Accursed Class

by Sirbreadguy

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Accursed Class


The Accursed
Level Proficiency
Bonus
Curse
Points
Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 1 Accursed Brand, Spellcasting, Dark Reserve 2 2 - - - -
2nd +2 2 Unarmored Defense, Hex Arts 2 2 - - - -
3rd +2 3 CounterJinx 2 3 - - - -
4th +2 4 Ability Score Improvement 2 3 - - - -
5th +3 5 Extra Attack 2 4 2 - - -
6th +3 6 Brand Feature 2 4 2 - - -
7th +3 7 - 2 4 3 - - -
8th +3 8 Ability Score Improvement 3 4 3 - - -
9th +4 9 Unfalterable 3 4 3 2 - -
10th +4 10 Brand Feature, Ability Score Improvement 3 4 3 2 - -
11th +4 11 Rend at Dusk 3 4 3 3 - -
12th +4 12 Ability Score Improvement 3 4 3 3 - -
13th +5 13 - 3 4 3 3 1 -
14th +5 14 Brand Feature 4 4 3 3 1 -
15th +5 15 Greater Hex Arts 4 4 3 3 2 -
16th +5 16 Ability Score Improvement 4 4 3 3 2 -
17th +6 17 - 4 4 3 3 3 1
18th +6 18 Everliving Curse 4 4 3 3 3 1
19th +6 19 Ability Score Improvement 4 4 3 3 3 2
20th +6 20 Brand Feature 4 4 3 3 3 2

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 1d8 per Accursed level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Accursed after 1st.

Proficiencies


  • Weapons: Simple weapons, Martial Weapons
  • Tools: Any one type of artisan's tools or any one musical Instrument of your choice.
  • Armor: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose 2 from Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Longbow and 20 arrows or (b) A martial weapon
  • (a) Two handaxes or (b) One simple weapon
  • (a) a monster hunter pack or (b) an explorer's pack

Accursed Brand

At first level, you have been bestowed a curse from an angry god, accidentally branded yourself with an experiment gone wrong, or have suffered the consequences of prolonged exposure to an ancient eldritch entity. No matter who gave this curse to you, you have overcome it and learnt how to draw from its power. This brand is an intricate marking that sprawls along your body that cannot be removed at all, the pattern of which depends on the curse itself.

Choose a brand type depicting the form of curse you were given, such as The Devil's Soul, The Vitality Stake, or The Blaspheme. Your Choice grants you benefits at level 1, and again at levels 6, 10, 14, and 20.

Spellcasting

You've become infused with the magic of a curse. To observers, you don't appear to be casting spells in a conventional way; you appear to create magical effects that appear from the brand that marks your body.

Cantrips

At 1st level, you know three cantrips of your choice from the Warlock spell list, and they are treated as Accursed spells for you. You learn additional Accursed cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Accursed table.

Preparing and Casting Spells

The Accursed table shows how many spell slots you have to cast your Accursed spells. To cast one of your Accursed spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Accursed spells that are available for you to cast, choosing from the Warlock spell list. When you do so, choose a number of Accursed spells equal to your charisma modifier + half your Accursed level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Accursed, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Inflict Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Accursed spells requires time spent channeling the power within your Brand: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

charisma is your spellcasting ability for your Accursed spells; since your curse projects your will into the world via magic. You use your charisma whenever an Accursed spell refers to your spellcasting ability. In addition, you use your charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Ritual Casting

Ritual Casting You can cast an Accursed spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You may consider yourself a spellcasting focus for your Accursed spells, meaning you do not need an empty hand for material components that do not have a gold cost.

Dark Reserve

At level 1, your curse has granted you a pool of resources called "Curse Points" to use on your abilities (Found in the "Curse Points" section of the Accursed table). Whenever you spend Curse points on abilities or cast a spell, your curse mark manifests slightly above your body irregardless any clothes or any effects made to obscure it as a sprawling tapestry of spectral runes or markings indicitive of the source of your curse. Depending on the person, bystanders may be frightened or inclined to treat you different when they see your accursed Brand when they have seen it manifested (or even if they see it at all). Discuss with your DM how your curse mark manifests

Spent curse points regenerate at the end of a long rest, and you are unable to hold more curse points than the cap for your level.

Turning Spell slots into Curse Points

You may, as a bonus action, feed your inner magic to your curse mark. When you do this, you can expend one spell slot and gain a number of curse points equal to the slot's level.

