Livspoeng
Kyndigheter
Accursed
| Niva | Dyktighetsbonus | Egenskaper | Malediction Metamorphosis |
|---|---|---|---|
| 1 | + 2 | Conquered Curse Jinx | 0 |
| 2 | + 2 | Conquered Curse Jinx | 1 |
| 3 | + 2 | Conquered Curse Jinx | 1 |
| 4 | + 2 | Conquered Curse Jinx | 1 |
| 5 | + 3 | Conquered Curse Jinx | 1 |
| 6 | + 3 | Conquered Curse Jinx | 2 |
| 7 | + 3 | Conquered Curse Jinx | 2 |
| 8 | + 3 | Conquered Curse Jinx | 2 |
| 9 | + 4 | Conquered Curse Jinx | 2 |
| 10 | + 4 | Conquered Curse Jinx | 3 |
| 11 | + 4 | Conquered Curse Jinx | 3 |
| 12 | + 4 | Conquered Curse Jinx | 3 |
| 13 | + 5 | Conquered Curse Jinx | 3 |
| 14 | + 5 | Conquered Curse Jinx | 4 |
| 15 | + 5 | Conquered Curse Jinx | 4 |
| 16 | + 5 | Conquered Curse Jinx | 4 |
| 17 | + 6 | Conquered Curse Jinx | 4 |
| 18 | + 6 | Conquered Curse Jinx | 5 |
| 19 | + 6 | Conquered Curse Jinx | 5 |
| 20 | + 6 | Conquered Curse Jinx | 5 |
| Niva | Dyktighetsbonus | Egenskaper | Spells Known |
|---|---|---|---|
| 1 | + 2 | Conquered Curse Jinx | 0 |
| 2 | + 2 | Conquered Curse Jinx | 2 |
| 3 | + 2 | Conquered Curse Jinx | 3 |
| 4 | + 2 | Conquered Curse Jinx | 3 |
| 5 | + 3 | Conquered Curse Jinx | 5 |
| 6 | + 3 | Conquered Curse Jinx | 5 |
| 7 | + 3 | Conquered Curse Jinx | 6 |
| 8 | + 3 | Conquered Curse Jinx | 6 |
| 9 | + 4 | Conquered Curse Jinx | 8 |
| 10 | + 4 | Conquered Curse Jinx | 8 |
| 11 | + 4 | Conquered Curse Jinx | 9 |
| 12 | + 4 | Conquered Curse Jinx | 9 |
| 13 | + 5 | Conquered Curse Jinx | 11 |
| 14 | + 5 | Conquered Curse Jinx | 11 |
| 15 | + 5 | Conquered Curse Jinx | 12 |
| 16 | + 5 | Conquered Curse Jinx | 12 |
| 17 | + 6 | Conquered Curse Jinx | 14 |
| 18 | + 6 | Conquered Curse Jinx | 14 |
| 19 | + 6 | Conquered Curse Jinx | 15 |
| 20 | + 6 | Conquered Curse Jinx | 15 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Conquered Curse Jinx | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Conquered Curse Jinx | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Conquered Curse Jinx | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Conquered Curse Jinx | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Conquered Curse Jinx | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Conquered Curse Jinx | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Conquered Curse Jinx | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Conquered Curse Jinx | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Conquered Curse Jinx | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Conquered Curse Jinx | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Conquered Curse Jinx | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Conquered Curse Jinx | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Conquered Curse Jinx | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Conquered Curse Jinx | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Conquered Curse Jinx | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Conquered Curse Jinx | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Conquered Curse Jinx | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Conquered Curse Jinx | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Conquered Curse Jinx | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Conquered Curse Jinx | 4 | 3 | 3 | 3 | 2 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 11
Niva 12
Niva 14
Niva 15
Niva 16
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 7
Niva 8
Kjente Trolldommer-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kjente Trolldommer | 0 | 2 | 3 | 3 | 5 | 5 | 6 | 6 | 8 | 8 | 9 | 9 | 11 | 11 | 12 | 12 | 14 | 14 | 15 | 15 |
Kasterutvikling
Klasseegenskaper
Conquered Curse (Level 1)
Through unfortunate circumstances, you were stricken with a curse that should have broken you. However, whether by sheer willpower, introspective meditation, or arcane study, you not only overcame the worst of the challenges your curse presented, but learned to harness its power. Choose the curse you conquered: Curse of Animation, Curse of the Armament, Curse of Combustion, Curse of the Created, Curse of Immortality, Curse of Misfortune, Curse of Mummification, Curse of Petrification, or Curse of Somnolence. All conquered curses are detailed at the end of the class.
Your curse has become an integral part of you. The remove curse spell, as well as any similar effect, has no effect on your curse when it is cast on you. If your curse takes the form of a magical disease, you can't be cured of it by any means.
Your choice grants you features at 1st level, and again at 3rd, 5th, 11th, 15th, and 20th level, as well as a list of curse spells (detailed in the Spellcasting class feature).
Ailments
Each curse has ailments caused by its lingering effects. They are inconvenient, and occasionally dangerous, detriments to which you are always subject, and are referred to by features you gain later in this class.
Curse Ability & Curse Save DC
Some of your accursed features require your target to make a saving throw to resist the feature's effects. Due to the varying ways that an accursed can overcome their affliction, not all utilize the same ability score to control it. Choose Intelligence, Wisdom, or Charisma as your curse ability.
You should choose Intelligence if you scoured the multiverse for secrets that allow you to manage your curse using rituals or minor magical practices, Wisdom if you used introspective meditation techniques to harmonize with your curse and make it a part of you, or Charisma if you conquered your curse through sheer force of will or by bargaining with it.
Depending on the curse ability you chose, the saving throw DC of your accursed features is calculated as follows:
Curse
Jinx (Level 1)
As an action, you can attempt to bestow a minor curse on a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or become subject to your choice of one of the following jinxes until the end of your next turn:
The target has disadvantage on the next ability check it makes.
The target has disadvantage on the next attack roll it makes against a creature of your choice that you can see.
If a creature can see you when you use this feature, it knows that you are the source of the jinx. Until the target makes the type of roll associated with the jinx, you can use your action on subsequent turns to maintain the effect, extending the jinx's duration until the end of your next turn. However, the jinx ends once the target makes the associated type of roll, if you are more than 90 feet from the target, or if any of the dispel magic, greater restoration, or remove curse spells is cast on the target.
Malediction Metamorphosis (Level 2)
Starting at 2nd level, your curse begins evolving within you, changed by your manipulation of its purpose. You can guide this mutation to compliment your capabilities, or open new avenues of power for yourself.
