Cursed
A sickly elf vomits acid blood towards the armored hobgoblin, quickly burning through his plate exposing his flesh for a fatal blow. However he does not die, the hobgoblin is filled with blight and left for his wounds to fester so the rot will spread.
An explosion of dark energy erupts from the burned teifling, setting fires in every direction and killing dozens of kobolds. The teifling falls to the ground, magma dripping from his eyes
Green energy pulses forth from the dragonborn's mechanical arm, filling their bodies with positive energy.
The cursed with their strange mutations and surges of dark wreak havoc wherever they are found.
Unwilling Victims
Most Cursed are as the name implies, cursed against their will. The curses themselves and the circumstances that brought them about vary greatly. It is almost certain that, whether it is deserved or not, the curse is a result of some event in the cursed's life or something the cursed did to invoke the wrath of a witch or demon.
Reluctant Adventurers
Most Cursed would rather stay put and wallow in self pity than travel the world adventuring, but they are often kicked from their homes or there is some way they think they could break the curse and return to their normal life.
The Cursed
| Level | Proficiency Bonus | Features | Dark Surge | Number of Mutations | Spells Known | Max Spell Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Dark Surge, Nature of the Curse | 1d6 | ─ | ─ | ─ |
| 2nd | +2 | Unholy Mutations | 1d6 | 1 | ─ | ─ |
| 3rd | +2 | Curse Channeling | 2d6 | 1 | 4 | 1st |
| 4th | +2 | Ability Score Improvement | 2d6 | 2 | 5 | 1st |
| 5th | +3 | Corrupted Strikes | 3d6 | 2 | 6 | 2nd |
| 6th | +3 | Nature of the Curse Feature | 3d6 | 3 | 7 | 2nd |
| 7th | +3 | ─ | 4d6 | 3 | 8 | 3rd |
| 8th | +3 | Ability Score Improvement | 4d6 | 4 | 9 | 3rd |
| 9th | +4 | Dulled Senses | 5d6 | 4 | 10 | 4th |
| 10th | +4 | Nature of the Curse Feature | 5d6 | 5 | 10 | 4th |
| 11th | +4 | ─ | 6d6 | 5 | 11 | 5th |
| 12th | +4 | Ability Score Improvement | 6d6 | 6 | 11 | 5th |
| 13th | +5 | Dark Surge Improvement | 7d8 | 6 | 12 | 6th |
| 14th | +5 | Nature of the Curse Feature | 7d8 | 7 | 11 | 6th |
| 15th | +5 | ─ | 7d8 | 7 | 11 | 7th |
| 16th | +5 | Ability Score Improvement | 8d8 | 8 | 11 | 7th |
| 17th | +6 | ─ | 8d8 | 8 | 14 | 8th |
| 18th | +6 | ─ | 8d8 | 9 | 14 | 8th |
| 19th | +6 | Ability Score Improvement | 9d8 | 9 | 15 | 9th |
| 20th | +6 | Nature of the Curse Feature | 9d8 | 9 | 15 | 9th |
Creating a Cursed
As you create your Cursed, take some tome to think about your curse and the circumstances that brought it about, Was it a result of something you did or was it randomly thrust upon you. Was is an angry witch that cursed you, or have you contracted a deadly magic disease.
Work with your DM to determine how much influence your curse has over the story and whether or not you will be able to lift the curse.
Quick Build
You can make a cursed quickly by following these suggestions. First, make constitution your highest ability score, followed by strength. Second, choose the outlander background.
Class Features
As a Cursed, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Cursed level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cursed level after 1st
Proficiencies
- Armor: Light armor, Medium armor
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Constitution, Strength
- Skills: Choose two from Arcana, Athletics, Intimidation, Investigation, Medicine, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow with 20 bolts or (b) any simple weapon
- (a) scale mail or (b) chain mail
- an explorer's pack
Dark Surge
Your body is filled to the brim with the curse and it needs to be released. As a bonus action, you can gain 1d6 temporary hit points. you can do this a number of times equal to your constitution modifier. At the end of a long rest you take necrotic damage equal to half the remaining Dark Surge dice you didn't use, you regain all uses after this.
the amount of dice used increases as you gain levels in this class, as shown in the Dark Surge column of the Cursed table. Additionally when you reach 13th level the dice used for your Dark Surge change to d8.
