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(CHAPTER 3: CLASSES OF THE DMSGUILD
‘Accursed
ACCURSED
‘Adrow enters a tavern, hitting hishead on the door frame and tripping on a chair leg Ashe rises back to his feet, a
brawl begins amongst a couple other patrons. With a look,a sigh, and flickof his wrist, the brawlers both slip onan.
errant puddle of grog, hit their heads on tabletops, and fall unconscious, Finally arriving at the bar, the drow can
enjoy his drinks.
‘Aneelfargueswith herselfas he engages an orc raiding party in combat, Recalcitrantly, a spirit exitsthe els body,
thin cord of Ethereal energy connecting the two, and fights alongside her, unleashinga terrible scream that causes
the bandits ll @ drop dead of fright.
Wielding a terrible blade, a human engages the
palace guards, slicing her adversaries in twain as if
they were cloth.Anarcher comes around the corner,
andshethrowshersword, impaling the guard before
hecan even nock an arrow. Asthe vile weapon reap-
pears in her outstretched hand, she saunters into
the throne room, staring at the quivering king with
death in hereyes. Atlast, the crowns hers.
‘Accursedsare afilicted witha permanent magic that
is inconvenient at best and debilitating at worst. But,
magic is still magic, and accurseds have found a way
to harness the power of their curse to their own ends,
‘while managing some of the worst symptoms of their
condition. Either way, their curse is now theirs to use
however they see fit
UNENDING AFFLICTION
Most curses used by mortals —such as the hex and.
bestow curse spells— are temporary, a simple incon-
venience until the magic expires. For each accursed,
‘though, the affliction is permanent, a powerful magic
that never fades. These curses can be received through,
‘many means: gaining the ire of a deity, a large coven.
of hags, or a powerful extraplanar entity; inheriting
it by being born into a cursed family line; touching,
a cursed object; being hit by a volatile spell that was,
incorrectly cast; or receiving the curse from the bite
orseratch of another cursed creature, amongaslew of
‘other possibilities.
4a
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RUI FERREIRACURSE’S CONQUEROR
‘The vast majority of people who receive a permanent
curse consign themselves to their fate, either finding
awayto live with their curse’s adverse effects or giving
themselves flly tothe curse’s compulsions. Acreature
becomes an accursed by following a different path
Accurseds are rare, not due to lackof people becoming
cursed, but because those who suffer these curses often
lackthe conviction to resist them,
‘An accursed dedicates their time and willpower to
find a way to make the magic of their curse work for
them, though each in their own way. Some accurseds
experiment in a lab or scour the world for forgotten
lore, trying to find a ritual or alchemical concoction,
Others turn to nature or faith, using prayer, meditation,
‘or mindfulness to synthesize the curse’s magic into
their own being. And others still use sheer stubborn-
ness to bend the curse to their will.
Regardless of method, an accursed is one who has
conquered their curse, drawing on its magic while
‘managingits lingering side effects
CREATING AN ACCURSED
When creating an accursed, the most important aspect
to consider is your curse itself. What is your curse's
nature, and how did you receive it? As a starting
character, you'll choose the nature of your curse, but
exactly how you receiveditis up toyou,Did you or one
of your aneestorsangera god or other powerful entity?
‘Was the curse transferred to you by another afflicted
individual? Ordid some magic ritual goawry with you
in proximity?
‘Another importantaspectoofcreatingan accursed is
how you came to be in control of your curse's power.
Did you study and experiment? Did you harmo-
nize with it? Or did you stubbornly refuse to let it
control you?
What do you plan to do with this power you've
attained? A curse is a magic of vile energies created to
inflictsuffering Do you use this magic or its intended
purpose, conquering and slaying foryour own gain? Or
doyou resistthe magie’snatureand useitto becomea
champion of the downtrodden, a hero whocan empa-
thize with great suffering? It's your power now, so only
you can decide whatto do with it
QUICK BUILD
You can make an accursed quickly by following these
suggestions, Your highest score depends greatly on
the Conquered Curseyou choose: make Strength your
highest ability score fora Conquered Curse that relies
on melee or thrown weapons, Dexterity your highest
ability score for one that relies on finesse or ranged
‘CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
weapons, or your choice of eurse ability—Intelligence,
Wisdom, or Charisma —for one that relies on the use
ofthe curse's magical effects
If Strength or Dexterity is your highest ability
score, your next-highest should be your choice of
curse ability, followed by Consticution; for the more
magically oriented Conquered Curses, make your
next-highest ability score Constitution, followed by
Dexterity. Then, choose the folk hero background.