You gain one malediction metamorphosis of your choice. Your metamorphosis options are listed at the end of the class's description. When you reach certain accursed levels, you gain additional metamorphoses of your choice, as shown in the Malediction Metamorphoses column of the Accursed table.
Spellcasting (Level 2)
At 2nd level, you learn to use your curse's vile magicks to fuel the casting of spells. See Chapter 10 in the Player's Handbook for the general rules of spellcasting.
Spell Slots
The Accursed table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Curse Spells
Each Conquered Curse has a list of spells — its curse spells — that you learn when you reach certain levels in this class, as shown in the curse description. These spells are added to the accursed spell list for you and are included in the number in the Spells Known column of the Accursed table. You ignore the material component requirement of a curse spell if it has one.
Spells Known of 1st Level and Higher
You know the curse spell you gain at 2nd level from your Conquered Curse, and one 1st-level spell of your choice from the accursed spell list, for a total of two spells known.
The Spells Known column of the Accursed table shows when you learn more spells of your choice from the accursed spell list. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you learn one new spell of 1st or 2nd level, in addition to the curse spell you gain at 5th level from your Conquered Curse.
Additionally, when you gain a level in this class, you can choose one of the accursed spells you know — which can be one of your curse spells — and replace it with another spell from the accursed spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Your curse ability is your spellcasting ability for your accursed spells, since your ability to cast spells comes from the control you have over your curse's power. You use your curse ability whenever a spell refers to your spellcasting ability. In addition, you use your curse ability modifier when setting the saving throw DC for an accursed spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
When you gain this feature, choose arcane foci, druidic foci, or holy symbols, depending on how you discovered to channel your curse. You can use the chosen type of implement or a cursed object as a spellcasting focus (found in chapter 5 of the Player's Handbook) for your accursed spells.
Ailment Control (Level 2)
Starting at 2nd level, you can also use your spell slots to exert control over your curse's ailments, either afflicting another creature with one of your ailments or suppressing your ailments' effects on yourself. The duration of the effect depends on the level of the spell slot expended to use it: 1 minute for a 1st-level spell slot, 10 minutes for a 2nd-level, 1 hour for a 3rd-level, 8 hours for a 4th-level, or 24 hours for a spell slot of 5th-level or higher.
Afflict
As an action, you can expend a spell slot to attempt to afflict a creature within 30 feet that you can see with your choice of one of your curse's ailments. The creature must succeed on a Wisdom saving throw or suffer the chosen ailment for the duration. At the end of each of an afflicted creature's turns, it can repeat the saving throw, ending its affliction on a successful save. A dispel magic, greater restoration, or remove curse spell cast on the target also ends its affliction.
Suppress
As a bonus action, you can expend a spell slot and choose any number of your curse's ailments. You ignore the effects of the chosen ailments for the duration.
Conquered Curse feature (Level 3)
At 3th level, you gain a feature granted by your Conquered Curse.
Jealous Blight (Level 3)
At 3rd level, your curse begins possessively guarding you from others of its ilk, refusing to share its host. When you touch or attune to a cursed object other than your curse, it doesn't stop being cursed, but the object's curse doesn't affect you.
Ability Score Improvement (Level 4)
When you reach 4th 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.
Malediction Versatility (Level 4)
Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of your metamorphoses with a different metamorphosis for which you qualify.
If you're 12th level or higher and replacing a metamorphosis causes you to no longer meet another metamorphosis' prerequisites, you must replace that metamorphosis as well. For example, if you choose to replace your Arcane Anathema metamorphosis with Enshrouding Imprecation, you must also replace the Capacious Anathema metamorphosis if you have it because you would no longer meet its prerequisites. Since you chose Enshrouding Imprecation, you can replace Capacious Anathema with any other metamorphosis that doesn't have a prerequisite, or with the Muffling Imprecation or Sleighting Imprecation metamorphosis because you now meet its prerequisites.
You can't use this feature to choose a metamorphosis with an 18th level prerequisite, unless the metamorphosis you are replacing has that prerequisite.
Conquered Curse feature (Level 5)
At 5th level, you gain a feature granted by your Conquered Curse.
Jealous Blight Improvement (Level 7)
Once you reach 7th level in this class, your curse protects you from a wider range of effects. You are immune to curse effects other than your curse, such as the hex and bestow curse spells, and your hit point maximum and ability scores can't be reduced against your will.
Ability Score Improvement (Level 8)
When you reach 8th 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.
Conquered Curse feature (Level 11)
At 11th level, you gain a feature granted by your Conquered Curse.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Jealous Blight Improvement (Level 14)
Once you reach 14th level in this class, a magical effect other than your curse can't age you, possess you, put you to sleep, or transform you against your will.
Conquered Curse feature (Level 15)
At 15th level, you gain a feature granted by your Conquered Curse.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Ability Score Improvement (Level 19)
When you reach 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.
Conquered Curse feature (Level 20)
At 20th level, you gain a feature granted by your Conquered Curse.
Jealous Blight Improvement (Level 20)
Once you reach 20th level in this class, a magical effect other than your curse can't impose disadvantage on any roll you make.
Multiklassing
Multiklassekrav
- CHA: 13 eller INT: 13 eller WIS: 13
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Curse of Animation
Curse of Animation (Level 1)
While still alive, your skeleton was animated with dark magic by a particularly skilled and cruel necromancer. While it doesn't bear true intelligence or sentience, your skeleton wished to be free of its fleshy prison, rebelling against you. Eventually, it began using its animating magics to grow bone spurs that would calcify your muscles and pierce your flesh, doing anything it could to escape. Before it could cause your death and shed your skin to join its master, you somehow managed to break the necromancer's control and come to an accord with your bones. It is still animated within you, and you may occasionally still have conflicting interests, but you've learned to work together for your mutual survival. After all, they say that two is better than one, and you can use its ability to manipulate calcium to your advantage...
Animation Ailments
As a creature accursed with your skeleton being necromantically animated within you, you suffer the following ailments:
You count as being undead for the purpose of any effect that detects or turns undead. If you become subject to an effect that would turn undead and fail the saving throw by 5 or more, you are incapacitated until the end of your next turn or until you take damage.
Your skeleton is restless and always wants to be moving or patrolling, making it difficult for you to rest. You regain half as many Hit Dice (rounded up) when you finish a long rest'24. Additionally, if you die and aren't returned to life within 24 hours, your bones burst from your flesh and become a skeleton (described on page 272 of the Monster Manual).
Bone Spurring
Starting at 1st level, you can work with your skeleton to form and expel armaments made from your bones. As an action, you can create a tool that weighs 10 lbs or less that you have proficiency with, one martial melee weapon, or a shield. The bone object appears in one of your empty hands, and you have proficiency with weapons and shields you create with this feature.