Nature of the Curse
At 1st level choose the source of your particular curse: The Blight, The Devil's Touch, The Machine or the Hive each of which is detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th and 14th.
Curse Spells
Each curse has a list of spells — its curse spells — that you gain at the cursed levels noted in the curse description, they do not count against your spells known. If you have a curse spell that does not appear on the cursed spell list, the spell is nonetheless a cursed spell for you.
Unholy Mutations
At 2nd level your curse begins to mutate and reshape your body. Choose a mutation from the mutations listed in the unholy mutations section, as you gain levels in this class you gain more mutations as listed in the number of mutations column of the Cursed table
Curse Channeling
By 3rd level you have discovered that there is a way for you to channel the dark energy from your curse into magic spells to help you.
The spells you cast with Curse Channeling Carry the corruption of the curse. Whenever a humanoid other than you is affected by one of your spells they must make a constitution saving throw. On a failure, they gain a minor mutation. Roll on the minor mutation table to determine what mutation they develop. All minor mutations can be cured with a minor restoration spell.
| d8 | Mutation |
|---|---|
| 1 | You gain a fully functioning eye on one of your palms |
| 2 | You grow a vestigial infant like appendage somewhere on your body |
| 3 | You grow a singular twisted horn on your head |
| 4 | Your skin becomes a sickly shade of green |
| 5 | Your eyes become solid white (this does not affect vision) |
| 6 | You smell like rotten flesh, the smell cannot be masked |
| 7 | You grow a pair of vestigial wings |
| 8 | Many small growths on your face make you horribly ugly to the point of being disgusting |
Curse Points
You get a number of points, called curse points, equal to your constitution modifier multiplied by your level in this class. Curse points are a representation of how much power you are able to gain from your curse. You can consume these points to cast spells. To cast a spell you consume a number of curse points equal to twice the spells level, the maximum level spell you can cast is determined by the Max Spell Level column of the cursed table.
Additionally, you can only cast spells above 6th level once per long rest for each of those levels. for example if you choose to cast Delayed Blast Fireball you cannot cast another 7th level spell until you finish a long rest, however you can still cast one 8th and 9th level spell.
All consumed curse points are restored when you finish a long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know four 1st-level spells of your choice from the Cursed spell list. The Spells Known column of the Cursed table shows when you learn more Cursed spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Max Spell Level column for your level. When you reach 7th level, for example, you learn a new cursed spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the cursed spells you know and replace it with another spell from the cursed spell list, which also must be of a level that you can cast.
Spellcasting Ability
Constitution is your spellcasting ability for your spells, and you use it whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use any physical deformities brought on by mutations (see the mutations list) as a spellcasting focus.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Corrupted Strikes
Beginning at 5th level, you gain the ability to channel your dark energies into your attacks. Whenever you hit with a weapon attack you can use your reaction and spend 1 curse point to add 1d4 necrotic damage to the damage of the attack and you can increase the damage by another 1d4 for each additional curse point you spend to a maximum equal to your cursed level
Dulled Senses
By 9th level, constantly having to cope with the curse has dulled your senses to the point where it is becoming difficult to feel pain. Choose a damage type from Bludgeoning, Piercing and Slashing. You become resistant to the chosen damage type.
You are also no longer able to rest comfortably due to your dulled senses, the number of hit dice you can consume at a short rest to restore hit points is restricted to half your total rounded up.
Natures of the curse
There are four common curses, The Blight, The Devil's Touch, The Machine and The Hive.