Hrr Points
Hit Dice: 1d10 per accursed level
HitPoints at IstLevel: 10+ yourConsticution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per accursed level ater Ist
PROFICIENCIES
‘Armor: Lightarmor, medium armor
‘Weapons: Simple weapons, hand crossbows
‘Tools: None
Saving Throws: Wisdom, and your choice of
Intelligence or Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Investigation, and Survival
STARTING EQUIPMENT
You start with the following equipment, inaddition to
the equipment granted by your background:
» (a)scale mail or(b) leather armor
» (a)ahand crossbow and 20 bolts or (b)a martial,
weapon of your choice (if proficient)
» (a) an arcane focus, (b) a druidie focus, or
(Qaholy symbol
» (a) an explorer’s pack, (b) a priest's pack, or
(Qascholar's pack
» Any wo simpleweaponsCHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
‘THE ACCURSED
Pecntad
LeveL BONUS _ FEATURES
ast 42 Conquered Curse, Jinx
Malediction Metamorphosis,
a BZ saleacting lien Contial
Conquered Curse feature,
Sed *2 Jealous Blight
‘Ability Score Improvement,
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5th +3 Conquered Curse feature
6th ae
7th +53 Jealous Blight improvement
8th +3 Ability Score Improvement
oth 4K
tot ae
11th +4 Conquered Curse feature
12th +4 Ability Score Improvement
1th 45
1éth ——+5.——_Jealous Blight improvement
15th +5. Conquered Curse feature
16th +5_—_Ability Score Improvement
th 46
Sate
19th +6 Ability Score Improvement
goth —sg._~=—=«Conqured Curse Feature,
Jealous Blight improvement
MULTICLASSING AND THE ACCURSED
If your group uses the optional rule on
multiclassing in the Player's Handbook, here's
‘what you need to know if you choose accursed
as one of your classes.
Ability Score Minimum. As a multiclass
character, you must have an Intelligence,
Wisdom, or Charisma score of at least 13 to
take a level in this class, or to take a level in
another class if you are already an accursed.
Proficiencies Gained. If accursed isn't your
initial class, here are the proficiencies you gain
when you take your first level as an accursed:
light armor, medium armor, simple weapons.
Spell Slots. Add half your levels in the
accursed class to the appropriate levels from
other classes to determine your available
spell slots.
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CLASS FEATURES
‘As an accursed, you gain the following class features,
which are summarized in the Accursed table.
CONQUERED CURS!
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 ofthe 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 cass
Your curse has become an integral part of you. The
remove curse spell, as well as any similar effect, has no
effecton your curse when itis caston you. If yourcurse
takes the form of a magical disease, you can'tbe cured
of it by any means.Your choice grants you featuresat Istlevel, and again
at 3rd, 5th, 11th, 15th, and 20th level, aswell asallist 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 laterin 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 ll utilize the same abilityscoreto
control it. Choose Intelligence, Wisciom, or Charisma
asyour curse ability.
You should choose Intelligence if you scoured the
multiverse for secrets that allow you to manage your
curse using rituals or minormagical practices, Wisdom
if you used introspective meditation techniques to
harmonize with your curse and make ita partof you,
‘or Charisma ifyouconquered your curse through sheer
force of will orby bargaining with it.
Dependingonthe curse ability you chose, the saving
throw DC of your accursed features is calculated
asfollows:
Curse save DC= 8 + your proficiency bonus + your
cutse ability modifier
JINX,
‘Asan 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 subjectto your choice of one ofthe following
jinxes until the end of your nextturn:
» The target has disadvantage on the next ability
checkitmakes.
» The target has disadvantage on the next attack roll
itmakes against creature of your choice thatyou
Ifa creature can see you when you use this feature,
i 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 jinxends once
the target makes the associated type of roll, if you are
‘more than 90 feet from the target, orifany ofthe dispel
magic, greater restoration, oF remove curse spells is cast
on the target.
‘CHAPTER 3: CLASSES OF THE DMSGUILD.
Accursed
MALEDICTION
METAMORPHOSIS
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, oropen new avenues of power foryoursell
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 metamor-
phoses of your choice, as shown in the Malediction
‘Metamorphoses column of the Accursed table.
SPELLCASTING
‘At2nd level, you learn to use your curse’s vile magicks
to fuel the casting of spells, See Chapter 10 in the
Players 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 slotof the
spell’s level or higher. You regain all expended spell
slotswhen you finish along rest.
CURSE SPELLS
Fach Conquered Curse has alist of spells —its curse
spells — that you learn when you reach certain levels
in this class, as shown in the curse description, These
spellsareadded to the accursed spell listforyouandare
included in the numberin theSpells Known column of
the Accursed table. Youtignore the material component
requirement ofa curse spell iithas one.