You can have a number of bone objects created with this feature equal to your curse ability modifier (minimum 1). If you attempt to create one beyond this number, your choice of one of the previous bone objects crumbles to powder.
Calcifying Strike
Also starting at 1st level, you can build up calcium in your victims when you strike them, making them more susceptible to damage. Immediately after you successfully grapple a creature or deal damage to a creature with one of your bone weapons, you can force it to make a Constitution saving throw. On a failure, the creature becomes cursed for 1 minute. The first time each turn that the cursed target is hit by an attack, it takes an additional 1d4 piercing damage. The cursed creature can repeat the Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
You can use this feature a number of times equal to your curse ability modifier (minimum once). You regain all expended uses when you finish a long rest'24. If you have no remaining uses of this feature, you can expend a Hit Die to use it again.
The damage changes when you reach certain levels in this class: 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Animation Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Necromantic Spurs (Level 3)
Starting at 3rd level, each weapon you create with your Bone Spurring counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while you wield it.
Additionally, you can empower the bone objects you create with your curse's animating energy. When you create an object with your Bone Spurring or as a bonus action while holding one of your bone objects, you can expend a spell slot to empower it until it leaves your hand. The empowered effect depends on the type of bone object.
Shield
You gain an additional +1 bonus to AC while you wield the shield. You can gain this bonus from only one empowered bone shield at a time.
Weapon
You gain a +1 bonus to attack and damage rolls you make with the weapon.
Tool
You gain a +1 bonus to ability checks you make using the tool.
The bonus granted by an empowered bone object increases if you expend certain higher level spell slots to use this feature: to +2 if you use a spell slot of 3rd or 4th level, and to +3 if you use a spell slot of 5th level or higher.
Fracture Burst (Level 3)
Also starting at 3rd level, when you take damage other than psychic damage, you can expel a sudden burst of bones from your skin. Each creature of your choice within 5 feet of you must succeed on a Dexterity saving throw or take 1d8 piercing damage and become cursed as though it failed the saving throw against your Calcifying Strike.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest'24. If you have no remaining uses of this feature, you can expend a Hit Die to use it again.
The range increases by 5 feet when you reach certain levels in this class: 11th level (10 feet), and 17th level (15 feet).
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exoskeleton Armor (Level 11)
Starting at 11th level, your skeleton grows bone armor over your skin to protect you both. At the start of each of your turns, you gain temporary hit points equal to half your accursed level.
Vitality Splint (Level 15)
Starting at 15th level, you can use your skeleton's animating energy to restore your own vitality. As an action, you can expend a spell slot to regain a number of your expended Hit Dice equal to the slot's level.
Spurred Army (Level 20)
At 20th level, you can use your action to create and expel up to ten skeletons from your body into unoccupied spaces of your choice within 60 feet of you. Each skeleton remains for 1 hour or until it is reduced to 0 hit points, at which point it crumbles into a pile of bones.
The skeletons are friendly to you and your companions and obey your commands. As a bonus action, you can command any or all of them at the same time, issuing the same command to each skeleton. You decide what action they will take and where they will move. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until their task is complete.
The only attacks the skeletons can make are melee weapon attacks or grapples, gaining a bonus to Strength (Athletics) checks made to grapple and to weapon attack rolls equal to your curse ability modifier (minimum +1). If one of the skeletons hits a creature or successfully grapples it, the target becomes cursed as though it failed its saving throw against your Calcifying Strike.
Once you use this feature, you can't use it again until you finish a long rest'24, unless you expend ten Hit Dice to use it again.
Curse of Combustion
Curse of Combustion (Level 1)
Your body is an explosive with a fuse of unknown length, most likely due to angering a powerful fire entity like Elemental Fire Lord Imix, an archpriest of the Cult of Eternal Flame, an efreeti, or a god of fire like Kothuss. You never knew when it would finally be time for the first to burst out of you, annihilating you and everything in the immediate vicinity, but you could always feel the flames building in a slow crescendo within you, like it is using your body and soul as kindling. By some means, though, you learned to harness this inner inferno, and can now use it to your own ends. After all, fire is so beautiful to behold, and you cannot help but to wonder how gorgeous the world would look when bathed in your glorious flame...
Combustion Ailments
As a creature accursed to spontaneously burst into flame on day, you suffer the following ailments:
The flames trying to burst from within you give you a subdermal glow. You magically shed dim light'24 to a range of 10 feet, and have disadvantage on Dexterity (Stealth) checks you make to avoid being seen while this light is visible.
Whenever you lose concentration due to taking damage (even when you aren't concentrating on a spell), you take additional fire damage equal to your level, and each creature within 10 feet of you must succeed on a Dexterity saving throw or take fire damage equal to half your level. Fire damage you take from this ailment can't be reduced or prevented in any way. Once you take damage from this ailment, this ailment doesn't function until the start of your next turn, your inner flames needing to stoke.
Humanoid Torch
Starting at 1st level, you can brighten your inner flame to further illuminate the world around you. As an action, you can magically cause yourself to shed bright light'24 in a 20-foot radius and dim light'24 for an additional 20 feet. You can dismiss this light as a bonus action on your turn.
Flame Burst
Starting at 1st level, as an action, you can cause the magical flames burning within you to explode out. Each creature other than you within 5 or 10 feet of you (your choice each time to use this feature) must succeed on a Dexterity saving throw or take 1d8 fire damage.
The damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Combustion Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Igniting Touch (Level 3)
At 3rd level, you learn to concentrate the heat of your inner flame into your palm. As an action, you can magically ignite a flammable object you touch with your hand, provided it isn't being worn or carried by another creature.
You can also use this feature to attack your enemies without harming your allies. As an action, you can make a melee spell attack against a target within your reach. On a hit, the target takes fire damage equal to your Flame Burst damage + your curse ability modifier.
Blast Wave (Level 3)
Starting at 3rd level, when you use your Flame Burst, you can expend a spell slot to increase its radius and potency. Its radius increases to 20 feet for a 1st-level spell slot, to 30 feet for a 2nd-level, to 60-feet for a 3rd-level, to 90 feet for a 4th-level, and to 120 feet for a 5th-level spell slot.
Additionally, when you expend a spell slot with this feature, if a creature succeeds on its saving throw against the Flame Burst, it takes half the damage.
