Quickly Explained Creation Process
Cursed Spirits are created when pain and suffering leaks from Non-
Sorcerer Human and the
Death Energy of a Few People. This Stuff gathers in one spot, building up like sediment until a Cursed Spirit takes form
Curse Sorcerers must also be killed with Magic/
Curse Techniques or they can become a Vengeful Cursed Spirit after Death
Vengeful Cursed Spirits
Those whose deaths are cursed have the possibility of having their spirit corrupted and transformed into a vengeful
Cursed Spirit.
Sorcerers have an increased chance of turning into a
Cursed Spirit after Death, but this can be prevented by killing them with Magic Or a
Curse Technique
Not Going Down: When you are reduced to 0 hit points, you may fall to 1 hit point instead. You may use this once per long rest
Grudge: You have a grudge against something or someone. Choose a creature type, a size, then an aligment, whenever you deal damage or attack against creatures with the listed conditions you may add a +(GRADE LEVEL)D20 Damage
Revenge: You have a great sense of vengeance, and can't stand when someone wrongs you. When someone hits you, you can choose to make your next attack against them with advantage. You may use this feature as much as your (GRADE LEVEL) per combat
Imaginary Vengeful Cursed Spirit
A Cursed Spirit manifested from the cumulative fear of the masses. When many people share an image of fear, such as famous yokai or ghost stories like the Nine Tailed Fox, an Imaginary Vengeful Spirit can form. They are widely feared by
Sorcerers and classified as such to distinguish them from other curses.
Famous Name: You are based on a real world fear, so people's fear for you is far greater than to other normal curses. [Roll advantage on Intimidation Checks] Whenever you roll Initiative, you may force every hostile creature that can see you to make a Wisdom Saving Throw. On a failure, they are frightened for 1 Minute/6 Turns. They can reroll this saving throw in the beginning of their turns to end the condition early. On a success, they are immune to this feature for 24 hours. You may use this feature as much as your (GRADE LEVEL) allows
Your Fears Become Real: Your source of fear has grown around the world, so you have learned a lot about it. Whenever you roll a skill check related to your source, you do so with advantage [3X]
Sadism: You have immense Sadism when beating your victims. Whenever you deal damage to someone who is frightened of you, half of the total damage will be converted in temporary hit points to yourself. These temporary hit points cannot go above your level.
Disease Cursed Spirit
Plague and general sickness are concepts constantly cursed by humanity, resulting in powerful disease Cursed Spirits. These type of cursed spirits can use
Curse Techniques to infect humans with their respective diseases to curse and kill them.
Born From the Plague: You have immunity against disease and the poisoned condition, and you have immunity to poison damage
Disease Imbued Strikes: Your body is a living disease, and you may spread it just from a mere touch. Your natural weapons and Unarmed Strikes all add 1d12 poison damage, evolving to a 1d20 at 6th level. In addition, if you try to inflict the poisoned condition in a creature, they roll their saving throw with disadvantage
Walking Plague: People fear you just from your mere presence, since they know one touch could be lethal. Starting at 5th level, every time you touch a creature with a body part of yourself they must make a Constitution saving throw. On a failure, they will be infected with the disease that most suit your Cursed Spirit. On a success, they will become immune to this effect for 24 hours. This effect happens only once per round. [You must talk with your DM to reach a conclusion on what is the most fitting disease]
Cursed Womb
A Cursed Womb is the uterus-like evolutionary stage of an immature curse spirit. They are capable of producing powerful fully fledged curses after the metamorphosis is complete.
Undeveloped: You are like a newborn in the world of cursed spirits, not being as mature as the others. You cannot clearly speak any language, though you can read and write them.
Womb Protection: Due to being a cursed womb, your skin is harder and denser than most cursed spirits. You start off with +100 AP
Trauma: Cursed wombs grow stronger with trauma, be it phisical or phiscological. Whenever you take damage, you can add +1 to your melee weapon damage rolls. This goes up to a maximum equal to your ((GRADE LEVEL)X2). This damage bonus is reseted at the end of a short or long rest.
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