The Blight
Blight Curses originate from deadly magic diseases. the cursed one often does not die due to a stronger than average immune system or some sort of outside interference, possibly from a benevolent deity or wizard
Blight Curse Spells
| Cursed Level | Spells |
|---|---|
| 3rd | Ray of Sickness, Detect Poison and Disease |
| 5th | Ray of Enfeeblement, Melf's Acid Arrow |
| 7th | Life Transference, Stinking Cloud |
| 9th | Blight, Sickening Radiance |
| 11th | Cloudkill, Enervation |
| 13th | Eyebite, Harm |
Acid Reflux
At 1st level when you choose this curse, you gain the ability to use your dark surge to vomit deadly acid on your enemies
Expend one use of dark surge to make a ranged spell attack on a target you can see within 10ft. On a hit, the target takes your dark surge dice in acid damage and loses all resistances for 1d4 rounds, immunities are unaffected
Seeping Poison
Starting at 6th level the puss from your boils begins to seep out on to your weapons. You can now add your constitution modifier in poison damage to all damage rolls.
Patient Zero
By 10th level the Poisons and magic within you have brewed together to become a new strain of the deadly virus that your power originates from. Your blood, spit and other fluids now carry a contagious disease. Roll on the disease effect table or choose one that fits your character. You can only choose one
| d8 | Disease Effect |
|---|---|
| 1 | At the end of every long rest the infected's max HP is reduced by 1d4. Once cured it returns to normal. |
| 2 | The infected is blinded. Once cured the infected's sight returns to normal. |
| 3 | At the end of every long rest the infected's strength and dexterity scores are reduced by 1. Once cured they return to normal. |
| 4 | The infected gains a level of exaustion every time it finishes a rest until cured. |
| 5 | At the end of every long rest the infected's intelligence and wisdom scores are reduced by 1. Once cured they return to normal. |
| 6 | Whenever the infected takes damage, they take an additional 1d8 poison damage |
Whenever a creature ingests or comes in contact with something infected with your disease they must make a constitution save against your spell save DC. On a failed save they contract your disease. They suffer from the effect of the disease and can spread it from themselves in the same way it spreads from you. The disease can be cured in the same ways as any other disease.
Superbug
At 14th level your diseases have adapted to bypass the average immune system. You gain +3 to your spell save DC.
Half Death
By 20th level your curse has left you in a state of half death, you no longer feel at all but your nearly empty shell of a body is unnaturally durable and you have more control over the curse than ever. You no longer need to sleep and you have resistance to damage from all non-magical sources. You can now expend one use of dark surge to change the damage from any of your blight curse spells to your dark surge dice rather than the normal damage dice.
The Devil's Touch
Perhaps you broke a deal with the devil, maybe you angered one or they cursed you simply because they could. No matter the reason you have been cursed by a devil.
Devil's Touch Curse Spells
| Cursed Level | Spells |
|---|---|
| 3rd | Burning Hands, Hellish Rebuke |
| 5th | Darkness, Scorching Ray |
| 7th | Fireball, Melf's Minute Meteors |
| 9th | Fire Shield, Wall of fire |
| 11th | Flame Strike, Infernal Calling |
| 13th | Forbiddance, Investiture of Flame |
Explosive Surge
At 1st level when you choose this curse, you gain the ability to use your dark surge to explode outwards with dark energy.
As an action you can expend one use of dark surge, flame bursts in a 20ft radius centered on you, all creatures caught in the explosion must make a dexterity saving throw against you spell save DC. On a failed, save they take your dark surge dice in fire damage or half as much on a successful save.
Burning Flesh
At 6th level your flesh burns hot at all times due to the curse. Whenever you are hit by a melee attack, the attacker takes fire damage equal to your constitution modifier.
Boiling Blood
By 10th your blood, spit and other fluids are imbued with a magical heat at all times. Whenever a creature ingests or otherwise comes in contact with your spit they must make a constitution saving throw against your spell save DC. On a failed save, they gain a level of exhaustion due to their burns and they take 3d12 fire damage or half as much on a successful one.
