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Accursed

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  

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   » (a) scale mail or (b) leather armor   » (a) a hand crossbow and 20 bolts or (b) a martial weapon of your choice (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  

Conquered Curse

Through unfortunate circumstances, you were stricken with a curse that should have broken you. However, whether by sheer willpower, introspective meditation, or arcane study, you not only overcame the worst of the challenges your curse presented, but learned to harness its power. Choose the curse you conquered: Curse of Animation, Curse of the Armament, Curse of Combustion, Curse of the Created, Curse of the Hunted, Curse of Immortality, Curse of Invisibility, Curse of Lycanthropy, Curse of Misfortune, Curse of Mummification, Curse of Petrification, Curse of the Plague, Curse of Possesion, Curse of Somnolence, or Curse of Vampirism. All conquered curses are detailed at the end of the class. Your curse has become an integral part of you. 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, as well as a list of curse spells (detailed in the Spellcasting class feature).   Ailments Each curse has ailments caused by its lingering effects. They are inconvenient, and occasionally dangerous, detriments to which you are always subject, and are referred to by features you gain later in this class.   Curse Ability & 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, not all utilize the same ability score to control it. 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 accursed features is calculated as follows:   Curse save DC = 8 + your proficiency bonus + your curse ability modifier  

Jinx

As an action, you can a"empt to bestow a minor curse on a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or become subject to your choice of one of the following jinxes until the end of your next turn:   » The target has disadvantage on the next ability check it makes.   » The target has disadvantage on the next a"ack roll it makes against a creature of your choice that you can see.   If a creature can see you when you use this feature, it knows that you are the source of the jinx. Until the target makes the type of roll associated with the jinx, you can use your action on subsequent turns to maintain the effect, extending the jinx’s duration until the end of your next turn. However, the jinx ends once the target makes the associated type of roll, if you are more than 90 feet from the target, or if any of the dispel magic, greater restoration, or remove curse spells is cast on the target.  

Malediction Metamorphosis

Starting at 2nd level, your curse begins evolving within you, changed by your manipulation of its purpose. You can guide this mutation to compliment your capabilities, or open new avenues of power for yourself. You gain one malediction metamorphosis of your choice. Your metamorphosis options are listed at the end of the class’s description. When you reach certain accursed levels, you gain additional metamorphoses of your choice, as shown in the Malediction Metamorphoses column of the Accursed table.  

Spellcasting

At 2nd level, you learn to use your curse’s vile magicks to fuel the casting of spells. See Chapter 10 in the Player’s Handbook for the general rules of spellcasting.   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 Conquered Curse has a list of spells — its curse spells — that you learn when you reach certain levels in this class, as shown in the curse description. These spells are added to the accursed spell list for you and are included in the number in the Spells Known column of the Accursed table. You ignore the material component requirement of a curse spell if it has one.   Spells Known of 1st Level and Higher You know the curse spell you gain at 2nd level from your Conquered Curse, and one 1st-level spell of your choice from the accursed spell list, for a total of two 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 Conquered Curse. Additionally, when you gain a level in this class, you can choose one of the accursed spells you know — which can be one of your curse spells — 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 se"ing the saving throw DC for an accursed spell you cast and when making an a"ack roll with one.   Spell save DC = 8 + your proficiency bonus + your curse ability modifier   Spell attack modifier = your proficiency bonus + your curse ability 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 or a cursed object as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your accursed spells.  

Ailment Control

Starting at 2nd level, you can also use your spell slots to exert control over your curse’s ailments, either afflicting another creature with one of your ailments or suppressing your ailments’ effects on yourself. The duration of the effect depends on the level of the spell slot expended to use it: 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, or 24 hours for a spell slot of 5th-level or higher.   Afflict. As an action, you can expend a spell slot to atempt to afflict a creature within 30 feet that you can see with your choice of one of your curse’s ailments. The creature must succeed on a Wisdom saving throw or suffer the chosen ailment for the duration. At the end of each of an afflicted creature’s turns, it can repeat the saving throw, ending its affliction on a successful save. A dispel magic, greater restoration, or remove curse spell cast on the target also ends its affliction.   Suppress. As a bonus action, you can expend a spell slot and choose any number of your curse’s ailments. You ignore the effects of the chosen ailments for the duration.  

Jealous Blight

At 3rd level, your curse begins possessively guarding you from others of its ilk, refusing to share its host. When you touch or a"une to a cursed object other than your curse, it doesn’t stop being cursed, but the object’s curse doesn’t affect you. Once you reach 7th level in this class, your curse protects you from a wider range of effects. You are immune to curse effects other than your curse, such as the hex and bestow curse spells, and your hit point maximum and ability scores can’t be reduced against your will. Once you reach 14th level in this class, a magical effect other than your curse can’t age you, possess you, put you to sleep, or transform you against your will. Once you reach 20th level in this class, a magical effect other than your curse can’t impose disadvantage on any roll you make.  

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.  

Malediction Versatility

Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of your metamorphoses with a different metamorphosis for which you qualify. If you’re 12th level or higher and replacing a meta- morphosis causes you to no longer meet another metamorphosis’ prerequisites, you must replace that metamorphosis as well. For example, if you choose to replace your Arcane Anathema metamorphosis with Enshrouding Imprecation, you must also replace the Capacious Anathema metamorphosis if you have it because you would no longer meet its prerequisites. Since you chose Enshrouding Imprecation, you can replace Capacious Anathema with any other metamorphosis that doesn’t have a prerequisite, or with the Muffling Imprecation or Sleighting Imprecation metamorphosis because you now meet its prerequisites. You can’t use this feature to choose a metamorphosis with an 18th level prerequisite, unless the metamorphosis you are replacing has that prerequisite.