Unarmored Defense

At second level, your curse has created a guard along your body. While you are wearing no armor and not wielding a Shield, your AC equals 13 + your Charisma modifier.

Hex Arts

Additionally at second level, the magic within you has granted you the ability to activate certain abilities to improve your prowess in battle. You may use your curse points to fuel abilities known as "Hex Arts", techniques granted to you by your Accursed Brand

Empower

As a bonus action and for 2 curse points you may make your brand flare up, increasing your strength. Until the start of your next turn all of your attacks and Accursed spells deal additional damage equal to your charisma modifier. Whenever this ability would end you may choose to keep this ability going until the start of your next turn by spending 1 curse point (no action required), extending the duration until you stop expending curse points

Expand

Whenever you cast an Accursed Spell that does not have a range of self, you may expend 3 curse points and double the range of the spell by using the magic within your Accursed Brand to amp the spell. If the spell has a range of touch its range instead extends to 15 ft.

Flicker

Your brand is able to create duplicates of you to flicker around your body, obscuring you. You may spend 1 curse point to take the dodge action as a bonus action.

Accelerate

As a bonus action you may spend 2 curse points to take the disengage action. Additionally, your speed increases by 15 ft until the end of your turn.

CounterJinx

At third level, your curse has begun to reject any other that may interfere with itself. On your turn (no action required) you may end the effect of a cursing spell you are effected by (Such as Hex or Inflict Curse) by expending an amount of curse points equal to the level it was casted at. At your DM's discretion you may also use this on non-spell cursing abilities, expending an amount of Curse Points decided by your DM appropriate for the ability attempting to be removed.

You may use this ability once, regaining the ability to do so at the end of a short or long rest.

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Unfalterable

At 9th level, no amount of coersion or fear clouds you or your allies' judgement. As a bonus action you may have your Accursed Brand shoot out a burst of head-clearing energy. When you do this, you and all allies within 15 ft of you that are charmed or frightened are no longer charmed or frightened

You may do this an amount of times equal to your Charisma Modifier (minimum 1) per long rest.

Rend at Dusk

At 11th level your Curse's magic and raw power have become entwined, allowing you to draw on its power to use both. Whenever you take the attack action on your turn you may use 2 Curse Points to cast an Accursed Cantrip as part of that action. You cannot use this feature when taking attacks using actions granted from the Haste spell or similar effects. Additionally, whenever you cast an Accursed spell as an action while wielding a weapon you may expend 2 curse points to make an attack against a creature within range of your weapon.

Greater Hex Arts

At 15th level your Curse, and subsequently your brand, has spread further throughout your body, granting a substantial power boost to your Hex Arts. At the end of a long rest, choose a Hex Art to improve. The chosen Hex Art gains additional benefits until the end of your next long rest.

Empower

While this Hex Art is active your Accursed Brand erupts with power, granting you advantage on the first two attacks you make on your turn, additionally those attacks now crit on a 19-20.

Expand

Your Accursed Brand has unlocked a new wellspring of power, and when you use this Hex art Accursed spells you cast ignores 1/2 and 3/4 cover. If accursed spells you cast have a range of touch their range extends to 30 ft rather than 15.

Flicker

When you use this Hex Art the amount of duplicates you create is doubled, granting you an additional bonus to your dexterity saves and Armor Class equal to your charisma modifier while you take the dodge action granted from this hex art.

Accelerate

The speed granted from your Accursed Brand has increased. Whenever you use this Hex Art you gain the benefits of dash action as well as the disengage action.

Everliving Curse

Starting at 18th level, the curse that you wield causes you to age more slowly, as the energy within it enhances your life force. For every 10 years that pass, your body ages only 1 year.

Accursed Brands

At first level you choose your Accursed brand type, which is determined by the way you got your curse. Depending on your brand type, you gain different powers which you may draw upon both in and out of combat. You may choose from the Devil's Soul, The Uncanny, The Vitality Stake, and the Blaspheme.

The Devil's Soul

Those with a Devil's Soul Brand have been cursed by a fiend, cursed to forever fear the brimstone marked upon their body. The people who overcome the curse draw upon its power to manipulate hellfire and use their scorched veins to raze enemy lines.