SPELLS KNOWN OF 1ST
LEVEL AND HIGHER
You know the curse spell you gain at 2nd level from
‘your Conquered Curse, and one ist-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 pells of your choice from
theaccursed spelllist. Each of these spells mustbe ofa
level for which you have spell slots. Forexample, when
youreach Sth level in this class,youtlearn one new spell
of Ist or 2nd level, in addition to the curse spell you
gain at Sth level from your Conquered Curse.
‘Additionally, when you gain level inthis lass, 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 alevel for which you have spell slots.CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
SPELLCASTING ABILITY
Your curse ability is your spelicasting ability for your
accursed spells, since your ability to cast spells comes
from the control youhave over your curse’s power. You
‘use your curse ability whenevera spell refers to your
speilcasting ability, In addition, you use your curse
ability modifier when setting the saving throw DC for
an accursed spell you castand when makingan attack
roll with one.
Spell save DC = 8 + your proficiency bonus + your
curse ability modifier
Spell attack modifier = your proficiency bonus +
your curse ability modifer
SPELLCASTING Focus
‘When you gain this feature, choose arcane foci, druidic
foci, or holy symbols, depending on how you discov-
ered to channel your curse. You can use the chosen
type of implement ora cursed object asa spellcasting
focus (found in chapter 5 of the Payer's Handbook) for
your accursed spells.
ACCURSED SPELL LIST
Here's the list of spells you consult when you learn
‘an accursed spell. The list is organized by spell evel,
not character level. Many of these spells are from the
Players Handbook. fa spell’s name is followed by the***
‘superscript the spell an be found in Xanathar's Guide to
yerything- Additionally spells with the" superscript
are original spells that can be found in Chapter 4: Feats
& Spells
1ST LEVEL 2ND LEVEL
Bane enchantment) _Blindness/deafness
Cause fear (necromancy)
(necromancy) Corrode metal
CClumsiness infusion %" (transmutation)
(transmutation) Darkness (evocation)
Curse shock Hex bolt (necromaney)
(necromancy) Hold person
Detect evil and good (enchantment)
(divination) Knock (transmutation)
Detect magic (divination, Ray of enfeeblement
ritual) {(necromancy)
Drain‘ (necromancy) Shadow blade ** (ilusion)
Evil eye" (necromancy) Sorrow infusion ™
Hatred infusion (enchantment)
(enchantment) Throat rend
Hex enchantment) {necromancy)
Inflict wounds Wave of agony
(necromancy) {(necromancy)
Terror infusion
(necromaney)
3RD LEVEL
Bestow curse
(necromancy)
Bloodlust infusion “**
(enchantment)
‘Counterspell(abjuration)
Dispel magic (abjuration)
Hex storm %
(necromancy)
Enemies abound **
(enchantment)
Fear (ilusion)
‘Nondetection (abjuration)
Remove curse
(abjuration)
Scourge's mantle"
(necromancy)
Shadow bow %" (illusion)
Vampiric touch
(necromancy)
4TH LEVEL
Blight (necromancy)
Confusion (enchantment)
Curse ward“
(abjuration, ritual)
Death burst "
(necromancy)
Elemental bane **
(transmutation)
Polymorph
(transmutation)
Shadow of moi”
(necromancy)
Sickening radiance
(evocation)
Susceptibility infusion
(transmutation)
STH LEVEL
Aatilife shell (abjuration)
Apathy infusion
(enchantment)
Bestow malediction *"
(necromaney)
Dispel caster'*"
(necromancy)
Enervation =
(necromancy)
Hold monster
(enchantment)
Stolen life
(necromancy)
DANIEL COMERCIAILMENT CONTROL
‘CHAPTER 3: CLASSES OF THE DMSGUILD.
Accursed
MALEDICTION VERSATILITY
‘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
“orsuppressing your ailments’ effects on yourself The
duration ofthe effect depends on the level of the spell
slot expended to use it: 1 minute for a Istlevel spell
slot, 10 minutes fora 2nd-level, 1 hour fora 3re-level,
8 hours for a 4th-level, or 24 hours for a spell slot of
Sth-level or higher.
Afftict. As an action, you can expend a spell slot to
attempt toafilicta creature within 30 feet thatyoucan
see with your choice of one of your curse’s ailments
‘Thecreature must succeed on a Wisdom saving throw
orsulfer the chosen ailment forthe duration.Attheend
ofeach of an afflicted creature's turns, itean repeat the
saving throw, ending its affliction ona successful save.
A dispel magic, greater restoration, or remove curse spell
caston the target also ends its aflliction,
Suppress. Asa 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,
JEALOUS BLIGHT.
