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The Accursed
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Accursed | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Accursed](#p3) - [1.1.1 Terrible Darkness](#p3) - [1.1.2 Deadly Calm](#p3) - [1.1.3 Creating an Accursed](#p3) - [1.2 Class Features](#p3) - [1.2.1 Cursed Soul](#p4) - [1.2.2 Mounting Massacre](#p4) - [1.2.3 Fighting Style](#p4) - [1.2.4 Grave Aura](#p5) - [1.2.5 Spellcasting](#p5) - [1.2.6 Merciless Critical](#p5) - [1.2.7 Ability Score Improvement](#p5) - [1.2.8 Extra Attack](#p5) - [1.2.9 Haunted Implements](#p5) - [1.2.10 Bell's Toll](#p6) - [1.2.11 Profane Convergence](#p6) - [1.2.12 Improved Merciless Critical](#p6) - [1.2.13 Geistwalking](#p6) - [1.2.14 Improved Haunted Implements](#p6) - [1.3 Curses](#p7) - [1.3.1 Curse of Burning Veins](#p7) - [1.3.2 Curse of Lonely Winters](#p7) - [1.3.3 Curse of the Dead Moon](#p8) - [1.3.4 Curse of the Blighted Heart](#p9) - [1.3.5 Curse of the Blistered Skin](#p10) - [1.3.6 Curse of the Forgone Time](#p11) - [1.3.7 Curse of the Blinding Darkness](#p12) - [1.3.8 Curse of the Bound Life](#p13) - [1.4 Multiclassing](#p14)
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Accursed | Introduction & Class Features
## Accursed *The cawing of a half dozen ravens alerted the man to his aggressors. Whirling around, the first cleft of his axe tore their leader open, left bleeding on the ground. The others, seeing that their quarry was more than had previously met their eyes, fled in terror.* *The elven woman felt relieved has she drove her blade into her target's chest, the oozing crimson revitalising her. She turned to her other adversaries, who stood, quaking in their boots as she advanced towards them.* *Letting loose an arrow from the dark winter's night, a man in the courtyard a hundred feet away dropped, his allies feeling the encroaching cold and isolation as they witnessed their friend's demise.* ___ The accursed harness the power of the dark spells that have plagued them, twisting their evil to their own will. The accursed often turn to evil due to the suffering they have endured, but not all. Many of the accursed use the dark powers they have gained from harnessing their curse. ### Terrible Darkness The darkest magic inhabits the darkest places, but it sometimes creeps from beyond the veil cast itself upon reckless, or unlucky adventurers. Most, when faced with a curse, wither in their fear, and resign themselves to misery. But some, some with the fortitude and conviction to focus their mind from the terrors that haunt them, dedicate themselves to vengeance and triumph over the ones that haunt them. Accursed are resilient soul that have learned to withstand, embrace, or celebrate the dark magic that lingers within their soul. They share a supernatural link to villanous otherworldly forces, which they exploit and command to their agenda. The source of a curse can vary, from a simple copper ring they may have touched as a child, to a tragic misstep in a dark dungeon, or the foul magic of an angry lich. An Accursed is a person that has conquered such a curse. Whether through a pact with a powerful being, or sheer force of will, an Accursed has transformed the curse that once controlled them into a weapon at their command. ### Deadly Calm Few who meet a Accursed would describe them as favorable drinking companions. The trials they suffer have the grim effect of siphoning their social cares, leaving them quiet, thoughtful, and deadly calm. To their allies, Accursed are sources are impartial advice, conviction like steel, and unsettling prowess on the battlefield. To their enemies, they are an inexorable death sentence. Though they carry an aura of unease that keeps strangers at an arm’s length, Accursed are still fully alive and present. A common misconception follows that they are undead wraiths, or servants to their cursers, but these are untrue. An Accursed is a free-willed being that operates on their own agenda, usually smiting evil-doers with the same shadowy magic they utilize to spread death and fear. ### Creating an Accursed When creating an Accursed, the most important consideration is their origin story. How did your character receive their curse? How did they triumph over it? Was it a vengeful devil that branded them, or did they meddle in something beyond their understanding? Sometimes, the caster of a curse makes a fatal mistake. They mispronounce the incantation, or somehow fumble the ritual required to invoke a curse, resulting in an unstable dark magical force that could even be a boon to the intended victim. Consider also that Accursed are still people. They still have wants and needs beyond their vengeance and remembered agony. A Accursed is more than a hooded shadow, refusing to involve themselves in the affairs of others, but instead they are people who have learned the true measure of what is important, and what is trivial. Keep in mind the character quirks and even comical details of your character in spite of their haunted nature. #### Quick Build You can make an accursed quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on whether you want to haunted one background. ## Class Features As an accursed, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per accursed level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per accursed level after 1st #### Proficiencies ___ - **Armour:** All armour, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** None - **Saving Throws:** Wisdom, Charisma \pagebreakNum
Accursed | Class Features