Overheat (Level 5)
Starting at 5th level, you can cause your flames to burn so hot that you even scorch yourself. Once during each of your turns when you deal fire damage with an accursed class feature or accursed spell, you can choose to take an amount of fire damage up to your accursed level (minimum 1). If you do, the damage roll increases by an amount equal to twice the fire damage you chose to take. Fire damage you take from this feature can't be reduced or prevented in any way, but doesn't require you to make a Constitution saving throw to maintain your concentration.
Calculated Combustion (Level 11)
At 11th level, you gain enough control over your flames that you can create pockets of safety within them for your companions. When you use an accursed class feature or cast an accursed spell that deals fire damage, you can choose a number of creatures you can see up to half your accursed level. Each of the chosen creatures automatically succeeds on any saving throw it makes against the feature or spell this turn, and takes no damage if it would normally take half damage on a successful save.
White Hot (Level 15)
At 15th level, your flames become hot enough to burn objects resistant to fire. Your accursed class features and accursed spells ignore resistance to fire damage.
Raging Inferno (Level 20)
At 20th level, whenever you deal fire damage to a target other than yourself with an accursed class feature or accursed spell, the target takes an additional 2d8 fire damage.
Additionally, when you use your Overheat, the feature or spell ignores any immunity to fire damage that a target may have this turn.
Curse of Immortality
Curse of Immortality (Level 1)
Whether it was a poorly worded wish from a djinn, an ill-advised deal with a devil or fey, or an ancient ritual you may not have studied carefully enough, you managed to attain a boon coveted by archmages everywhere: true immortality, a way to live long enough to learn all there is to know and ever will be. While you can still be killed, you always return, and you will never grow older or lose your beauty. For the first few centuries, maybe even for the first few millennia, it was everything you ever dreamed of: no permanent consequences, no more living in fear of death, never having to worry about the seconds ticking away.
Eventually, though, you came to see immortality for what it truly is: a curse that ensures that there is never an end to your torment. No matter what happens, each dawn resets your physical form to its state at the moment you were cursed. You could do nothing but watch as everyone you ever cared about withered and died, you ran out of new things to discover and explore, and you began to grow apathetic and withdrawn as the world around you changed so much that you could no longer recognize or relate to it. You're an artifact of a long gone era, and now there's nothing left for you to do but to finally see what happens if you don't come back...
Immortality Ailments
As a creature accursed with endless life, you suffer the following ailments:
Whenever you get your hair cut, get a piercing or tattoo, or in any other way alter your body in a nonmagical way, your curse reverts the changes at the next day's dawn.
Your curse actively resists magic of a similar restorative nature. You can't regain hit points from spells cast by other creatures, and when you die, you can't be returned to life by any means other than the wish spell or your accursed class features.
Ageless
At 1st level, time seems to have ceased for your biological form. You don't age and are immune to effects that would age you. You must still breathe, eat, drink, and sleep as is normal for a member of your race.
Additionally, you have forgotten more in your years than most will ever learn, and can delve into your memories to recall old talents. You learn one cantrip of your choice from the wizard spell list and one language of your choice, and you gain proficiency with one martial weapon of your choice, in a skill of your choice, and with a tool of your choice. Whenever you finish a long rest'24, you can choose to replace the cantrip, language, weapon proficiency, skill proficiency, or tool proficiency learned from this feature with a different one of the same type. Any cantrip you learn from this feature uses your curse ability as its spellcasting ability for as long as you know it.
Undying
Starting at 1st level, dying is merely a painful inconvenience for you. At dawn each day, if you are dead, you magically return to life. When you are revived by this feature, you gain the benefits of having taken a long rest'24, and neutralize any poisons and cure any nonmagical diseases that were affecting you at the time of your death. Your wounds close and you regrow any lostlimbs or other body parts, resetting your body to the way it was at the moment you gained your immortality.
No matter how many times you have endured this process, it remains extremely traumatic. When you return to life with this feature, you suffer a −1 penalty to all attack rolls, ability checks, and saving throws you make until you finish your next long rest'24.
Once you reach 20th level in this class, you finally attain enough control over your curse that you can break the endless cycle of revival. When you die, you can choose for this feature not to function until you are otherwise returned to life.
Alternative Immortality
If you want your character to emulate a particular unnamed doctor who travels through time and space in a police box, you can replace the Undying class feature with the Regenerate feature below. If you do, each Curse of Immortality feature that references the Undying class feature instead references the Regenerate class feature, and the reincarnate spell replaces raise dead in the Immortality Curse Spells table.
Regenerate
Starting at 1st level, dying is merely a painful inconvenience for you. At dawn each day, if you are dead, you magically return to life. When you are revived by this feature, your curse replaces your lifeless corpse with a healthy, new adult body, though you still recall your former life and experiences. You determine the new body's race using a process you discuss with your DM, or at the DM's option you can roll on the table below (which is copied directly from the reincarnate spell). You then exchange your original racial traits for those of your new race.
Once you reach 20th level in this class, you finally attain enough control over your curse that you can break the endless cycle of rebirth. When you die, you can choose for this feature not to function until you are otherwise returned to life.
| d100 | Race |
|---|---|
01-04 | Dragonborn |
05-13 | Dwarf, hill |
14-21 | Dwarf, mountain |
22-25 | Elf, dark |
26-34 | Elf, high |
35-42 | Elf, wood |
43-46 | Gnome, forest |
47-52 | Gnome, rock |
53-56 | Half-elf |
57-60 | Half-orc |
61-68 | Halfling, lightfoot |
69-76 | Halfling, stout |
77-96 | Human |
97-00 | Tiefling |
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Immortality Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Wisdom of the Ages (Level 3)
By 3rd level, you have dabbled in nearly every trade, even if only for the purpose of alleviating your boredom. You can add half your proficiency bonus, rounded down, to any ability check you make using a skill or tool that doesn't already include your proficiency bonus.
Adventuring Discipline (Level 3)
At 3rd level, the adventuring you have done in pursuit of ending your curse forces you to focus your training, mastering combat skills that you may only have previously dabbled in. Choose one of the following disciplines.
Mage
You learn two additional cantrips and one 1st-level spell of your choice from the wizard spell list. You learn additional wizard spells of your choice when you reach higher levels in this class: a 2nd-level spell at 5th level, an additional cantrip and a 3rd-level spell at 9th level, a 4th-level spell at 13th level, and a 5th-level spell at 17th level. Each spell you learn with this feature counts as an accursed spell for you, and doesn't count against the number of accursed spells you know.
Warrior
You gain proficiency with all martial weapons and with heavy armor. As a bonus action, you can focus on a creature you can see within 30 feet of you, aiming for a weakness in its defense. The next time you hit the target with a weapon attack this turn, it takes an extra 1d6 damage from the attack. This damage increases by 1d6 when you reach certain levels in this class: 11th level (2d6), and 17th level (3d6).
