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Accursed

The vast majority of people who receive a permanent curse consign themselves to their fate, either finding a way to live with their curse’s adverse effects or giving themselves fully to the curse’s compulsions. A creature becomes an accursed by following a different path. Accurseds are rare, not due to lack of people becoming cursed, but because those who suffer these curses often lack the conviction to resist them. An accursed dedicates their time and willpower to finding a way to make the magic of their curse work for them, though each in their own way. Some accurseds experiment in a lab or scour the world for forgotten lore, trying to find a ritual or alchemical concoction. Others turn to nature or faith, using prayer, meditation, or mindfulness to synthesize the curse’s magic into their own being. And others still use sheer stubbornness to bend the curse to their will. Regardless of method, an accursed is one who has conquered their curse, drawing on its magic while managing its remaining side effects.
hit dice: d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10+con modifier
armor proficiencies: light armor, medium armor
weapon proficiencies: simple weapons, hand crossbows, Simple firearms, Magnum
tools: None
saving throws: Wisdom, and your choice of Intelligence or Charisma
skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Yog-Sothothery, and Survival
starting equipment:
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 = 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 as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your accursed spells.
class features:
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 = 8 + your proficiency bonus + your curse ability modifier     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.     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.   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.   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.     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.   Muffling Imprecation Prerequisite: Enshrouding Imprecation While you’re in dim light or darkness, you can ignore the verbal components of your accursed spells.   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 DC Example
Common 12 cloak of billowing, potion of healing
Uncommon 15 immovable rod, weapon +1
Rare 18 necklace of fireballs, weapon +2
Very Rare 21 staff of thunder and lightning, weapon +3
Legendary 24 cloak of invisibility, Moonblade
Artifact 30 Eye and Hand of Vecna, Orb of Dragonkind
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.   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.   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.   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.
subclass options:

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 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 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 At 1st level, you gain proficiency in the Perception skill. Additionally, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.     Minor Shift Also starting at 1st level, 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 You gain curse spells at the accursed levels listed in the Lycanthropy Curse Spells table. See the Spellcasting class feature for how curse spells work.
Accursed Level Spells
2nd longstrider
5th alter self
9th haste
13th freedom of movement
17th far step
Scent Memory By 3rd level, 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 Also starting at 3rd level, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.     Sustained Shift At 11th level, 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 At 15th level, 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 At 20th level, 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 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 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’tor 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 At 1st level, 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 Also at 1st level, 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 You gain curse spells at the accursed levels listed in the Misfortune Curse Spells table. See the Spellcasting class feature for how curse spells work.
Accursed Level Spell
2 Bane
5 enhance ability
9 Bestow Curse
13 confusion
17 skill empowerment
Unfortunate Accident Starting at 3rd level, 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 Also at 3rd level, 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.     Unavoidable Accident Beginning at 5th level, when a creature succeeds on its saving throw against your Unfortunate Accident, it takes half the damage, but suffers no additional effects from your jinx.     Shared Misfortune Starting at 11th level, you can pass your bad luck onto others. While you have your shroud of unluck, when you see a creature within 30 feet of you make an attack roll or ability check, you can use your reaction to force the creature to make the roll with disadvantage. You must use this feature before the creature makes the roll.     Luck Twist Beginning at 15th level, you gain a finer control over luck, allowing you to grant good luck to others. While you have your shroud of unluck, when you see a creature within 30 feet of you make an attack roll or saving throw, you can use your reaction to grant the creature advantage on the roll. You must use this feature before the creature makes the roll.     Sovereign of Fate At 20th level, you can bend the fate of all around you. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to use either your Shared Misfortune or Luck Twist feature, and you can’t use it on the same turn that you take your normal reaction.        

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 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 By 1st level, 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
2 catapult
5 spiritual weapon
9 Blink
13 Blight
17 Cone Of Cold
Chill of the Afterlife Starting at 3rd level, 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 Also beginning at 3rd level, you can use your bonus action to verbally command your spirit companion to take the Dash, Disengage, or Dodge action.     Body & Spirit Starting at 5th level, 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 At 11th level, 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 Starting at 15th level, 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 At 20th level, 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 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 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 By 1st level, 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 Also starting at 1st level, 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 You gain curse spells at the accursed levels listed in the Armament Curse Spells table. See the Spellcasting class feature for how curse spells work.
Accursed level Spells
2 wrathful smite
5 magic weapon
9 elemental weapon
13 staggering smite
17 steel wind strike
  Blade Bond Starting at 3rd level, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.     Voracious Weapon Also at 5th level, 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 At 11th level, 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 Also starting at 11th level, 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 Beginning at 15th level, 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 At 20th level, 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 Also at 20th level, 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 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 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 At 1st level, 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 Also at 1st level, 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 You gain curse spells at the accursed levels listed in the Vampirism Curse Spells table. See the Spellcasting class feature for how curse spells work.
Accursed Level Spells
3 charm person
5 spider climb
9 gaseous form
13 dominate beast
17 dominate person
  Draining Bite Starting at 3rd level, 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 Also at 3rd level, 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 Beginning at 5th level, 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 At 11th level, 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 At 15th level, 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 At 20th level, 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.
LevelProf BonusFeaturesSpells Known1st2nd3rd4th5th
1st+2Accursed Affliction, Jinx------------------------------
2nd+2Spellcasting, Curse Control, Malediction Metamorphosis32--------------------
3rd+2Accursed Affliction feature, Fell Attunement43------------------
4th+2Ability Score Improvement43--------------------
5th+3Accursed Affliction feature642---------------
6th+3Possessive Curse642---------------
7th+3Blundering Jinx743---------------
8th+3Ability Score Improvement743---------------
9th+4-----9432----------
10th+4Malediction Malignance9432----------
11th+4Accursed Affliction feature10433----------
12th+4Ability Score Improvement10433----------
13th+5----124331-----
14th+5Anathema Arcane124331-----
15th+5Accursed Affliction feature134332-----
16th+5Ability Score Improvement134332-----
17th+6-----1543331
18th+6Malediction Metastasis1543331
19th+6Ability Score Improvement1643332
20th+6Accursed Affliction feature, Anathema Arcane improvement1643332

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Kipper_Dagon.

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