Burning Blood

At 1st level fire flows through your body like it's blood, and you've become accommodated to the burning. You gain resistance to fire damage, and can set a weapon you're wielding alight with accursed fire as a bonus action. When you set your blade alight, you may expend an amount of curse points equal to your charisma modifier. While your blade is alight, it shines bright light in a 15 ft foot radius and dim light for another 15 ft. Additionally, once per turn when you hit with your weapon while it is alight you may deal an extra amount of extra d8s of fire damage equal to the amount of curse points you spent as part of that attack. Your blade stays alight for a minute, or until you use a bonus action to snuff it.

Liquid Fire

At 6th level, you gain the ability to infuse your magic with your blood, causing devestating effects. You learn the Burning Hands Spell as an Accursed spell, and always have it prepared (This does not count against your amount of prepared Accursed Spells). When a creature fails the saving throw for this spell when you cast it you may choose to activate your liquid fire for 3 curse points, causing the fire to stick to the bodies of its victims temporarily. If multiple creatures fail the saving throw for the same casting of the spell you only need to activate your liquid fire once to effect all of them. A creature affected by your liquid fire takes the damage dice of the burning hands you casted - 1 dice at the begining of their turns.

For every turn that a creature is effected by liquid fire the damage dice decreases by 1, and when the damage dice reaches 0 this effect ends. A creature may also spend an action to end this effect on themselves.

Conflagration

At 10th level, you gain the ability to overchannel your flame spells. Whenever you cast a spell that deal fire damage you may choose to have any dice rolled that are under your charisma modifier to be treated as being your charisma modifier. If your charisma modifier is above the maximum damage dice roll for the spell (a d4's maximum being 4 for example), treat it as the maximum roll. You may also choose to use this ability on the fire damage from your Burning Blood ability.

You may use this ability an amount of times equal to your proficiency bonus per long rest.

Infernal Combustion

at 14th level your brand is able to expel harmless flames from your hands or other extremities to propulse yourself around. You gain a flying speed equal to your walking speed, and may cast feather falling on yourself for 1 curse point.

Scorch State

At 20th level your curse's fire blazes hotter than the sun. As an action you may enter your scorch state, a state in which your brand covers your entire body and you are engulfed in flame. Your Scorch state lasts for an amount of minutes equal to your charisma modifier, and while it is active you confer the following benefits

  • Your brand's fire whips around your body, creating a vortex of flame and destruction within 15 ft of you. Anyone who enters this area for the first time or starts their turn in the area must succeed on a dexterity saving throw against your Accursed Spell DC or take 3d6 fire damage on a failed save or half on a success.

  • The flames you weaponize gain the ability to steal the oxygen from fire elementals and to subdue fiends, granting them a weakness to fire. Fire damage you deal treats immunity as resistance (This does not mean that immunity is ignored if you ignore resistance).

  • While your blade is set alight via Burning Blood, you may deal the fire damage twice per turn instead of once, though they must be on different attacks.

You may activate your scorch state once, gaining the ability to do so again at the end of a long rest unless you spend 5 curse points to activate it again.

The Blaspheme

Making enemies of the divine is no easy feat, and being cursed usually sets your fate in stone. Those that find loopholes in their curse and draw upon the power of their brand use its divine energy to subdue and silence opposers as the gods do to nonbelievers.

Godless Strike

At 1st level, your curse has granted you a fraction of the power of an angry god, and you may use it to stifle your enemies. Once per turn whenever you hit with an attack against a creature you may choose to have them make a Wisdom save against your Accursed spell DC or be filled with your blasphemous energy. On a failed save, whenever the target casts a spell using somatic components or take the attack action they take necrotic damage equal to your proficiency bonus + half your level in this class. This ability lasts for a minute, and the creature may remake the wisdom saving throw at the end of their turn, ending the effect on a success.

You may use this ability to mark a creature an amount of times equal to your proficiency bonus per long rest.

Faltering Curse

At 6th level you learn the Hex spell and always have it prepared (This does not count against your maximum prepared Accursed spells). Additionally, whenever you curse a creature using this spell you may activate your Faltering Curse for 3 curse points, making the creature stumble over their movements and seeding inaction within them. A creature affected by this curse subtracts half of your proficiency bonus from attack rolls and ability checks they make. When you move the hex spell from a creature affected by your Faltering curse you may also move your Faltering curse. When you lose concentration on the Hex spell that you are using with your Faltering Curse, or when the spell ends, your Faltering Curse ends.