Disciplinary Adept (Level 5)
At 5th level, you recall skills of ages past through contemporary training, gaining an additional benefit depending on the discipline you chose as your Adventuring Discipline.
Mage
Once during each of your turns when you deal damage to a creature with an accursed cantrip, you can cause the creature to take extra damage from the cantrip equal to your curse ability modifier (minimum 1).
Warrior
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Shared Immortality (Level 11)
Starting at 11th level, you can temporarily share the restorative magic of your curse with another creature. When you finish a long rest'24, you can choose a willing creature within 30 feet of you. That creature gains the effects of your Undying feature until it returns to life or until you finish your next long rest'24.
Revert (Level 15)
At 15th level, you learn to tap into your curse's magic to revert damage you have sustained. As an action, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you must finish a long rest'24 before you can use it again.
Ancient Malediction (Level 20)
By 20th level, you have lived so long with your curse that it evolves one final time. You gain a sixth Malediction Metamorphosis of your choice, given that you meet its prerequisites.
Curse of Misfortune
Curse of Misfortune (Level 1)
You, or one of your ancestors, managed to earn the ire of a powerful magical entity — whether it be a hag matron, a celestial deity, or an archmage — that cursed your family line with poor luck. You're constantly losing possessions as though they've vanished into the aether, you injure yourself in the most improbable of ways, and it always rains if you've forgotten your cloak. You've learned, however, that the magic that surrounds you simply alters probability, and have discovered that you can manipulate it and even potentially shift its polarity to good luck. Perhaps, if you gain enough control over this power, you may even be able to alter fate...
Misfortune Ailments
As a creature accursed with supernatural bad luck, you suffer the following ailments:
Whenever a creature scores a critical hit against you, it can roll one of the weapon or effect's damage dice one additional time and add it to the extra damage of the critical hit.
You suffer disadvantage on Strength, Dexterity, and Constitution checks. Once you fail such an ability check, this ailment doesn't affect ability checks you make using the same ability for 1 minute, or until you fail an ability check using a different one of these abilities.
Playing the Odds
Starting at 1st level, you can use your curse's magicks to affect the probability of games of chance. When a creature you can see within 30 feet of you makes an ability check involving a game of chance, such as using a dice set or playing card set, you can use your reaction to magically give the creature advantage or disadvantage on the ability check. Unless the target succeeds on an Intelligence (Arcana) check against your curse save DC, it doesn't know you manipulated the game with this feature.
Unfortunate Accident
Starting at 1st level, once during each of your turns when you use your Jinx, you can choose to imbue the jinx with additional bad luck. If a target fails its saving throw against this Jinx, it takes 1d8 force damage, the extra bad luck causing a seemingly random event to injure it. When a creature fails its saving throw against this imbued jinx, it counts as you hitting it with an attack for the purpose of your accursed class features and accursed spells. You must use this feature before the target makes its saving throw against the Jinx.
The damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Misfortune Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Fortune Twist (Level 3)
At 3rd level, you learn to take finer control over your own luck, though the threads of fate aren't fond of being manipulated. When you fail an ability check, attack roll, or saving throw, you can use your reaction to reroll, potentially changing the failure to a success with your curse's magic. Once you use this feature, you can't use it to affect the same type of roll again until you fail a different roll of the same type.
For example, if you use this feature to reroll an attack roll, you can't use this feature on an attack roll again until you miss with a different attack roll.
Unavoidable Accident (Level 5)
Starting at 5th level, when a creature succeeds on its saving throw against a jinx imbued by your Unfortunate Accident, it takes half the damage, but suffers no additional effects from your Jinx.
Miserable Company (Level 11)
Starting at 11th level, you can foist your curse's effects onto others. When another creature you can see within 30 feet of you makes an ability check or attack roll, you can use your reaction to magically impose disadvantage on the roll. If a creature can see you when you use this feature, it knows that you are the source of the bad luck.
Fortunate Company (Level 15)
Starting at 15th level, you can bend fate to make others supernaturally lucky. When another creature you can see within 30 feet of you makes an attack roll or saving throw, you can use your reaction to magically grant advantage to the roll. If a creature can see you when you use this feature, it knows that you are the source of the good luck.
Sovereign of Fate (Level 20)
At 20th level, you become a master at weaving the threads of fate. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use one of your Curse of Misfortune features, and you can't use it on the same turn that you take your normal reaction.
Curse of Mummification
Curse of Mummification (Level 1)
Upon your death, a necromantic ritual was performed on your body as it was buried. Your organs were removed and placed in canopic jars, your corpse treated with preserving oils and wrappings, and your body imbued with reanimating magics. After the ritual was completed, you were sealed in a temple or tomb to act as its guardian, only animating upon conditions set by the practitioner that performed your ritual.
Perhaps you earned this punishment by invading the crypt of a mummy lord, displeased the priest of a death cult or one who serves a god of death, or committed high crimes against a vengeful emperor. Regardless of how you became a mummy, upon one of your reanimations, you somehow regained self-awareness, found your organs and replaced them within yourself, and managed to return to a semblance of life while breaking the compulsion of the animating magicks. You've discovered that the workings used to preserve you have their perks, though, and that you still have access to a mummy's horrific powers...
Mummification Ailments
As a creature whose corpse was accursed to rise as a mummy, you suffer the following ailments:
Though your body has mostly returned to life, your skin still has the consistency of parchment—unnaturally dry and susceptible to flame. Whenever you take fire damage, the damage increases by an amount equal to your curse ability modifier (minimum 1).
Due to being trapped in a tomb or sarcophagus for so long, being in narrow spaces is uncomfortable for you. While you're in an area, such as a room or corridor, that is 5 feet or smaller in one or more dimensions, you have disadvantage on ability checks.
Preserved
At 1st level, the necromantic embalming process used to preserve your corpse for mummification continues to affect you. You no longer age, you require half as much food and water as normal, and it takes twice as long for you to suffocate.
Rot Fist
Also starting at 1st level, you can wrap your fist in necromantic magic that rots its victim from within. As an action, you can make a melee attack roll with proficiency against a creature within your reach. You use your choice of Strength or Dexterity for the attack roll. On a hit, the target takes necrotic damage equal to 1d8 + your curse ability modifier. If the creature isn't an undead or construct, it can't regain hit points until the start of your next turn.