##### The Accursed | Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Cursed Soul, Mounting Massacre | — | — | — | — | — | | 2nd | +2 | Fighting Style, Grave Aura | — | — | — | — | — | | 3rd | +2 | Spellcasting, Merciless Critical | 3 | 2 | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | | 5th | +3 | Extra Attack | 4 | 3 | — | — | — | | 6th | +3 | Curse Feature | 4 | 3 | — | — | — | | 7th | +3 | — | 5 | 4 | 2 | — | — | | 8th | +3 | Ability Score Improvement | 5 | 4 | 2 | — | — | | 9th | +4 | Haunted Implements | 6 | 4 | 2 | — | — | | 10th | +4 | Curse Feature | 6 | 4 | 3 | — | — | | 11th | +4 | Bell's Toll | 7 | 4 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | — | — | | 13th | +5 | — | 8 | 4 | 3 | 2 | — | | 14th | +5 | Profane Convergence | 8 | 4 | 3 | 2 | — | | 15th | +5 | Curse Feature | 8 | 4 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | — | | 17th | +6 | Improved Merciless Critical | 9 | 4 | 3 | 3 | — | | 18th | +6 | Geistwalking | 9 | 4 | 3 | 3 | — | | 19th | +6 | Ability Score Improvement | 10 | 4 | 3 | 3 | 1 | | 20th | +6 | Improved Haunted Implements | 10 | 4 | 3 | 3 | 1 |
___ - **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Perception, Stealth, or Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* two martial weapons, or *(b)* one martial weapon and a shield - *(a)* leather armour, *(b)* scale mail, or *(c)* chain mail - *(a)* a simple weapon, or *(b)* a light crossbow and 20 bolts - *(a)* an explorer's pack, or *(b)* a monster hunter's pack Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp. ### Cursed Soul Beginning at 1st level, you have triumphed over a dark curse that once ravaged your existance, leaving you with a lingering link to the magic within the realm of the dead. You may choose the Curse of Burning Veins, the Curse of Lonely Winters, or the Curse of the Dead Moon. Your mastery over this curse grows as you increase your accursed level, and are detailed at the end of the class description. #### Curse Spells Each curse has a list of associated spells. You gain access to these spells at the levels specified in the curse description. Curse spells don’t count against the number of spells known. If you gain an curse spell that doesn’t have appear on the accursed spell list, the spell is nonetheless an accursed spell for you. ### Mounting Massacre Also at 1st level, when you reduce a creature to 0 hit points and kill it, you gain 1 massacre point, up to your proficiency bonus. When you damage a creature, you deal additional necrotic damage equal to the number of massacre points you currently have. You lose all accumulated massacre points when you complete a short or long rest. ### Fighting Style At 2nd level, you adopt a style of fighting as your speciality. 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. \pagebreakNum
Accursed | Class Features
#### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Defence While you are wearing armour, you gain a +1 bonus to AC. #### Duelling When you are wielding a weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ### Grave Aura Also at 2nd level, your oneness with the realm of death lends you an array of supernatural abilities. You emanate an aura of unease, bringing about panic in mortals. Whenever you make an Charisma (Intimidation) check against a creature that is not immune to the frightened condition, you may add your proficiency modifier to the roll (regardless of whether you are already proficient). You can perform minor haunting effects, such as low lying mist, igniting or snuffing light sources as large as a bonfire, and causing your victims to hallucinate strange whispers or other startling noises. ### Spellcasting The harnessing of your curses power has granted powerful black magic. This dark magic, whatever curse it originates from, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 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 accursed spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *inflict wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *inflict wounds* using either slot. \columnbreak #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the accursed spell list. The Spells Known column of the accursed table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. 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 also must be of a level for which you have spell slots. #### Spellcasting Ability Charisma is your spellcasting ability for your accursed spells, since the power of your magic relies on your ability to project your curses dark magic into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a accursed spell you cast and when making an attack roll with one. ___ - **Spell save DC =** 8 + your proficiency bonus + your Charisma modifier - **Spell attack modifier =** your proficiency bonus + your Charisma modifier #### Spellcasting Focus You do not need a spellcasting focus to cast your accursed spells, for they come from within you. You can however use an arcane focus (found in chapter 5 of the *Player's Handbook*). ### Merciless Critical Starting at 3rd level, you score critical hits on attack rolls of 19 and 20. Additionally, when you score a critical hit, you also deal necrotic damage equal to half your accursed level. Damage inflicted this way will always be lethal, and cannot be used to subdue enemies. ### Ability Score Improvement When you reach 4th level and again at 6th, 8th, 12th, 14th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action. ### Haunted Implements Once you’ve reached 9th Level, you may perform an hour long, midnight ritual to bind a wandering spirit to your service, haunting an item of your choosing. Once you complete the summoning ritual, choose one of the options below, your summoned spirit is attuned to that kind of object, and cannot haunt another kind. Should you lose your haunted implement, you can perform the ritual again to haunt a new item. You can only have one haunted implement at a time. \pagebreakNum
Accursed | Class Features
A spirit cannot haunt a magic weapon, for its power repels their possession, your summoned spirit must inhabit a mundane shield, tome or weapon that does not possess the heavy or two-handed properties. #### Haunted Shield A haunted shield will float in the air near you, interposing itself to hinder enemies. You gain +2 AC against ranged attack rolls from sources you can see. In addition, when a creature provokes an attack of opportunity from you, you can have your shield attempt to block their movement. The creature must succeed on a Strength or Dexterity saving throw (its choice), or have its speed reduced to 0. You then make your attack of opportunity as normal. #### Haunted Tome You learn 3 cantrips from the sorcerer spell list, and can cast them as long as you have your haunted tome on your person. In addition, when a spell attack is made against you, you can use your reaction to impose disadvantage on the attack roll. #### Haunted Weapon A haunted weapon must be available like any other weapon in combat. Whenever your regular weapon is drawn, it is assumed your haunted weapon is at your disposal as well. A haunted weapon makes one free weapon attack on each of your turns, with an attack modifier equal to your proficiency, plus your Charisma modifier. The weapon has a speed of 5 feet, and moves as a free action on your turn, though it must remain within 25 feet of you. The weapon is considered to be wielded with one hand. You do not add any modifier to the damage roll for your haunted weapon.