Flame Step
At 14th level you have grown used to the heat of flame. You are immune to fire damage from non-magical sources and magical sources that you created. While you are enveloped in flame as bonus action you can teleport to any other fire that can fit your entire body within 120 feet.
Fully Devil
at 20th level The curse has fully turned your body into that of a devil. If you do not already have them, you sprout large wings and gain a flying speed of 60ft, you grow a pair of horns and your skin turns a deep red. You are now immune to fire and cold damage and you can use your dark surge to make a deal with a humanoid over their soul, for example, if you grant them power they may become a infernal patron warlock.
The Machine
Victims The Machine curse may not always necessarily victims, sometimes they could be body modification enthusiasts. It could be some nano machine virus or they were experimented on by some mad doctor.
Machine Curse Spells
| Cursed Level | Spells |
|---|---|
| 3rd | Comprehend Languages, Healing Word |
| 5th | Aid, Heat Metal |
| 7th | Aura of Vitality, Protection from Energy |
| 9th | Arcane Eye, Conjure Minor Elemental |
| 11th | Animate Objects, Mass Cure Wounds |
| 13th | Arcane Gate, Tenser's Transformation |
Empowering Surge
At 1st level when you choose this surge, you gain the ability to empower you allies with your dark surge rather than yourself.
As an action you can expend one use of dark surge then positive energy burst in a 15ft cone in front of you, any willing creatures of your choice within the cone gain temporary hit points equal to your dark surge dice.
Technological Torture
By 6th level you have discovered how to hurt others with your curse rather than empower. As a bonus action, you can place a small machine on a creature within 10ft. Due to the minor yet distracting pain caused by the machine, the total of their next roll is reduced by your constitution modifier.
Nanomachines, Son
By 10th level there are many incredibly small machines in your spit, blood and other fluids repairing you body. You gain a passive regeneration that allows your body to be rebuilt, for example, an arm would grow back in about a week. Whenever a creature ingests or otherwise comes in contact with you blood or other fluids they regain 3d12 hit points.
Rejuvenating Pulse
At 14th level you gain the ability to use your dark surge to restore magical energy to allied spellcasters. Target a spellcaster other than yourself and expend one use of dark surge to restore them spells slot of 5th level or lower, the levels of spell slots restored must add up to a collective of 5th level or lower. For example you can restore one 5th level spell slot or one 3rd level spell slot and two 1st level spell slots.
More Machine than Man
By 20th level your body has become more metal than flesh. You gain immunity to poison and you are now considered a construct rather than a humanoid. You no longer require sleep and cannot be forced to sleep with magic.
The Hive
one million fucking bEEs IN your ASSHOLE your EYEs Your mouth and even the bellend of your cock. those who suffer the curse of the hive act as the hive for a swarm of magical insects.
The Hive Spells
| Cursed Level | Spells |
|---|---|
| 3rd | Cause Fear, Insect Spray* |
| 5th | Blindness/Deafness, Web |
| 7th | Animate Dead, Spirit Guardians |
| 9th | Giant Insect, Vitriolic Sphere |
| 11th | Antilife shell, Insect Plague |
| 13th | Contingency, Wall of Thorns |
Infesting Surge
At 1st level when you choose this curse, you gain the ability to SHOOT TEN THOUSAND bEeS at yOur foes.
as an action you can expend one use of Dark Surge to place a small Sub-hive on a surface in an unoccupied space within 10 feet of you, the sub hive has an AC equal to your spell save DC and 15 hit points. As a bonus action you can command the sub hive to make a ranged spell attack to shoot a small swarm of insects at a target within 60 feet. On a hit, deal piercing damage equal to your Dark Surge dice.