The necrotic damage increases by 1d8 when you reach certain levels in this class: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Mummification Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Tomb Guardian (Level 3)
At 3rd level, you learn to tap into the necromantic magicks suffusing your body and the instincts imbued in your mummy form to remain constantly alert to danger. You require only half as much sleep as normal, and while you're conscious, you can't be surprised except by magical means. You also gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
Dreadful Glare (Level 3)
Also at 3rd level, you rediscover the power to terrify your enemies with merely a look. As an action, choose one creature within 60 feet of you that can see you. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. A creature that succeeds on the saving throw is immune to this feature for the next 24 hours, unless you use your reaction and expend a spell slot to prevent the immunity.
Terror and Decay (Level 5)
Starting at 5th level, when you use your Dreadful Glare, you can use your Rot Fist as part of the same action this turn.
Necromantic Sustainment (Level 11)
Starting at 11th level, when you would gain a level of exhaustion, you can use the energies that sustain you to prevent yourself from gaining it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest'24.
Mummy Rot (Level 15)
At 15th level, the magicks injected by your Rot Fist become far more insidious. When you deal necrotic damage to a creature with your Rot Fist, you can force it to succeed on a Constitution saving throw or become cursed with mummy rot. The curse lasts until the cursed creature dies or the curse is removed by the remove curse spell or similar magic. A creature cursed with mummy rot can't regain hit points, it takes 1d6 necrotic damage at the start of each of its turns, and whenever it takes necrotic damage, its hit point maximum is reduced by the same amount. If a creature dies while cursed with mummy rot, its body turns to dust.
Once you use this feature, you can't do so again until you finish a long rest'24 or you expend a spell slot of 3rd level or higher to use it again.
Mummy Lord (Level 20)
At 20th level, you learn to draw on the full reservoir of the powers granted to you by the dark ritual that turned you into a mummy. You gain the following benefits:
You have resistance to necrotic and poison damage.
When a creature fails its saving throw against your Dreadful Glare by 5 or more, it is also paralyzed until the end of your next turn.
You can perform a ritual over the course of 1 hour to magically extract your heart without dying, or to return your extracted heart to your chest while you're touching it. The extracted heart has 1 hit point, 5 AC, and is immune to all damage except for fire damage. When you die, as long as your heart is intact and you aren't otherwise returned to life, you return to life in a new body that appears within 5 feet of your heart after 24 hours. The new body has full hit points. At the same time, your previous body falls to dust, with all of your equipment remaining in its space. If the heart is ever destroyed, you immediately know. When you finish a long rest'24 while your heart is destroyed, you can cause a new one to appear in your space. You choose whether the heart appears within your body or outside of it.
Curse of Petrification
Curse of Petrification (Level 1)
You spent unknown years, maybe even decades or centuries, as a statue — a literal stone shell of your former self. You may have angered a vengeful god or powerful spellcaster, fell victim to a gorgon's breath, or caught the gaze of a medusa. No matter how you were petrified, you eventually regained conscious awareness, though not the ability to move or awareness of your surroundings. This lack of stimulus and utter isolation drove you to near madness, if it didn't entirely tear your sanity apart, before you realized that though the nature of your curse is converting biological matter to stone, it should be possible to reverse the polarity of its magic. Somehow accessing this ability, you managed to return yourself to flesh and escape your stony prison. Armed with the knowledge that you can convert yourself between stone and flesh at will, you are excited to get rolling back into the world, though a part of you does miss the comforting permanence of stone...
Petrification Ailments
As a creature accursed with having your body converted into inanimate rock, you suffer the following ailments:
Your body is still unnaturally dense, tripling your weight. Due to this density, your movements have a large amount of inertia. When you use any of your movement on your turn in combat, you must use your full movement before you can end your turn.
You sink like stone. Any swimming speed you have becomes 0 and can't increase, and you automatically fail any ability check you make to swim. If the liquid is deeper than your height, you sink to the bottom at a rate of 60 feet per round, and can move at your normal walking speed along the bottom of the body of liquid once you reach it.
Stone Form
Starting at 1st level, you can magically transform your flesh into living rock, protecting yourself against harm while still allowing you to act normally. As an action, you can enter this stone form, or transform back from your stone form into your normal form. While in your stone form, you reduce any nonmagical damage you take by 1. The reduction increases by 1 when you reach certain levels in this class: 5th level (2), 10th level (3), 15th level (4), and 20th level (5).
Additionally while in your stone form, you can use a slam, which is a natural melee weapon with which you are proficient and that deals bludgeoning damage equal to 1d10 + your Strength modifier on a hit. Once you reach 6th level in this class, your slam counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Living Statue
Starting at 1st level, while you remain motionless in your stone form, you are indistinguishable from an inanimate statue. To remain motionless enough to maintain this effect, you must hold your breath, following the rules for Suffocating in Chapter 8 of the Player's Handbook.
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Petrification Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Mountain's Endurance (Level 3)
At 3rd level, all the time you've spent holding your breath grants you greater lung capacity. You can hold your breath for twice as long before you start suffocating.
Rolling Boulder (Level 3)
Starting at 3rd level, you can use your momentum to empower your slams. Once during each of your turns when you move at least 15 feet straight toward a creature, object, or structure and then hit it with your slam, the attack deals an extra 1d10 damage to the target. If the target is no more than one size larger than you, it must succeed on a Strength saving throw or be knocked prone.
If the target is two or more sizes larger than you, any speed you have becomes 0 for the rest of the turn, and you gain a +1 bonus to the slam's damage for every 5 feet of movement you lost.
The damage increases by 1d10 when you reach certain levels in this class: 11th level (2d10), and 17th level (3d10).
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stone to Flesh (Level 5)
Starting at 5th level, when you become petrified by an effect other than your curse, you can use the tricks you learned in conquering your curse to return to your original flesh form after 10 minutes, provided that the effect causing the condition would normally have a longer duration.
The time you must spend before you can return to your flesh form decreases when you reach certain levels in this class: to 1 minute at 11th level, and to until the end of your next turn at 20th level.
Quartz Form (Level 11)
At 11th level, you gain the following benefits while in stone form:
When you use your Rolling Boulder on an object or structure, the attack deals double the damage to the target.
You can apply the damage reduction from your stone form to any damage you take except for psychic damage, even if that damage is magical.
While in your stone form, you can add your curse ability modifier (minimum 1) to any ability check or saving throw you make to resist being pushed, shoved, or knocked prone.
Rolling Avalanche (Level 15)
Starting at 15th level, you can move through the space of any creature that is prone without using any additional movement. If you successfully knock a creature prone with your Rolling Boulder, you can use the feature a second time this turn, provided that the attack has a different target.
Diamond Form (Level 20)
At 20th level, the rock that makes up your stone form becomes harder than diamond, and just as eternal. While in your stone form, you have resistance to all damage except psychic damage, you don't age, and you can hold your breath indefinitely without suffocating.