Heavenly Chains

At 10th level the curse channeled through your brand has progressed in power, allowing you to chain the fates of others to those you deem beneath yourself. When a creature fails the initial saving throw of Godless Strike you may sacrifice an amount of Curse points up to your Charisma Modifier to tie others to the affected creature. When you do this, choose a number of creatures equal to 1+the amount of curse points you spent within 30 ft of creature, those targets are automatically affected by Godless Strike and may make resaves as normal

Silence the Horde

At 14th level, your brand has begun to respond to the roiling masses that may seek to move against its divine power. As an action, you may release some of this pent up energy in a wave of light, traveling forward in a 30 foot cone. All hostile creatures must make a Wisdom saving throw against your Accursed Spell DC when contacted by this wave. On a failed save, creatures take radiant damage equal to your Accursed level + your Charisma modifier and are silenced as per the Silence spell for 1d4 minutes. On a successful save creatures take half the radiant damage and are not silenced. Affected creatures may remake this save whenever they take damage.

You may use this ability twice per long rest unless you use 4 curse points to do it again.

Disrupting Field

At 20th level your brand has reached the peak of its subduing power, and it is able to output waves of disrupting energy. Whenever a hostile creature that you can see within 90 ft of you takes the attack action or rolls a saving throw you may use your reaction to send out a wave of discordant energy into them, reducing their attack rolls or saving throw by your charisma modifier (minimum of 1).

Vitality Stake

Your curse is not of one particular type of aggressor, as the curse of the Vitality Stake is a common powerful curse to inflict on others. Your curse is that of strength, and you were sapped of your strength until you overcame your curse. Now you are able to sap your life force purposefully and in turn gain great strength.

Grand Strength

At 1st level, your life force has grown to adapt to the constant sapping from your curse; your hit point maximum increases by 2 and increases by 2 again whenever you gain a level in the Accursed Class.

Life Drain

Additionally at 1st level, you may purposefully sap your life force to be transformed into strength through your curse. Whenever you hit with a weapon attack you may choose to drain your maximum hit points in increments of 5, dealing an extra 2d8 damage for each 5 points of maximum health you reduced by as part of this attack. Drained maximum hp from this ability comes back on a long rest. This loss of maximum hp ignores effects or abilities that prohibit the draining of maximum health

Restore Vigor

At 6th level you have learned the process on how to restore life to your sapped body. As a bonus action you may expend any amount of curse points, regaining 5 drained maximum hp for each curse point expended. Additionally, if you spend at least 3 curse points you may also choose to rid yourself of a disease that may be affecting you, and if you spend at least 5 you may choose to lower your current exhaustion level by one.

Bloom of Existence

At 10th level you have gained the ability to have your curse expand, blooming into an even more intricate version of your brand that dances along your body. On your turn, no action required, you may choose to fill your body with your brand's accursed energy. When you do this your Strength or Dexterity score (Your choice) increases by your Charisma Modifier (minimum of 1) to a maximum of 30. The chosen score stays increased until you choose to end this ability (no action required). You lose 5 maximum hp when you initiate this ability, and on subsequent turns while your body is overcharged you lose 5 maximum hp at the end of your turn. Maximum hp lost this way is regained at the end of a long rest. This loss of maximum hp ignores effects or abilities that prohibit the draining of maximum hp.

Energy Well

At 14th level you may draw upon a deep well of energy to hit multiple enemies with one attack. When you use your Life Drain ability, you may expend 3 curse points to deal the extra damage from that ability as necrotic damage to an amount of enemies you choose within 10 ft of the creature hit by your attack equal to your charisma modifier (Minimum of 1).

Stamina Thievery

At 20th level your curse has begun to be able to leech the life from others. Whenever you hit with an attack or cause an enemy to fail a saving throw of an Accursed spell you cast, they must succeed on a constitution saving throw against your Accursed spell DC or lose 2*your charisma modifier (minimum of 2) maximum hp. If your maximum hit points are drained, you restore maximum and current hit points equal to the amount of maximum hp they lost to a maximum of your regular maximum hp. Creatures affected by this regain their maximum hp at the end of a long rest.

You may use this ability once per turn, and if multiple creatures fail the saving throw of a single accursed spell you cast you may only use this ability against one of those creatures.

 

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