The Colony
Also at first level. You serve as the hive for a swarm of roughly 60,000 insects, whether you control them or they control you doesn't matter. You can communicate telepathically with the swarm. You must always keep at least 25% of the swarm within yourself or you will be knocked unconscious until the swarm returns to you. And you are vulnerable to fire damage but you gain resistance to poison
As an action, you can order the swarm to either attack a single target or protect you, only one of these orders may be issued at a time. If you choose to attack, make a ranged spell attack on a target within 60 feet. On a hit, deal 4d4 + your constitution modifier in piercing damage. If you choose to protect, the swarm flies in a 10 foot sphere centered on you. If a creature ends its turn inside the area it must make a constitution saving throw. On a failed save, it takes 2d4 + your constitution modifier in piercing damage, or half as much on a successful one.
Expanding the Swarm
Starting at 6th level. If a creature is killed by one of your sub-hives then, as a reaction you may expend another Dark Surge to animate the corpse as a hive walker. The hive walker has an AC equal to your spell save DC and hit points equal to twice your Spell save DC.
On each of your turns, you can use a Bonus Action to mentally Command the hive walker is within 60 feet of you (if you control multiple hive walkers, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the hive walker will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The hive walker will continue to serve you until it is destroyed, and you can control up to 4 hive walker's at a time.
Additionally, any zombies you raise with the Animate Dead spell become Hive Walkers instead.
Planting the Seeds
By 10th level the hive has grown large and wishes to expand. You can touch a surface to place a mound of eggs. The eggs hatch after 1d6 hours, roll 1d100,on a 100 a queen larvae hatches from one of the eggs otherwise it hatches a number of larvae equal to your d100 roll. The larvae mature after another 1d6 hours, once matured they become a Swarm of Insects. they are controlled by the DM and if a queen is born it will attempt to build a new hive.
You can use this feature a number of times equal to your constitution modifier every short or long rest.
The Colony Improvement
By 14th level the number of insects in the hive has tripled.
Your attack order now has a range of 120 feet and deals 8d4 piercing damage rather than 4d4, and the protect order is now a 20 foot sphere and deals 4d4 piercing damage rather than 2d4. You can also now order the swarm to Hold, they go to a medium or smaller creature within 30 feet of you and attempt to lift it in the air and restrain it. The target must make a strength saving throw or be lifted 10 feet in the air and become restrained. It can attempt to escape by making a strength or dexterity check against your spell save DC.
One With the Hive
By 20th level you have become more closely connected to the hive than ever before and your body is little more than a hollow, insect filled, shell. You can now cast Animate Dead at will without any components and there is no longer any limit to the number of Hive Walkers you can control. Additionally you are now immune to poison and acid damage.
Hive Walker
Medium Undead, Neutral evil
- Armor Class -
- Hit Points -
- Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 5 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Vulnerabilities fire
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive perception 8
- Languages understands its master and cannot speak
Undead Fortitude. If damage reduces the hive walker to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the hive walker drops to 1 hit point instead
Halo of Bugs. The hive walker is surrounded by a swarm of biting insects. any hostile creatures that end their turn within 10 feet of the hive walker must make a constitution saving throw. On a failed save they take piercing damage equal to your Dark Surge dice.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage, and piercing damage equal to your dark surge dice
Unholy Mutations
as the curse grows the cursed will develop mutations that may grant them certain abilities but often not without cost. If a mutation has prerequisites you must meet them before you can develop it.
Abominable Arm
A fully functioning Arm like appendage sprouts from your body. You can use it like any other arm but it lacks the strength and dexterity required to wield weapons or shields effectively. This mutation can be used as a spellcasting focus.
Acid Blood
Your blood becomes a very deadly acid. Whenever you are hit by an attack, as a bonus action to consume a dark surge and deal your dark surge dice in acid damage to the attacker. This mutation can be used as a spellcasting focus however you need to draw blood to do so. Whenever you cast a spell using acid blood you take 1d4 slashing damage per spell level.
