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.
Level | Prof 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 | 4 | 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 | 7 | 4 | 3 | ----- | ----- | ----- |
9th | +4 | ----- | 9 | 4 | 3 | 2 | ----- | ----- |
10th | +4 | Malediction Malignance | 9 | 4 | 3 | 2 | ----- | ----- |
11th | +4 | Accursed Affliction feature | 10 | 4 | 3 | 3 | ----- | ----- |
12th | +4 | Ability Score Improvement | 10 | 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 | ----- | 15 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Malediction Metastasis | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 16 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Accursed Affliction feature, Anathema Arcane improvement | 16 | 4 | 3 | 3 | 3 | 2 |