‘AC 3rd level, your curse begins possessively guarding
you from others of its ilk, refusing to share its host
‘Whenyou touch orattune toacursed object otherthan
‘yout curse, it doesn’tstop being cursed, but the object's
curse doesn't affectyou.
‘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
‘Once you reach 14th level in this class, a magical
effect other than your curse can’tage you, possess you,
put you to sleep, or transform you against your will
Once you reach 20th level in this class, a magical
effect other than your curse can’t impose disadvantage
onany roll you make.
ABILITY SCORE
IMPROVEMENT
‘When you reach ath level and again at 8th, 12th, 16th,
and 15th level, you can increase one ability score of
your choice by 2,oryoucan increase two ability scores
of your choice by I. As normal, you can’t increase an
ability score above 20 using this feature.
Startingat4th level, whenever youreach 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.
Ifyou're 12th level or higher and replacing a meta
‘morphosis causes you to no longer meet another
‘metamorphosis’ prerequisites, you must replace that
‘metamorphosis as well. For example, ifyou choose to
replace your Arcane Anathema metamorphosis with
Enshrouding Imprecation, you must also replace the
Capacious Anathema metamorphosis ifyou have it
because you would no longer meet its prerequisites
Since you chose Enshrouding Imprecation, you can
replace Capacious Anathema with any other metamor
phosis that doesn't have a prerequisite, or with the
Muffling Imprecation or SleightingImprecation meta-
‘morphosis because you now meet its prerequisites
Youcan’t use this eature to chooseametamorphosis
with an 18th level prerequisite, unless the metamor-
phosisyou are replacing has that prerequisite.
MALEDICTION
METAMORPHOSES
Ifa malediction metamorphosishas prerequisites,you
‘mustmeetthem to choose it Youcan choose the meta-
‘morphosisat the same time you meet its prerequisites
‘The metamorphoses are presented in groups
by level prerequisite (2nd, 10th, and 18th), and
alphabetically within those groups. Ifyou're having
difficulty picturing how metamorphoses connect to
higher-level metamorphoses that have prerequisites,
see the Malediction Metamorphosis Trees diagram at the
end of the metamorphosis descriptions.
ARCANE ANATHEMA
Your curseis disruptive to other forms of magic Asan
action, youcan touch a creature and attempt to free it
fromaspellseffects. Makeacurse ability checkagainst
aDCequal to 10 +-twice the spell’s level. Ona success,
‘you end the effects of the spell on the target. This has
no effect on any of the spells other targets
BOLSTERING SUPPRESSION
Your curse protects you when you give it a nudge.
When you use your Suppress, you gain temporary hit
points equal to your accursed ievel + your curse bility
‘modifier. You lose any remaining temporary hit points
from this ability when the Suppress ends.CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
ENSHROUDING IMPRECATION
Your curse's magicks coatyou ikea shadowy loak You
can Hide as bonus action on your turn, Additionally,
while you're in dim light or darkness, you can attempt
tohide even froma creature that can see you.
FECUND AFFLICTION
Yourcurse gleefully spreadsits effects to other victims.
‘Once, you can use your Afflict without expending a
spell sot. ts duration s 1 minute. You regain the use of
this ability when you finish a short orlong rest.
HEX ARMOR
‘When you're in danger, the magicks of your curse
manifestaround youlike asuit of armor. Your AC can't
bless than 13 +your curse ability modifier, regardless
of what kind of armor you're wearing.
HOSTILE BANE
Your curse imbues your attacks with its dark magicks.
‘Once during each of your turns when you hit a crea-
ture with an attack, you can cause the attack co deal
additional necroticdamage equal to your curse ability
‘modifier(minimum 1)
SCOURGE SPEECH
Whenever you speak, you can imbue your voice with
the power and vile nature of your curse, causing itto
boom upto three timesas loud as normal, Additionally,
whenever you make a Charisma (Intimidation) or
‘Charisma (Persuasion) check, you can gain a bonus
to the check equal to your curse ability modifier
{minimum +1), When youse either of theseabilities,
your voice gains an unsettling supernatural quality
SWIFT JINX
Your curse excitedly respondsto beingused forjinxes
You can use your Jinxasa bonus action. When you do,
‘you can’t use your action to maintain the jinx on your
‘subsequent turns even ifthe creature hasn't made the
associated type of roll.
CAPACIOUS ANATHEMA.
PREREQUISITE: 10TH LEVEL, ARCANE ANATHEMA,
‘When you use your Arcane Anathema and succeed
on the ability check, you can choose up to five other
creatures within 30 feet of the target that you can see
thatare also affected by the spell. You end the spell’s
effects on each ofthe chosen creatures.