\columnbreak ### Bell's Toll Starting at 11th level, you’re able to call upon the lingering malignant force in your soul, bidding it to lead a foe to certain death. As an action, you may curse a single target you can see within 30 feet, reducing their speed by half, and causing all of their attack rolls, skill checks and saving throws to be made at disadvantage until the end of your next turn. The next time you make a successful melee attack against that target before the curse ends, you will score a critical hit. Once you have used this feature, you must complete a short or long rest before you can use it again. ### Profane Convergence By 14th level, you’re able to recite unholy power to strengthen your magical abilities. As an action, you can expend your massacre points to regain an expended spell slot of a level equal to the number of massacre points expended, up to a maximum of 3rd level. Once you use this feature, you cannot use it again until you complete a long rest. ### Improved Merciless Critical At 17th Level, when you score a critical hit, you now deal additional necrotic damage equal to your accursed level, instead of half your level. ### Geistwalking At 18th Level, You’ve learned to transcend the barriers of the physical world, becoming a ghostly image of yourself at will. As a bonus action, you may become incorporeal, allowing you to pass through other creatures and objects as though they were difficult terrain until the end of your next turn. Should you end your turn inside an object, you take 1d10 force damage. You may use this feature a number of times equal to your Charisma modifier, regaining all expended uses after a long rest. ### Improved Haunted Implements When you reach 20th level, the spirits you conjure are empowered. You gain the following benefits based on the haunted implement you chose at 9th level: #### Haunted Shield The +2 AC counts against all attack rolls, and when you reduce a creature's speed to 0 using your haunted shield, and you hit with your attack of opportunity, you score a critical hit. #### Haunted Tome You learn 1 5th-level sorcerer spell that you can cast without expending spell slot or material components. Once you have cast this spell, you cannot cast it again until you complete a long rest. Additionally, can also use you reaction to gain advantage on a saving throw against a spell or spell-like effect. #### Haunted Weapon You weapon's speed increases to 15 feet, and you add your Charisma modifier to damage rolls using your haunted weapon. \pagebreakNum
Accursed | Curses
## Curses You may choose one of the following curses to further define your role: Curse of Burning Veins, Curse of Lonely Winters, or Curse of the Dead Moon. ### Curse of Burning Veins You have survived a curse that once caused you constant agonizing pain, as if your blood had been turned to molten steel. This curse drove you to excessive bloodletting as the only source of relief. Now firmly aquainted with both pain and blood, you use these ideals as a deadly weapon. ##### Burning Veins Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | Your blood runs from your body like water with seemingly no end. | 2 | You can, and often do, consume raw meat with no ill effects. | 3 | Your tears have a suspiciously reddish tint. | 4 | Minor injuries feel like almost nothing to you. | 5 | You get migraines easily and very often. | 6 | You are completely unphased by even the most grisly of gore. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Burning Veins Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *false life* | | 7th | *hold person* | | 13th | *vampiric touch* | | 19th | *compulsion* | #### Bloodlust From 1st Level, the sight of blood fills you with vigor and resolve. Once per turn, when you damage a creature, as long as the type of damage you deal was not poison, psychic or typeless, you regain 1d4 hit points. This amount increases to 2d4 at 6th level, and 4d4 at 15th level. #### Agonizing Fury Beginning at 6th level, you are able to let the pain of your curse to flow through you again, sending you into a white-hot frenzy. As a bonus action, you may inflict psychic damage to yourself equal to your accursed level. The next attack you make this turn has advantage. Damage dealt to yourself with this feature cannot be reduced in any way. You regain the use of this feature whenever you take a short or long rest, or you reduce a target to 0 hit points. Additionally, whenever you reduce a creature to 0 hit points, you can make additional attack on this turn as if it were a part of your Attack action. #### Blood Seeker Starting at 10th level, you gain the ability to track your foes using their blood. If you locate any amount of a creature’s blood, you can make a Wisdom (Survival) check, contested by the creatures Dexterity (Stealth) check. On a success, you instantly know the direction, distance, and health of the source. #### Curse of Burning Veins At 15th level, you learn to turn your curse against others, afflicting them with the Curse of Burning Veins, causing them to unravel in a fit of absolute torture. As an action you may touch a creature to cause them to suffer 1d10 psychic damage immediately, and at the end of each of their turns. Additionally, whenever the sufferer misses a melee attack, they must immediately repeat the attack against an adjacent ally as they writhe and flail without hope for relief. If the sufferer has no adjacent allies, the make no such attack. The curse is ended when you or the target is reduced to 0 Hit Points, or if the target moves more than 120 feet from you. You regain the use of this feature after a short or long rest, and whenever you reduce a target to 0 Hit Points. ### Curse of Lonely Winters You have survived a curse that once extinguished all sense of happiness within you. The curse was meant to drive you to isolation and solitary doom, but you’ve instead harnessed the icy focus and clarity of purpose this has brought to you. ##### Lonely Winters Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | You are always cold to the touch. | 2 | Whilst you remain in someone's view, colours they see seem more muted and grey. | 3 | You can only feel positive emotions when with another person, but unfamiliar people feel uncomfortable around you. | 4 | You smiled...once...a couple years ago. | 5 | Whenever a creature comes within 5 feet of you, a shiver runs straight down their spine. | 6 | Any heat source within 10 feet of you has its effectiveness noticeably diminished. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Lonely Winters Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *ice knife* | | 7th | *creeping cold* | | 13th | *sleet storm* | | 19th | *ice storm* | \pagebreakNum
Accursed | Curses
