed on a Wisdom saving throw or become charmed by you until the end of your next turn, until you lose concentration (as though concentrating on a spell), or until you or your companions do anything harmful to it. You can use your action on subsequent turns to maintain this effect for an additional round, up to a maximum duration of 1 hour. The charmed creature regards you as a friendly acquaintance for the duration.
Once the condition ends on a creature, or if it succeeds on its saving throw against the effect, it knows you attempted to charm it, potentially becoming hostile, and becomes immune to this feature until you finish a long rest.
Vampiric Strike
5th-level Vampirism feature
When you take the Attack action on your turn and successfully grapple a creature, you can make a bite attack against that creature this turn as part of the same action.
Additionally, when you take the Attack action on your turn and make only non-bite weapon attacks, you can make an additional non-bite weapon attack as part of the same action.
Crimson Strength
11th-level Vampirism feature
The power you’ve accumulated from all the blood you’ve drunk manifests as physical strength. You have advantage on Strength (Athletics) checks you make to grapple.
Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Caller of Beasts
15th-level Vampirism feature
You learn the conjure animals spell. It counts as an accursed spell for you, and doesn’t count against the number of accursed spells you know. Once, you can cast conjure animals without expending a spell slot. When you cast the spell this way, it doesn’t require concentration, and only swarms of bats, swarms of rats, and wolves can be summoned. You regain the ability to use this feature when you finish a long rest.
Sanguine Ascension
20th-level Vampirism feature
You gain a flying speed equal to your base walking speed, and whenever you deal necrotic damage to a creature that isn’t an undead or construct, you regain hit points equal to half the damage dealt, stealing the target’s life force. Additionally, when you use your Sanguine Glamour, the target can be any creature that isn’t a construct or undead within 5 feet of you that can see or hear you, and you can maintain the effect for an indefinite period.
Accursed Spell List
1st-Level
Bane
Cause Fear
Curse ShockHB
Detect Evil and Good
Detect Magic
DrainHB
Hex
Inflict Wounds
Infuse ClumsinessHB
Infuse HatredHB
2nd-Level
Blindness/Deafness
Corrode MetalHB
Hex BoltHB
Hold Person
Infuse SorrowHB
Knock
Ray of Enfeeblement
Shadow Blade
Wave of AgonyHB
3rd-Level
Bestow Curse
Counterspell
Dispel Magic
Enemies Abound
Fear
Hex StormHB
Infuse BloodlustHB
Nondetection
Remove Curse
Scourge's MantleHB
Vampiric Touch
4th-Level
Blight
Confusion
Curse WardHB
Elemental Bane
Infuse ApathyHB
Infuse SusceptibilityHB
Polymorph
Shadow of Moil
Sickening Radiance
5th-Level
Antilife Shell
Bestow MaledictionHB
Dispel CasterHB
Enervation
Hold Monster
Infuse NegativityHB
Art Credits
Art (Page 8): ibralui: Cursed Sword (Link)
Art (Page 9): Gilbert Jansen: Cursed sword (Link)
Art (Page 10): TentaclesandTeeth: Sorceress (Link)
Art (Page 11): Magdalena Pagowska: smoulder (Link)
Art (Page 12): Richard Ansdell: The Hunted Slaves (Link)
Art (Page 13): David (D.M.) Cornish: A Hunter becomes the Hunted (Link)
Art (Page 14): eWKn: Griefshield throne chamber (Link)
Art (Page 15): Beata Polańska: Time (Link)
Art (Page 16): unknown artist: Drevis Neloren (Link)
Art (Page 17): Robson Michel: Sheila, the Thief (Link)
Art (Page 18): The Alchemyst: Werewolf Png (Link)
Art (Page 19): Colin Mowat: Lycanthrope (Link)
Art (Page 20): rebelliux: Midas Touch (Link)
Art (Page 21): Eran Fowler: The Hunger of King Midas (Link)
Art (Page 22): Michael W Conrad: "unlucky" (Link)
Art (Page 23): J Edward Neill: The Shroud (Link)
Art (Page 24): kabochacreates: no title (Link)
Art (Page 25): Digger2000: Stone Warrior (Link)
Art (Page 26): Emily Kaelin: Plague Art Print (Link)
Art (Page 27): Karla Ortiz: Curse of Shallow Graves (Link)
Art (Page 28): Owl House (Link)
Art (Page 29): Kalynn Kallweit: Malevolent Possession (Link)
Art (Page 30): Valeriy Vegera: Pathfinder Kingmaker (Link)
Art (Page 31): Angelique Shelley: Asmodeus - Commission (Link)
Page Stains: /u/flamableconcrete