‘Once you use this ability, you must finish a short or
longrestbefore you can use i again.
ELDRITCH BANE
PREREQUISITE: OTH LEVEL, HOSTILE BANE
Once duringeach of your turns when you roll damage
for an accursed class feature or accursed spell that
doesn't include an attack, you can add your curse
ability modifier (minimum 1)to the damage roll.
ENERVATING JINX
PREREQUISITE: 1071 LeveL, SWusTJiNx
The following jinxes are added to the list of options
‘youcan choose when acreature fails its Wisdom saving
throw against your Jinx feature:
» When the target makes its next damage roll for a
spell, it rolls the damage dice twice and uses the
lower result
» When the target makes its next damage roll for a
‘weapon, itrolls the damage dice twice and usesthe
lower result
You can use these jinx options a total number of
times equal to your proficiency bonus, and you regain
‘your expended uses when you finisha long rest.
HEX AURA
PREREQUISITE: 10TH LEVEL, HEX ARMOR,
‘When a creature you can see within 30 feet of you
‘causes you to take damage, you can use your reaction
to castiiex on thatcreature, without expending a spell
slot. When you cast the spell with this ability, it ends
carly ifthe target drops to Ohit points.
HEX PLATE
PREREQUISITE: 1TH LEVEL, HEX ARMOR
YourACcan'tbellessthan 16 +your curse ability modi-
fier, regardless of what kind of armor you're wearing.
INFECTIOUS AFFLICTION
PREREQUISITE: OTH LEVEL, FECUND AFFLICTION
When your affliction ends on a creature before its
full duration has elapsed, you can use your reaction
to attempe to aflict a different creature you can see
within 30 feet of the previously afflicted creature.
the new target must succeed on a Wisdom saving
throw or become the sufferer of the affliction for its
remaining duration.
INSTINCTUAL SUPPRESSION
PREREQUISITE: OTH LEVEL, BOISTERING SUPPRESSION
When you roll initiative, you can use your reaction to
use your Suppress. Ifyou do, you gain a-+4 bonus to
‘your AC until the end of your next turn, You can take
this reaction even ifyou are surprisedMARTIAL BANE
PREREQUISITE: 10TH LEVEL, HOSTILE BANE
You lose the benefits of your Hostile Bane. Instead,
cach time you hit a creature with a weapon attack on,
your turn, you can cause the attack to deal additional
necrotic damage equal to your curse ability modifier
(minimum 1)
MUFFLING IMPRECATION
PREREQUISITE: 10TH LEVEL, ENSHROUDING IMPRECATION
‘While you're in dim light or darkness, you can ignore
the verbal components of your accursed spellsandyou
gaina bonus to Dexterity (Stealth) checks equal toyour
curse ability modifier (minimum +1).
OBSTINATE ANATHEMA.
PREREQUISITE: 10TH LEVEL, ARCANE ANATHEMA,
‘When you are incapacitated, paralyzed, petrified, or
stunned bya spells effects you arestillable to use your
action, provided that you aren't unconscious and the
only action you takeis to use your Arcane Anathema.
PROLIFIC AFFLICTION
PREREQUISITE: 0TH LEVEL, FECUND AFFLICTION
‘When you spend a spell slot of 2nc-level or higher to
‘use your Afflic, instead of increasing the affliction’s
duration, you can choose an additional target for each
slot level above 1st Ifyou do, each target that fails its
saving throw is afflicted for 1 minute
TANT SUPPRESSION
ITE: 1OTH LEVEL, BOLSTERING SUPPRESSION
‘When you useyour Suppress, you gain resistance to any
damage type of your choice. You lose this resistance
‘when the Suppressends oryou use your Suppress again,
SCOURGE SENSE
PREREQUISITE: 0TH LEVEL, SCOURGE SPEECH
You can cast the detect evil and good and detect magic
spellsat will, without expendinga spell slot, While you
concentrate on either spell, you are also aware if any
creature or object within 30 feet of you is cursed, and
‘ean use youraction onyour turn tolearn the properties
of acurse affecting one such creature or object.
SCOURGE VISAGE
PreRsquistte: ott Levt, SCOURGE SPEECH
Asanaction, you can cause the magicks ofyour curse to
‘manifest around you asa horrifying visage. The visage
intangibly coats your entire body and anything you're
‘wearing or carrying, and can look like a cloak, a suit
‘CHAPTER 3: CLASSES OF THE DMSGUILD.