#### Frozen Solemnity When you catch your enemies alone, your presence fills them with a dread that slowly overcomes them like a biting cold. Beginning at 1st level, once per turn, when you damage an enemy creature that has no allies within 10 feet of it and that can see you, you instill it with a great fear. The target must succeed on a Wisdom saving throw. On a failure, the target suffers disadvantage on saving throws against your accursed class features and against the frightened condition until the end of its next turn, or until an ally moves within 10 feet of it. A creature immune to the frightened condition is unaffected by this feature. #### Abolish Hope Starting at 6th level, your terrifying presence instills a fear of hopelessness in those that face you. Whenever a weapon attack from an enemy within 30 feet of you misses you, you may immediately spend your reaction to make a single weapon attack toward that enemy. If the attack deals damage, the creature is overwhelmed by your presence. The creature must succeed on a Wisdom saving throw, or become frightened until the end of your next turn. Whilst frightened in this way, the creature's speed is halved. Once you have used this feature, you must complete a short or long rest before you can use it again. #### Frigid Soul Starting at 10th level, you are no longer bothered by freezing temperatures, and gain resistance to cold damage. As a bonus action, you may cause the ground beneath your feet to flash freeze, creating a 10 foot radius of difficult terrain. If a creature other than you attempts to move within this terrain, they must make a Dexterity saving throw, falling prone if they fail. This check must only be made once per turn by the creature. Additionally, you may use this feature to rapidly freeze water as you step over it. You may walk across fresh water such as a pond, lake, or calm river as though it were difficult terrain. #### Curse of Lonely Winters Starting at 15th level, you learn to turn your curse against others, afflicting them with the Curse of Lonely Winters. As an action, you may curse up to three creatures you can see within 60 feet, causing them to immediately suffer 3 points of exhaustion (they have disadvantage on attack rolls, saving throws and ability checks, and their movement speed is halved). If the target is already suffering from exhaustion, this curse cannot force them to have more than 3 points of exhaustion. A creature to can try to make a Wisdom saving through against the effects, only gaining 2 points of exhaustion on a success, but still suffering the following effects: Additionally, the victim hallucinates an endless, blinding blizzard that causes it to interact with all foes as if they had half cover, and their vision is reduced to 30 feet. This curse is ended if an ally of the victim within touching distance spends a turn consoling them, or if you or the victim drop to 0 hit points, or after 1 minute has passed. Once you have used this feature, you may not use it again until you have completed a long rest in solitude. \columnbreak ### Curse of the Dead Moon You have survived a curse that plagued your every waking moment with unease, and abruptly into heartstopping terror. Horrible omens distracted you at every turn, but instead of begging for it to end, you found a home within the horror. ##### Dead Moon Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | You have a bloodcurdling nightmare each night. | 2 | Anyone that can see you within 30 feet of you is slightly unnerved. | 3 | You cannot show outward signs of fear. | 4 | Those that sleep near you are more prone to nightmares. | 5 | Your eyes have an unnatural colour. | 6 | During the night, moonlight often seems to avoid touching you. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Dead Moon Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *cause fear* | | 7th | *moonbeam* | | 13th | *counterheal* | | 19th | *dimension door* | #### Ominous Following Starting at 1st level, wherever you go, a flock of crows, ravens, or vultures follow you, perching silently on tree branches and rooftops to witness your actions. Even indoors, a single bird or other ominous creature will always be present, calm and silent. Whenever you choose, this flock will erupt into cacophanous cawing and screeching, granting you advantage on any Charisma (Intimidation) checks until the cawing subsides. \pagebreakNum
Accursed | Curses
Additionally, while your following is present, they may begin to caw and shift when an evil presence draws near. You have advantage on initiative rolls, and you cannot be frightened whilst conscious. #### Doomblade Starting at 6th level, as a bonus action, you may cause your weapon to become ethereal and seemingly weightless allowing you to swing through your foes with no resistance. The next weapon attack you make before the end of your turn becomes magical for the purposes of overcoming resistance, and is a successful hit on an attack result of 10 or higher, regardless of the target’s AC. If the target is frightened, your attack also deals bonus damage according to your Merciless Critical feature, though is not considered a critical hit for the purposes of the weapon's damage dice. You regain the use of this feature after a short or long rest, or whenever you score a critical hit. #### Pale Moonrise Beginning at 10th level, you gain the ability to summon an eerie, unnatural vision of a second pale and sinister moon on the horizon as an action. For the next minute, you and up to five nearby allies gain a fly speed equal to your movement speed. When you successfully attack a creature during this effect, they must succeed a Wisdom saving throw or become frightened. As a bonus action during this effect, you may let out a mad cackle or howl, causing all frightened creatures within 100 feet suffer 2d6 psychic damage. You regain the use of this feature after a long rest, as long as the moon is visible. #### Curse of the Dead Moon Starting at 15th level, you learn to turn your curse against others, afflicting them with the Curse of the Dead Moon. You may spend an action to awaken the full terror of the Dead Moon within a single target within 60 feet.