Curse of Somnolence
Curse of Somnolence (Level 1)
You, or perhaps a loved one, angered a powerful spellcaster, hag, or other fey creature, causing them to curse you to sleep forever and wake no more. Whether you found a loophole in the curse's magic or you battled through a land of ephemeral dreams back to the world of the waking, you eventually regained consciousness. Now you spend your fleeting waking moments trying to live the life you've only been able to dream of. After your long slumber, you're trying to make the most out of your waking hours, but a quick nap does sound good right about now...
Somnolence Ailments
As a creature accursed with a relentless need for slumber, you suffer the following ailments:
You have disadvantage on saving throws against gaining exhaustion and falling unconscious. Additionally, you count as having half your current hit points for the purposes of the sleep spell and the fatigue caused by the Fulminating Fatigue feature.
Sleeping is the only activity that counts as light activity for you. If you are a race that normally does not or cannot sleep, you can and must sleep.
Sleepwalker
Starting at 1st level, when you become unconscious and have 1 or more hit points, you don't automatically fall prone. While you're unconscious in this way, you can move normally and sense creatures, objects, and other surroundings within 30 feet of you using your normal senses. You can perform any rote activity (such as riding a mount, reading a book, or keeping watch) in your sleep.
Fulminating Fatigue
Starting at 1st level, you have the ability to build a mounting fatigue in your enemies. As an action, you can cause a creature you can see within 60 feet to make a Constitution saving throw. On a failure, the creature gains 1d10 fatigue.
While a creature has any amount of fatigue, it has a −1 penalty to ability checks and saving throws. If a creature's fatigue is equal to or greater than its current hit points, the creature falls unconscious (or is stunned, if the creature is immune to being unconscious). A creature remains unconscious (or stunned) until it takes damage or a number of hours equal to your accursed level have passed, at which point its fatigue is halved. A creature loses all fatigue when it finishes a short or long rest.
The amount of fatigue gained on a failed saving throw increases as you gain levels in this class. The fatigue gained increases by 1d10 at 5th level (2d10) and again at 11th (3d10) and 17th (4d10) level.
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Somnolence Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Lucid Dreaming (Level 3)
Starting at 3rd level, you have a mystical mastery over the waking world informed by the time you spend lucid dreaming. When you sleep for at least 8 consecutive hours, you can learn any one spell of your choice that is of a level you can cast. Chosen spells count as accursed spells for you but don't count against your number of accursed spells you know. Immediately after you cast a spell you learned through this feature, you forget it. You also forget any spells you learned through this feature when you use it to learn spells again.
When you reach certain levels in this class, you learn additional spells when you use this feature. At 5th level, you learn a total of two spells. At 11th level, you learn a total of three spells.
Sweet Dreams (Level 3)
Also starting at 3rd level, when you finish a long rest'24 where you slept uninterrupted the entire time, you gain one relaxation level. You can have a maximum number of relaxation levels equal to your proficiency bonus. When you would take a level of exhaustion and you have one or more levels of relaxation, you lose a relaxation level instead.
In addition, you can use an action and expend any number of relaxation levels. When you do, you gain the following benefit of your choice:
You have a +1 bonus to ability checks and saving throws for a number of hours equal to the number of relaxation levels expended.
You regain hit points equal to 5 x the number of relaxation levels expended.
You regain an expended spell slot of a level equal to the number of relaxation levels expended.
Once you use this feature to gain a benefit, you can't gain the same benefit again until you finish a long rest'24.
Night Terrors (Level 5)
Starting at 5th level, you can use an action to choose an unconscious or stunned creature within 30 feet to experience vivid nightmares, causing it to take 2d8 psychic damage. If taking damage would normally end the unconscious or stunned condition, this damage doesn't cause that to happen.
This damage increases by 1d8 at 11th level (3d8) and again at 17th level (4d8).
Deep Sleeper (Level 5)
Also starting at 5th level, you gain a total of two relaxation levels when you finish a long rest'24 if you slept uninterrupted the entire time.
Once you reach certain accursed levels, you gain a further relaxation level when you finish such a long rest'24: 13th level (three relaxation levels) and 20th level (four relaxation levels).
Golden Slumbers (Level 11)
Starting at 11th level, immediately after you take damage, you can use your reaction to fall unconscious until the start of your next turn or the next time you take damage, whichever comes first. While asleep, you have resistance to all damage except psychic. If you sleep until the start of your next turn, you wake with a number of temporary hit points equal to half your accursed level.
Lucid Waking (Level 15)
Starting at 15th level, you can cast a spell you chose with your Lucid Dreaming feature without expending a spell slot. Once you use this feature to cast a spell, you can't do so again until you finish a long rest'24.
Rest and Recover (Level 20)
At 20th level, you can use an action to sleep deeply, spreading a contagious somnolence amongst those near you. When you do, you immediately fall unconscious. During this time, you have resistance to all damage except psychic and cannot be woken unless you wish to be. At the end of each of your turns for the duration, you gain a relaxation level and each creature of your choice within 30 feet of you is targeted as if you had used your Fulminating Fatigue feature on it. While you remain unconscious due to this feature, you can still use your action, though the only action you can take is to use your Night Terrors feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
Curse of the Armament
Curse of the Armament (Level 1)
One of the most common curses suffered by adventurers and explorers is attuning to a cursed object. Many suffer the inconvenience only so long as it takes to get a remove curse spell cast on themselves, but for some reason you chose to remain attuned to a cursed weapon. Perhaps you didn't have the connections or money to have the spell cast, or maybe there was something compelling about the weapon's history that made you reluctant to part with it. Regardless of your reasons, you've embraced your connection with the weapon, despite its annoying tendency to never leave you alone, and have dedicated yourself to mastering it. You may have become a bit obsessed with the combination of magic and martial might the weapon contains, and want to explore just how far it can take you...
Armament Ailments
As a creature accursed by attuning to a cursed weapon, you suffer the following ailments:
You have disadvantage on attack rolls you make using weapons other than your curse armament.
You are permanently attuned to your curse armament and can't become unattuned from it by any means, even if another creature attempts to attune to it. Such a creature's attempts to attune to your curse armament automatically fail.
Acolyte of Arms
At 1st level, you dedicate yourself to the mastery of melee weapons in an attempt to better understand the armament that just won't leave you alone. You have proficiency with martial melee weapons.
Choose a melee weapon without the heavy property from your starting equipment. This weapon becomes your curse armament. It is a cursed magical object, but doesn't count as magical for the purpose of spells you cast, such as the magic weapon spell.