Accursed
of armor, or another type of inanimate covering that
obscures your features. While you're cloaked in the
visage, ability checks made to ascertain youremotional
state or whether you're lying automatically fail, and
whenever an enemy within 5 feet of you that can see
‘you makes a saving throw against being frightened,
it subtracts your curse ability modifier (minimum 1)
from the roll
‘The visage remains until you become incapacitated
‘oryou choose to dismiss it (no action required)
SLEIGHTING IMPRECATION
PREREQUISITE: 1oTH LEVEL, ENSHROUDING IMPRECATION
While you're in dim light or darkness, you can ignore
the somatic components of your accursed spells,
‘you gain a bonus to Dexterity (Sleight of Hand) and
Dexterity (Thieves' Tools) checks equal to your curse
ability modifier (minimum +1), and youcan magically
form the magicks of your curse into a set of thieves’
tools whenever you would make an ability check using
thieves’ tools
STARTLING JINX
PREREQUISITE: 10TH LEVEL, SWE JINX
‘The following jinxes are added to the list of options
you can choose when a creature failsits Wisdom saving
throw against your Jinx feature:
» The target has disadvantage on the next saving
throw it makes against being frightened
» The target has disadvantage on the next
Constitution saving throw it makes to maintain
its concentration,
ADAPTIVE MALEDICTION
PREREQUISITE: 18TH LEVEL
When you finish a short rest, youcan choose to replace
one of your other metamorphoses with a different
‘metamorphosis, and when you finish a long rest,
‘you can choose to replace any number of your other
‘metamorphoses with different metamorphoses. To
choose a replacement metamorphosis, you must
meet its prerequisites, and it can’t have an 18th
level prerequisite.
Ifreplacinga metamorphosis causesyou ro no longer
‘meet another metamorphosis’ prerequisites, you must
also replace that metamorphosis. ifyou are replacing
‘twoor more metamorphoses simultaneously with this
ability, you can choose a metamorphosis atthe same
time you choose its prerequisite metamorphosis.CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
‘CRIPPLING JINX
PREREQUISITE! 18711 LEVEL, ENERVATING JINX OR
SARILING JN.
The following jinxes are added to the list of options
youcan choosewhenacreaturefalsits Wisdom saving
throw against your jinx feature:
» The target has disadvantage on the next attack roll
itmakes.
» The target has disadvantage on the next saving
throwitmakes. Once you use this jinx on acreature,
‘you must finish a long rest before you can use it on
that creature again.
DISPELLING ANATHEMA
PREREQUISITE: ISTH LEVEL, CAPACIOUS ANATHEMA OR
CORSTINATEANATHEMA
You learn the dispel caster" spell ifyou don't already
know it. It doesn't count against the number of
accursed spells you know. You can cast dispel caster
once, without expending a spell slot. When you do,
‘you must finish a longest before you can castit with
this ability again.
‘Additionally, when you make an ability checkas part
of your Arcane Anathema, you add your proficiency
bbonuisto that ability check
DOUBLING JINX
PREREQUISITE: 18TH LEVEL, ENERVATING JINX OR
STARTLING Jinx.
‘When you tse your Jinx, you can target a second crea-
ture within range. I both targets fail their Wisdom
saving throw against the feature, you can choose a
different jinx for each target.
neither jinxed target makes the associated type of
roll before the end of your next turn, you can use the
same action to maintain both jinxes, given that the
jinx hasn'tended for another reason and you are able
‘tomaintain the jinx.
FACILE SUPPRESSION
PREREQUISITE: 18TH LEVEL, INSTINCTUAL SUPPRESSION OR
[RESISTANTSUPPRESSION
Youcan use yourSuppressat will, withoutexpendinga
spell slot When you use Suppress with this ability, the
Suppress doesn't end until you die oruntil you choose
toendit(no action required).
EXPLOSIVE BANE
PREREQUISITE: 18TH LEVEL, ELDRITCH BANE OR,
‘MARTIAL BANE
Onceduringeach ofyour turns when you hita creature
with an attack or deal damage to itwith an accursed
spell you can caus the targetto take an additional 1d8
necrotic damage from the attack or spell. When you use
thisability,you can also choose to expend spell lotto
cause the creature to take an additional 148 necrotic
damage perlevel ofthe expended spell slot.
HEX PHALANX
PREREQUISITE: 18TH LEVEL, HEX AURA OR HEX PLATE
Yourcurserecognizes yourallies and will protectthem
while they are alongside you. As long as one or more
friendly creaturesare within 5 feet of you, each of those
creatures gains a bonus to its AC, and you and each
of those creatures gains a bonus to any Strength or
Dexterity saving throw it makes.The bonusis equal to
‘your curseability modifier minimum +1). You and at
Teast one friendly creature within 5 feet of you must be
conscious to gain the bonus.