\columnbreak At the start of the victim’s next turn, they begin to experience unprovoked terror. The creature is paralyzed until their next turn, or until they’ve lost half their hit points, whichever comes first. Upon releasing from paralysis, the victim witnesses the Dead Moon, and suffers 8d8 psychic damage, reducing their hit points maximum by the amount of psychic damage taken. The target's hit point maximum returns to normal after they complete a long rest. A creature can make a Wisdom saving throw to half the damage dealt against them, and not have their hit points maximum reduced. Any creature that is immune to the frightened or paralyzed condition cannot be affect by this feature. You regain the use of this feature after you allow yourself to be afflicted by it again. ### Curse of the Blighted Heart You have long endured a curse that has planted a seed of death inside your chest. A seed that has sprouted into a dark sickness that slowly spreads across your body. It would have turned you to blighted monster had you not overcome it. You now twist nature to your own will using black magic. ##### Blighted Heart Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | Small animals are terrified of you. | 2 | Tiny plants you touch for more than a round wither and die. | 3 | Your blood and veins take on a vile green colour that can be seen clearly through the skin. | 4 | You stink of rot and decay. | 5 | You have a sick fascination with watching small things die. | 6 | Your skin cracks and flakes constantly. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Blighted Heart Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *entangle* | | 7th | *spike growth* | | 13th | *blackened heart* | | 19th | *grasping vine* | #### Blighted Parasite Starting when you are cursed at 1st level, wherever you go, nature bends away in fear of your dark powers. Small animals will run away from you, whilst more formidable ones will be more wary of your prescence. You can feed upon the lifeforce of a plant or beast to empower you attacks. As a bonus action, you can touch a plant or beast that you can see, draining some of its life force. If the target is a creature, it must succeed on a Constitution saving throw or take 1d6 necrotic damage, taking half on a success. If the target is a plant that is not considered a creature, the plant takes 1d6 necrotic damage. \pagebreakNum
Accursed | Curses
You next weapon attack within the next 10 minutes is then empowered with the stolen life energy, dealing additional damage equal to half the damage drained from the last beast or plant you used this feature on. The damage dealt to plants, beasts and plant-creatures increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 15th level. Alternatively, you can spend 10 minutes an area of dense wildlife, draining life out of the surrounding nature to sustance yourself for 24 hours. Should you perform this ritual daily, you do not need to eat or drink. If you reside in an area with thin wildlife, this ritual takes an hour. #### Pulsating Strike Beginning at 6th level, your strikes transfer the pained beating of your heart into your foes mind, disorienting them. When you hit a creature with a weapon attack, you can choose to force the creature to make a Wisdom saving throw, or take a number of d4 of psychic damage equal to your proficiency bonus. A successful saving throw halves the damage A creature that is grappled or restrained automatically fails the save, taking maximum psychic damage. A creature that is concentrating makes its concentration check against the attack with disadvantage. You regain the use of this feature after you complete a short or long rest, or you reduce a creature to 0 hit points. #### Blighted Body At 10th level, the blight in your soul has spread to your body, turning your blood to blackened sap, and patches of your skin (especially around your heart) to a sickly mixture of purple, green, gold and black. You have immunity to poison damage and the poisoned condition, as well as resistance to necrotic damage. #### Curse of the Blighted Heart Starting at 15th level, you learn to turn your curse against others, afflicting them with the Curse of the Blighted Heart. You can spend an action to release a deadly toxin inside a creature that you can see within 60 feet. The toxin exhumes from the creatures body in a 10 foot radius, spreading around corners, and afflicting nearby creatures. At the start of each of its turns for the next minute, the original target must succeed on a Constitution saving throw or take 3d6 acid damage at the start of each of their turns, taking half damage on a success. Another creature other than the original target that enters the toxin cloud for the first time, or starts its turn there, must succeed on a Constitution saving throw or take 2d8 poison damage. A target can end the effect on themselves if they succeed on three saving throws against the curse, dispersing the toxin cloud, and taking no further damage. If the original target is killed by the curse, their body decays into a foul smelling mulch that continues to exhumes the toxin for 48 hours. Once you have used this feature, you cannot use it again until you complete a long rest. \columnbreak ### Curse of the Blistered Skin You were cursed with fiery pain that surges across your body, causing your skin to bubble and boil. Had you not overcome it, it would have killed you. You now can conjure the curses torturous powers into the ability to burn your enemies in all manner of gruesome fashions. ##### Blistered Skin Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | Smoke and other gases coil around your feet ominously. | 2 | You are covered in blistered scars from acid and flame. | 3 | You enjoy melting things. | 4 | Whilst you sleep, smoke coils out from your mouth slowly but steadily. | 5 | Your eyes glow with a greenish-red energy when you're angry. | 6 | Your blood is hot to the touch. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Blistered Skin Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *blackflame* | | 7th | *Melf's acid arrow* | | 13th | *fireball* | | 19th | *vitrolic sphere* | #### Dark Pyromancies Starting when you are cursed at 1st level, you learn to conjure your dark magic in the form of pyromancies - black magic that harnesses the power of your burns to aid you in battle. You know two pyromancies from the list below, and learn one additional pyromancy at 6th, 10th, and 15th level. The save DC for your pyromancies is equal to your accursed spell save DC. You have a number of uses of your pyromancies equal to your Charisma modifier, and you regain all expended uses after you complete a long rest. ***Acid Surge.*** As an action, you can expend a use of your pyromancies to shoot out acid from your hands in a 15-foot cone. Each creature in the area must succeed a Constitution saving throw, or take a number of d6 equal to your proficiency bonus as acid damage. A creature that fails the saving throw also recieves a -1 penalty to their armour class until the start of there next turn, unless they do not wear armour. A creature that succeeds the save takes half damage. ***Black Fire Serpent.*** As an action, you expend two uses of your pyromancies to summon a serpent of dark fire to fight along side you. The serpent has the statistics of a **giant poisonous snake** with the following alterations: \pagebreakNum