Avian Aerodynamics
You sprout large wings but in order to fly you also develop hollow bones. You gain a flying speed of 30ft and your strength score decreases by 1. This mutation can be used as a spellcasting focus
Bone Growth
Your arms grow to a grotesque length. You gain an additional 5ft of reach however you have disadvantage on dexterity saves and skill checks involving your arms
Big Horns
You grow two or more large grotesque horns. They are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You have disadvantage on any charisma skill checks including appearance. This mutation can be used as a spellcasting focus
Chameleon Coating
prerequisite: 6th level
A fine mist of strange particles shoots from your pores at your command. As a bonus action, you can expend one use of dark surge and you emit the particles from your skin in a thin cloud that surrounds your body, the particles reflect the light around you to make you blend in with your environment, while the cloud is active you gain +10 to stealth. the cloud lasts for a number of minutes equal to your dark surge dice.
Corrupted eyes
prerequisite: 6th level
Your eyes change in shape and and color. You can now see normally in darkness, both magical and nonmagical, to a distance of 120ft. However you have disadvantage on skill checks involving sight within 10ft.
Curse Blade
prerequisite: 6th level
A deadly blade sprouts from one of your arms, the arm the blade is attached to cannot be used for anything else. The blade is permanently attached to your body, is +1. It deals 1d10 slashing damage and uses your wisdom modifier for attack and damage rolls
At 9th level it increases from +1 to +2 and again at 14th level it increases to +3
Death's Kiss
prerequisite: 12th level
Your teeth sharpen to a point. You gain the ability to, as an action, make an unarmed strike to bite your enemy, the attack deals piercing damage equal to 1d4 + strength modifier. On a hit, the target must make a constitution saving throw, on a failed save you inject some of your blood into the wound.
Evolutionary Regression
prerequisite: 8th level
Your muscles grow larger and stronger, but your face contorts and your brain degenerates. Your strength score increases by 2 but your intelligence and charisma scores both decrease by 1.
Exoskeleton
prerequisite: 12th level, 16 strength
You develop a hard, exoskeleton like armor all over your body. You have an AC of 16 + constitution modifier but you no longer gain any benefit from wearing armor, if you are using a shield, you can apply the shield's bonus as normal.
Hyper Concentration
prerequisite: 8th level A small tumor in the prefrontal cortex causes you to become incredibly focused and fixated on what you are doing but you have difficulty with multiple things at once. Your dexterity score increases by 2 and your charisma score decreases by 2.
Liquid Flesh
Your face and body become a malleable liquid. You can change shape and appearance at will but you are weakened by your soft body and take an additional 1d4 damage whenever you take damage.
Reorganization
The curse reworks your body and mind to better suit its needs. Reduce one ability score by one and you get an Ability Score Improvement. You can choose this mutation more than once.
Reversed Ribcage
Your ribs Twist around and sprout from your body in unnatural directions. You add your proficiency bonus to all grapple checks and when you are grappling or grappled by a creature that creature takes 1d4 piercing damage at the end of its turn. However whenever you take 20 or more bludgeoning damage you must make a constitution saving throw against half of the damage taken. On a failed save, you break a rib and are stunned until the end of your next turn.
Spider's Legs
You have a climb speed of 40 feet. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free. However birds are very aggressive towards you.
Tearing Talons
You grow large talons on your fingers. The talons are weapons that you are proficient with, they have the light and finesse qualities. If you hit with them, you deal 1d6 slashing damage. You gain a climbing speed of 30ft. you also have disadvantage on skill checks involving grabbing things without scratching them. This mutation can be used as a spellcasting focus.
At 5th level the claws become +1 then again at 9th level it becomes +2 and 14th level it increases to +3.