HEX SHIELD
PREREQUISITE: 18TH LEVEL, HEX AURA OR HEX PLATE
‘You can concentrate your curse’s magicks to deflect
‘weapons and magic. Whenever you take damage, you
can use your reaction to halve the amount of damage
vyoucake.
IMMUNE SUPPRESSION
PREREQUISITE: 18TH LEVEL, INSTINCTUAL SUPPRESSION OR,
[RESISTANT SUPPRESSION
When you use your Suppress, choose one of the
following damage types-acid, cold fire force. lightning,
necrotic, poison, psychic, radiant, or thunder. You
gain immunity to the chosen damage type until the
Suppress ends or you use your Suppress again,
INSIDIOUS IMPRECATION
PREREQUISITE: 18TH LEVEL, MUFFLING IMPRECATION OR
SLEIGHTING IMPRECATION
Ifyou're hidden from a creature when one of your
accursed features oranaccursed spell you cast requires
the creature to make a saving throw, it has disadvan-
tage on any saving throw it makes against the spell or
feature this turn,LCOMERCI
NEGATING ANATHEMA
PREREQUISITE: 18TH LEVEL, CAPACIOUS ANATHEMA OR
(ORSTINATE ANATHEMA
‘When you become the target of a spell, you ean use
your reaction to attempt co negate the spell’s effects
onyourself lf the spell is of 5th level orlower, the spell
fails to affect you. Ifthe spell is of 6th level or higher,
‘you must makea curse ability check with DC equal to
15+ the spell'slevel;on success, the spell failsto affect
‘you. You must be able to see the source of the spell to
use this ability, and this ability has no effect on the
spell’s other targets,
SCOURGE ATTUNEMENT
PREREQUISITE: 18TH LEVEL, SCOURGE SENSE OR
Scource Visace
You can attune to three additional magic items,
provided that each of the additional itemsis cursed. If
a cursed item you're attuned to is aweapon or suit of
armor, you are considered proficient with the item for
the duration of your attunement cit
SCOURGE PRESENCE
PREREQUISITE: 18TH LEVEL, SCOURGE SENSE OR
ScoURGE VISAGE
‘Asa bonus action, you can force each creature of your
choice that can seeor hearyou within 30 feet of youto
make a Wisdom saving throw or become frightened
of you for I minute. At the start of each of its turns, a
creature frightened by this ability takes 2d8 psychic
damage if it can see or hear you, or can repeat the
saving throw if it can’t see or hear you, ending the
effect on itselfon a success. Ifa creature's saving throw
is successful or the effect ends for it, the creature is
immune to this ability until you finish a long rest.
‘TRANSFERRING AFFLICTION
PREREQUISITE: ISTH LEVEL, INFECTIOUS AFFLICTION OR
PRouIFIC AFFLICTION
‘When one or more creatures fail their saving throw
against your Afflict,you can choose toignore the effects
of the chosen ailment for the duration, Ifyou do, the
afflicted creature has disadvantage on saving throws
itmakes to end its affliction and takes 148 necrotic
damage atthe startof each of itsturns or the duration,
UMBRAL IMPRECATION
PREREQUISITE: ISTH LEVEL, MUFFLING IMPRECATION OR
SLEIGIITING IMPRECATION
Ifyou don't already have darkvision, you gain dark-
Vision to a range of 60 feet. Magical darkness doesn't
impede your darkvision,
‘CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
Additionally, your curse creates a shadowy gloom
around you. Whilein an area of bright light, you count
as being in dim light; while in an area of dim light,
‘you count as being in darkness; and while in an area
of darkness, you count as being in magical darkness.
VENGEFUL BANE
PREREQUISITE: 18TH LEVEL, ELDRITCH BANE OK,
‘MARTIAL BANE
When a creature you can see within 30 feet of you
causes you to take damage, you can use your reaction
tomakeaweapon attackagainst that creature orcastan
accursed spell at the creature, given that the creature
is within range. The spell must have a casting time of
action and target only that creature. Ifthe creature
would take damage from the attack or spell, it takes
additional necroticdamage equal toyour curse bility
‘modifier (minimum 1).
VILE AFFLICTION
PREREQUISITE: 1STH LEVEL, INFECTIOUS AFFLICTION OR
PROLIFIC AFFLICTION
Youcan use your Afflictas abonus action on your turn,
Additionally, when you use your Aflict, you can.
choose any number of your ailments. Ifa target fails
its saving throw, it suffers each of the chosen ailments
fortheduration,CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
MALEDICTION METAMORPHOSIS TREES
The“ trees” created by the metamorphoses' prerequisites can be hard to understand by simply reading them. Below
isa visual representation of how these trees work, based on what family of metamorphoses they belong o,
MALEDICTION METAMORPHOSIS TREES.