Accursed | Curses
- It's type changes to elemental - It's hit points are equal to half your maximum hit points - It loses its swim speed - It gains immunity to fire and necrotic damage - It understands common, but can't speak - It uses your proficiency bonus in place of its own - It gains the benefits of your mounting massacre feature, and any kills it gets grant you massacre points - It uses your accursed spell save DC in place of its own save DCs - Instead of 3d6 poison damage, it deals a number of d6 equal to your proficiency bonus as fire damage, plus 1d6 necrotic damage. You command the serpent using a bonus action on your turn, issuing verbal commands. The serpent persists for 1 minute, or until reduced to 0 hit points, in which it turns to ash. ***Imbue Pyre.*** As a bonus action, you can expend a use of your pyromancies to imbue one of your weapons with fire. Until the end of your next turn, you deal additional fire damage equal to 1 + your Charisma modifier (minimum of 2) using that weapon. ***Profane Flame.*** As an action, you can expend a use of your pyromancies to conjure a swirling mass of fire in an unoccupied space within 30 feet. Any creature within 10 feet of the mass must succeed a Constitution saving throw or take a number of d8 equal to your proficiency bonus as fire damage and be pushed back 10 feet away from the mass. A successful save halves the damage and prevents the pushing. ***Scarred Resistance.*** As a bonus action, you can expend a use of your pyromancies to grant resistance to one of the following damage types to a creature within 5 feet for 1 hour: acid, fire, poison. A creature cannot be resistant to more than one type of damage using this feature. ***Toxic Mist.*** As an action, you can expend a use of your pyromancies to exhume toxic gas from your skin in a 15-foot radius around you, any creature in the radius must succeed on a Constitution saving throw or take a number of d4 equal to your proficiency bonus + half your current massacre points as poison damage. A creature that fails the save is poisoned until the end of your next turn. #### Conflagration At 6th level, your black magic enhances your power to burn your foes. You can add your Charisma modifier to the damage of spells you cast that deal acid, fire or poison damage. In addition, your scarred body shows the power you hold, some of your scars appear to still be burning, whilst your skin occasionally blisters and bubbles. Creatures that are vulerable to acid, fire or poison damage have disadvantage on saving throws against being frightened by you, whilst creatures that have resistance or immunity to any of these damage types, are more likely to be non-hostile towards you (at your DM's discretion). #### Massacre Fuelled Beginning at 10th level, you can expend a point of your mounting massacre to regain a use of your pyromancies. \columnbreak #### Curse of the Blistered Skin When you reach 15th level, you learn to turn the pure power of your curse to empower your pyromancies. When you use one of your pyromancies, you can imbue it with the Curse of the Blistered Skin, granting it additional effects: ***Acid Surge.*** You add a number of d6 equal to your current number of massacre points to the damage, and the armour class reduction increases to 2. ***Black Fire Serpent.*** The serpent has hit points equal to your own, and adds your Charisma modifier to any fire damage it deals. ***Imbue Pyre.*** The additional damage is instead equal to the weapon's damage die + your Charisma modifier. ***Profane Flame.*** The range of the pyromancy and its area of effect increase by 10 feet. Its damage increases by 1d8. ***Scarred Resistance.*** You can target a number of creatures up to your Charisma modifier with this pyromancy. ***Toxic Mist.*** The number of d6 damage is instead equal to your proficiency bonus + your current number of massacre points, and whilst a creature is poisoned by this feature, attack rolls made against them are at advantage. Once you have empowered a pyromancy with this feature, you cannot do so again until you complete a long rest, or you expend 3 massacre points to use it again. ### Curse of the Forgone Time Adrift and unwound, your very essence has become disassociated with the flow of time. You flicker in and out of existence, your form and minds constantly waning. You have managed to find a way to anchor yourself to the present, and twist your terrible curse into a dangerous array of magic that threatens to unwind you at any moment. ##### Forgone Time Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | You don't see much point in keeping track of time. | 2 | There's entire years you didn't experience. | 3 | You have a poor memory and forget things easily. | 4 | People's perception of time around you is the opposite of what they'd want it to be. | 5 | You've missed so much that you don't much care for keeping track of what's new and what's old. | 6 | Your form often flickers suddenly in and out of view. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Fogone Time Spells | Accursed
Level | Spells | |:----:|:-------------| | 3rd | *chrono sphere* | | 7th | *freeze frame* | | 13th | *slow* | | 19th | *chrono step* | \pagebreakNum
Accursed | Curses