If your curse armament is ever destroyed, its curse instantly transfers to the nearest nonmagical melee weapon in your possession, or that isn't being worn or carried if you don't have any other melee weapons. The new weapon becomes your curse armament.
Clinging Curse
Starting at 1st level, if your curse armament is ever further than 20 feet from you, it instantly reappears in your space, whether in your hand, in its scabbard or other container, or on the ground (your choice each time it reappears in your space due to an accursed class feature).
You've learned to use this unique property to your advantage. Your curse armament has the thrown (range 20/60) property. When you throw it as part of an attack, it reappears in your space immediately following the attack. If you throw it 20 or more feet this way, it doesn't reappear in your space until after the attack is completed.
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Armament Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Bond of Bloodthirst (Level 3)
Starting at 3rd level, due to your greater bond with your curse armament, you can draw further power from it when you strike. Once during each of your turns when you hit with a curse armament attack, you can cause the attack to deal an extra 1d6 damage.
Additionally, you can coax the magicks of your curse into another melee weapon over the course of a short or long rest. Before you begin the rest, you choose a nonmagical melee weapon in your possession, which can be a weapon with the heavy property. You must remain in contact with your curse armament and the chosen weapon for the duration of the rest. At the end of the rest, the chosen weapon becomes your new curse armament and your previous curse armament loses all of the properties granted to it by your curse.
Voracious Weapon (Level 3)
At 3rd level, envious of the advances you've made by tapping into its magic, your curse armament begins to hunger for its own growth in power. When you attune to a magic melee weapon, you can choose to feed it to your curse armament, causing the consumed weapon to be absorbed within your curse armament, which gains its magical properties. For example, if you feed a flame tongue to your curse armament, it gains the flame tongue's ability to ignite by speaking a command word, shedding light and dealing additional fire damage while it is ignited as detailed in the item's description. While your curse armament has a magic item consumed this way, it counts as magical for the purpose of spells you cast.
When you feed a magic weapon to your curse armament this way, you still count as being attuned to the consumed weapon. Your curse armament regurgitates the consumed weapon, losing the weapon's properties, if you feed it a different magic melee weapon, if you become unattuned from the consumed weapon, or if you use your action to cause it to regurgitate the weapon.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fighting Style (Level 11)
At 11th level, your expertise with your curse armament allows you to adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Reciprocal Relationship (Level 15)
Starting at 15th level, once during each of your turns when you hit a creature or object with a ranged attack using your curse armament, you can teleport to the nearest unoccupied space to the target. Your curse armament then reappears in your space.
Curse Combination (Level 20)
At 20th level, when you take the Attack or Cast a Spell action on your turn or use your reaction to make an opportunity attack, you can make an additional attack with your curse armament as part of the same action or reaction.
Ravenous Weapon (Level 20)
At 20th level, your curse armament can have up to two magic melee weapons consumed at the same time. If you attempt to feed it a third, it regurgitates your choice of one of the two weapons it currently has consumed.
If both of your curse armament's consumed weapons grant a bonus to attack and damage rolls using the weapon, you use the higher of the two bonuses, not the combination. For example, if your curse weapon has consumed a weapon +2 and a weapon +3, you will receive a +3 bonus to your attack and damage rolls using your curse armament, not a +5 bonus.
Curse of the Created
Curse of the Created (Level 1)
You were not born, nor were you cursed. Instead, you lurched to life with electricity crackling in the air around you. Your creator intended you to be a perfect specimen of their own kind, but when the stitched together corpses you're made of gained sentience, you were only a grotesque facsimile of true life. Your presence is deeply unsettling to others, including your creator, who may have abandoned you shortly after your animation. Despite their persistent rejections, you long to find a place among other humanoids, though you sometimes wonder if you aren't more like the monster they see you as...
Created Ailments
As a creature accursed with a disturbing approximation of true life, you suffer the following ailments:
When you take fire damage, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn.
You have disadvantage on Charisma checks when interacting with humanoids, except those meant to frighten or intimidate.
It's Alive!
At 1st level, once when you take damage that would reduce you to 0 hit points, you can use your reaction to be reduced to 1 hit point instead. When you do, you gain 5 x your accursed level in temporary hit points and each creature within 5 feet of you must make a Constitution saving throw. On a failure, the creature takes lightning damage equal to 5 x your accursed level. On a success, it takes half as much.
You regain the use of this feature the next time your current hit points are equal to your maximum hit points.
Armed and Angry
Also at 1st level, you gain proficiency with martial weapons and shields.
Curse Spells (Level 2)
Starting at 2nd level, your increasing mastery of your curse causes you to learn a particular spell when you reach certain levels in this class, as shown in the Created Curse Spells table. See the Spellcasting class feature for how curse spells work.
| Accursed Level | Spells |
|---|---|
2nd | |
5th | |
9th | |
13th | |
17th |
Last Life's Memories (Level 3)
Starting at 3rd level, you recall fragmented memories from one of the creatures whose body you are made up of. Choose a skill or two tools. You gain proficiency in that skill or with those tools.
Shocking Strike (Level 3)
Also at 3rd level, once per turn when you hit a creature with a melee weapon attack, you can deal an additional 1d6 lightning damage to the target. When you do, until the end of your next turn, the target has disadvantage on all attack rolls against creatures other than you.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Electric Charge (Level 11)
At 11th level, you gain resistance to lightning damage. Immediately after you take lightning damage, you gain that many temporary hit points. You lose any remaining temporary hit points from this feature after 1 minute.
In addition, when you deal damage with a melee weapon attack while you have temporary hit points, you can choose to expend a number of your temporary hit points up to half your accursed level. When you do, the melee weapon attack deals additional lightning damage equal to the temporary hit points expended.
Reassemble Corpus (Level 15)
Starting at 15th level, the maximum value of your Strength, Dexterity, and Constitution scores increases from 20 to 22.
In addition, each time you finish a long rest'24, you can choose to decrease your Strength, Dexterity, or Constitution ability score by 2 to increase your Strength, Dexterity, or Constitution ability score by 2, to a maximum of 22.
Stolen Spark (Level 20)
At 20th level, you can use a bonus action to grasp at the spark of eternal life. When you do, you gain the following benefits for the next minute:
The additional lightning damage from your Shocking Strike feature increases to 1d12.
At the start of each of your turns, you regain 5 hit points and gain 10 temporary hit points.
You gain a +1 bonus to all attack rolls, ability checks, and saving throws that add your Strength, Dexterity, or Constitution modifier.
Once you use this feature, you must finish a long rest'24 before you can use it again. You regain the use of this feature early if you use the reaction granted by your It's Alive! feature.