Tentacle Arm
One of your arms becomes a 15 foot long tentacle. You can no longer hold weapons with it however you have advantage on grapple checks and it can be used as a whip. This mutation can be used as a spellcasting focus
Spells
1st Level
- Absorb Elements
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Bane
- Burning hands
- Cause Fear
- Color Spray
- Cure Wounds
- Detect Poison and Disease
- Earth Tremor
- Entangle
- Fog Cloud
- Grease
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Ice Knife
- Inflict Wounds
- Insect Spray
- Longstrider
- Searing Smite
- Shield
- Sleep
- Thunderous Smite
- Wrathful Smite
2nd Level
- Alter Self
- Barkskin
- Blindess/Deafness
- Branding Smite
- Continual Flame
- Darkness
- Darkvision
- Dragon's Breath
- Enlarge Reduce
- Flame Blade
- Flaming Sphere
- Hold Person
- Levitate
- Mind Spike
- Misty Step
- Pass without Trace
- Pyrotechnics
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Spider Climb
- Web
3rd Level
- Animate Dead
- Blinding Smite
- Catnap
- Counterspell
- Daylight
- Erupting Earth
- Fear
- Feign Death
- Fireball
- Fly
- Gaseous Form
- Haste
- Hunger of Hadar
- Life Transference
- Lightning Bolt
- Mass Healing Word
- Meld into Stone
- Nondetection
- Phantom Steed
- Plant Growth
- Revivify
- Slow
- Stinking cloud
- Vampiric Touch
- Water Breathing
- Water Walk
4th Level
- Aura of Life
- Blight
- Confusion
- Control Water
- Death Ward
- Elemental Bane
- Evard's Black Tentacles
- Fire Shield
- Grasping vine
- Hallucinatory Terrain
- Ice Storm
- Phantasmal Killer
- Polymorph
- Shadow of Moil
- Sickening radiance
- Staggering Smite
- Stoneskin
- Vitriolic Sphere
5th Level
- Antilife Shell
- Awaken
- Banishing Smite
- Cloudkill
- Cone of Cold
- Contact Other Plane
- Contagion
- Control Winds
- Danse Macabre
- Destructive Wave
- Enervation
- Flame Strike
- Geas
- Immolation
- Insect Plague
- Mass Cure Wounds
- Negative Energy Flood
- Planar Binding
- Raise Dead
- Steel Wind Strike
- Synaptic Static
- Teleportation Circle
- Wall of Stone
6th Level
- Bones of Earth
- Chain Lightning
- Circle of Death
- Create Undead
- Disintegrate
- Eyebite
- Flesh to Stone
- Harm
- Heal
- Otiluke's Freezing Sphere
- Soul Cage
- Sunbeam
- Wall of Ice
- Wind Walk
7th Level
- Delayed Blast Fireball
- Etherealness
- Finger of Death
- Fire Storm
- Prismatic Spray
- Regenerate
- Resurrection
- Simulacrum
- Whirlwind
8th Level
- Antimagic Field
- Earthquake
- Feeblemind
- Incendiary Cloud
- Maddening Darkness
- Sunburst
- Tsunami
9th Level
- Mass Heal
- Meteor Swarm
- Psychic Scream
- Shapechange
- Storm of Vengance
- Time Stop
Insect Spray
1st-level conjuration
- Casting Time: 1 action
- Range: self (15 foot cone)
- Components: V, S
- Duration: Instantaneous
A swarm of biting insects bursts forth from your arm. Each creature in a 15 foot cone must make a constitution saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or starts its turn there.
The swarm disappears at the start of your next turn. However, it will remain for an additional round for each creature that is reduced to 0 hit points within the area of the cone.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cursed Multiclassing
Multiclassing Prerequisites
| Class | Ability Score Minimums |
|---|---|
| Cursed | Constitution 13 |
Multiclassing Proficiencies
| Class | Proficiencies Gained |
|---|---|
| Cursed | Light Armor, Medium Armor, Simple Weapons, Martial Weapons |
If you have both the Spellcasting class feature and the curse channeling class feature from the cursed class, you can use the curse points you gain from the curse channeling feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast cursed spells you know.