#### Timephase Starting when you are afflicted by this curse at 1st level, your most precise strikes allow you to enter a time phase that propels you forward a few seconds in time. When you score a critical hit, you can teleport to an unoccupied space that you can see within 30 feet of you. #### Recall Mind Beginning at 6th level, you propel yourself backwards in time to a previous moment to reattempt your previous actions. As a reaction at any time on your turn, you can rewind your minds back to the start of your turn. All events that transpired during your turn are undone, and you start a new turn as if you’d never taken the previous, regaining any expended resources, or actions, except the reaction used to use this feature. Once you have used this feature, you cannot do so again until next score a critical hit, or you complete a short or long rest. #### Flickersoul Starting when you reach 10th level, your body and mind have become so detached from time that you can remove yourself seemingly at will. As a reaction on your turn, you can choose to disappear from time, reappearing in the same space as before (or the nearest unoccupied space if that space is occupied). No time passes for you, as you simply reappear at the start of your next turn. When you use this feature, you lose your reaction on the following turn. You can use this feature a number of times equal to your Charisma modifier, and regain expended uses when you complete a Long rest. #### Curse of the Forgone Time Once you reach 15th level, you learn to turn your curse against others, afflicting them with the Curse of the Lost Time, causing their perception and existence within time to fluctuate rapidly. As an action, you can touch a creature, causing their entire body to freeze up as their mind is catapulted far into the future. The target must succeed on an Intelligence saving throw. On a failed save, the target becomes paralyzed for 1 minute, suffering 1d10 psychic damage at the start of each turn that it remains paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you have used this feature, you cannot do so again until you complete a long rest. ### Curse of the Blinding Darkness You have been burdened with an entity or well of negative energy trapped within your own body, itching to escape. To hold it at bay, you spent many years battling your inner demon, locking it within yourself before blinding it, and thus yourself to the world around you. When threatened however, you may unleash this power and assume shadow form, drawing the negative energy into devastating power. \columnbreak ##### Blinding Darkness Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | You often have dark thoughts that you are unsure the origin of; be it you or the entity. | 2 | You never remember what happens when the entity takes over. | 3 | You secretly enjoy the evil inside of you. | 4 | The entity speaks to you, and often tells you to do bad things. | 5 | Bright lights make you uncomfortable. | 6 | You can often smell blood, even when there is none around. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Blinding Darkness Spells | Accursed Level | Spells | |:----:|:-------------| | 3rd | *Grimlore's shadow blight* | | 7th | *clinging shadows* | | 13th | *flicker* | | 19th | *nether void* | #### Shadowform Starting when you are afflicted by this curse at 1st level, you must blind the power within yourself. You must cover your eyes at all times, be it with cloth, a mask, or some other means. Whilst your eyes are covered however, you gain blindsight out to a range of 30 feet, but are blind beyond that range. You cannot sense invisible creatures with blindsight gained in this way. Additionally, as a bonus action on your turn, you can remove your eye coverings, releasing the energy within yourself, and assuming shadowform. Whilst in shadowform, you gain the following effects: - You gain a 5-foot bonus to your speed. This bonus increases to 10 feet at 6th level, and 15 feet at 15th level - You gain resistance to necrotic damage, but vulnerability to radiant damage - Once per turn, when you hit a creature with a weapon attack, you can choose to deal additional necrotic damage equal to your accursed level - You gain darkvision out to a range of 120 feet, and can see through magical darkness from spells of 5th level or lower. ___ At the end of each of your turns that you remain in shadowform, your current hit points, as well as your hit point maximum are reduced by an amount equal to your accursed level. Should this feature reduce your maximum hit points to 0, you die. Your maximum hit points return to their normal value when you complete a long rest. This feature ends when you are reduced to 0 hit points, or when you use a bonus action on your turn to end it. When you try to end your use of this feature using a bonus action, you must succeed on a Charisma saving throw of a DC equal to your accursed spell save DC, or this feature does not end. \pagebreakNum
Accursed | Curses
Should a creature forcibly remove your blindfold, you can try to hold back the use of shadowform. At the start of each of your turns whilst your blindfold is off, you must succeed on a Charisma saving throw of a DC equal to your accursed spell save DC, otherwise you forcibly enter shadowform. #### Umbral Mutations Starting when you reach 6th level, your shadowform has grown in power, granting you greater power whilst in your shadowform. Choose two of the following mutations, whilst in shadowform you gain the benefits of these mutations: ___ ***Amorphous.*** You can move through a space as narrow as 1-inch without squeezing. ***Dark Stride.*** As a bonus action on your turn whilst you are within a space of dim light or darkness, you can teleport to another space covered by dim light or darkness within 30 feet of you. ***Feast of Shadows.*** When you reduce a creature to 0 hit points and kill it, you regain hit points equal to your accursed level + your Charisma modifier. If you are at your hit point maximum when you use this feature. ***Grasping Darkness.*** Your melee weapon attacks gain an additional 5 feet of reach. Additionally, you gain natural claw weapons on each hand. These claws have are light, finesse weapons with a natural reach of 10 feet. Melee weapon attacks with your claws deal 1d6 slashing damage. ***Shadow Stealth.*** You can Hide as a bonus action on your turn as long as you are within dim light or darkness. Additionally, when you hit a creature with an attack roll that you had advantage on, the target creature takes additional necrotic damage equal to your Charisma modifier. ***Strength Drain.*** As an action on your turn, you touch a creature, draining its strength. Your hit point maximum is reduced by an amount equal to your accursed level, and the target creature must succeed on a Charisma saving throw. On a failure, its Strength score is reduced by 1d4 until it completes a long rest. ***Umbral Armour.*** You gain a +1 bonus to your AC whilst in dim light, which increases to +2 whilst you are in darkness. ___ You gain additional umbral mutations as you gain accursed levels, gaining 1 additional mutation at 10th and 15th level. #### Void Channeling When you reach 10th level, you have begun to meld with the power you hold, as it flows more smoothly through your body. Even whilst not in your shadowform, you gain resistance to necrotic damage. Additionally, any hit points taken from your hit point maximum by your shadowform feature are restored after a short or long rest. #### Curse of the Blinding Darkness Once you reach 15th level, you learn to turn your curse against others, afflicting them with the Curse of the Blinding Darkness, causing their minds to be overwhelmed with the energy inside you. As an action on your turn, you can unleash a wave of dark energy that pours into the minds of each creature that you choose within 30 feet of you. Each target must succeed on a Charisma saving throw or become blinded for 1 minute. Each creature that starts its turn blinded in this way reduces its current hit points and hit point maximum by an amount equal to half your accursed level. Each target creature can remake its saving throw at the end of each of its turns, ending the effects of the curse on a success. Additionally, you can assume shadowform as a part of your action to use this feature. Once you have used this feature, you cannot do so again until you complete a long rest, or until you reduce a creature to 0 hit points and kill it whilst in shadowform. ### Curse of the Bound Life Your very soul has become bound to a vessel, a mundane object with weaknesses far greater than your own. The frailty of your life is always apparently, as a fragment of your essence lives forever within this vessel. You have since claimed this curse as your own, using your greatest weakness and your greatest strength, as your soul, whilst vulnerable, leaves your body nigh invulnerable. ##### Bound Life Quirks | ⠀d6⠀ | Quirks | |:----:|:-------------| | 1 | You are very possessive of your belongings. | 2 | You get extremely paranoid when you get separated from my vessel. | 3 | When you sleep, your vessel quietly whispers your dreams. | 4 | Your vessel glows to reflect your mood. | 5 | When others touch your vessel, they get snippets of your thoughts. | 6 | You are easily spooked at the mere mention of your vessel's vulnerability. #### Curse Spells You learn the following curse spells at the accursed levels listed: ##### Bound Life Spells | Accursed
Level | Spells | |:----:|:-------------| | 3rd | *false life* | | 7th | *soulsever* | | 13th | *feign death* | | 19th | *death ward* | #### Lifelink When you are subjected to this curse at 1st level, your second life is locked away, hidden within a trinket on your person. Choose or roll randomly for a trinket. This item becomes a magical vessel for your fragile soul. Whilst the trinket is intact, your connection to it grants you the following benefits: \pagebreakNum
Accursed | Curses & Multiclassing
- When you are reduced to 0 hit points, you instantly stabilise. You may, when you fall unconscious, expend a number of hit dice up to half your accursed level, regaining hit points as if you expended them during a short rest. - You add your proficiency bonus to death saving throws. - Should a creature or effect not originating from you reduce your hit point maximum, you can instead choose for it to simply deal the same number of damage to you as necrotic damage. ___ The trinket is immune to all damage except, one of the following types: acid, magical bludgeoning, cold, fire, force, lightning, necrotic, magical piercing, radiant, magical slashing or thunder. The trinket has hit points equal to 10 + 5 times your level. If the trinket is destroyed, you reduce your hit point maximum by an amount equal to half your level every 24 hours, and you cannot regain hit points by any means. If destroyed, the trinket can be reformed with the casting of the *resurrection* spell, *raise dead* spell, or greater magic, treating the destroyed trinket as if it were your deceased body. If the trinket is revived in this way whilst you are dead, you can treat it as though the same spell was cast on your body at no additional cost to the caster. #### Avaricious Vessel When you reach 6th level, your trinket draws in the souls of the fallen, empowering your form. Whenever you gain a massacre point, if your trinket is within 30 feet of you, it draws a fragment of the creature’s soul, adding it to your own life. Your hit point maximum increases by an amount equal to the creature’s challenge rating (rounded up). This benefit persists until you complete a long rest. #### Fickle Flesh At 10th level, your bound soul has made your very flesh but a tool to you. Whilst your trinket remains intact, you gain the following additional benefits: - When a *raise dead* spell, or similar magic, is cast on your trinket, if your body has been destroyed, it reforms fully formed after 1 minute, just as it was before you died. - Resurrection spells require half their material cost when cast on you or your trinket and, as per the spell, incur no negative penalty on you. - Any effect that would instantaneously kills you instead reduces you to 0 hit points. - You regain 1 hit point every minute. #### Curse of the Bound Life By the time you reach 15th level, you learn to turn your curse against others, afflicting them with the Curse of the Bound Life, drawing their soul and connecting it with another. As an action on your turn, you can point to a creature within 30 feet of you, pulling its essence away from its form. The target must make a Wisdom saving throw. On a failure, its soul is connected with another creature or a Tiny object you choose within 30 feet of both you and the target. Until the end of your next turn, whenever the creature or object in which the target’s soul is connected would take damage, the target suffers half that as additional necrotic damage. You cannot use this feature if your vessel is not intact. Once you have used this feature, you cannot do so again until you complete a short or long rest, or until you reduce a creature to 0 hit points with this feature. ## Multiclassing ***Ability Score Minimum.*** Strength or Dexterity 13, Charisma 13 ***Proficiencies Gained.*** Light armour, medium armour, shields, simple weapons, martial weapons \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
Based, originally, off of a class called the Pale Rider by /u/Wrylis, I fell in love with the concept of this class immediately. The flavour behind it makes it all the more enticing to play, whilst its mechanics bolster it by being unique and different to other classes. Originally, the class was about having a strange off-brand *find steed* feature at first level (pertaining to the "Rider" part of its original title) which I didn't like at all, so I scrapped it in favour of Mounting Massacre, a potentially less niche feature. I also added 1/3 casting to round off the class with some spellcasting ability.
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