Bene foes fees
[> Capacious Anathema e—— Dispelling Anathema
Arcane Anathema e———| H
+ obstinate Anatherna e——1 Negating Anathema
[> Instinctual Suppression e— Facile Suppression
Bolstering Suppression ——4 |
L__, Resistant Suppression a1 Immune Suppression
[——> Muflling imprecatione—— Insidious Imprecation
Enshrouding Imprecation — H
__y Sleighting imprecation e—— Umbral imprecation
——> Infectious Affiction e——— Transferring Afliction
Fecund Affliction e——— H
> Prolific Affliction Vile Affiction
> Hex Aura Hex Phalanx
Hex Armor e——
> Hex Plate Hex Shield
> Eldritch Bane Explosive Bane
Hostile Bane e——_ H
Martial Bane. Vengeful Bane
> Scourge Sense Scourge Attunement
‘Scourge Speech e |
> Scourge Visage Scourge Presence
Crippling Jinx.
Enervating Jinx
‘Swift Jinx e——_}
> Startling Jinx Doubling Jinx.
Any Combination,
‘Adapting MaledictionCURSE OF THE ARMAMENT
One of the most common curses suffered by adven-
turers and explorers is attuning to a cursed object.
Many suffer the inconvenience only so longasit takes
to get a remove curse spell cast on themselves, but for
some reason you chose to remain attuned to a cursed.
weapon. Pethaps 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 abit obsessed
with the combination of magicand martial mightthe
‘weapon contains, and want to explore just how farit
can take you.
ARMAMENT AILMENTS.
Asacreature accursed by attuning toa 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 arma-
ment and can't become unattuned from it by any
means, even ifanother creature attempts toattune
to it. Such a creature's attempts to attune to your
‘curse armament automatically fal
ACOLYTE OF ARMS
AC Ist level, you dedicate yourself to the mastery of
melee weapons in an attempt to better understand.
the armament that just won't eave you alone. Youhave
proficiency with martial melee weapons.
CChoosea melee weapon without the heavy property
from your starting equipment. This weapon becomes,
your curse armament. Itisa cursed magical object, but
doesn'tcountas magical for the purpose of spells you
cast, such as the magic weapon spell.
Ifyour 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 youdon'thaveany 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.
inyour space, whether inyour hand, in ts 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
(CHAPTER 3: CLASSES OF THE DMSGUILD.
thrown (range 20/60) property. When you throw itas
part of an attack, it reappears in your space immedi-
ately following the attack. Ifyou throw it 20 or more
feet this way, it doesn't reappear in your space until
after the attackis completed,
CURSE SPELLS
Starting at 2nd level, your increasing mastery of your,
‘curse causes you to learn a particular spell when
‘you reach certain levels inthis class, as shown in the
‘Armament Curse Spells table, See the Spellcasting class
feature for how curse spells work.
ARMAMENT CURSE SPELLS
retry
eee
2nd wrathful smite
Sth magic weapon
9th guiding weopon'**
13th vampiric weapon"
17th steel wind strike***
war tee
<8CHAPTER 3: CLASSES OF THE DMSGUILD.
‘Accursed
BOND OF BLOODTHIRST
Startingat 3rd level, due to your greaterbond with your
curse armament, you can draw further power from it
whenyoustrike Once during each of yourturns when
‘you hitwith 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
ean be a weapon with the heavy property. You must
remain in contact with your curse armament and the
‘chosen weapon forthe duration of the rest.Atthe end
of the rest,the chosen weapon becomesyour new curse
armamentand your previous curse armamentlosesall
of the properties granted to it by your curse.
VORACIOUS WEAPON
‘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 ittoyour 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 fame rongue’s ability to ignite by speaking a
command word, shedding light and dealing additional
fire damage while itis 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 arma-
ment 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 ica 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
Beginningat Sth level, you can attack twice, instead of
‘once, whenever you take the Attack action on your tarn,
FIGHTING STYLE
Att Ithlevel,your expertise with yourcursearmament
allows youtoadopta style of fighting as your specialty.
‘Choose one of the following options. You can't take a
Fighting Style option more than once, even ifyoulater
-getto choose again.
Blind Fighting. You have blindsight to a range of 20
feet. Within this range,you can effectively see anything
that isn’t behind total cover, even if you're blinded or
in darkness. Moreover, you can see an invisible creature
within chat range, unless that creature successfully
hides from you.
‘Dueling. When you are wielding or throwing your
cursearmamentwith one hand and aren't wieldingany
other weapons, it deals an extra 1d6 damage
Great Weapon Fighting. While you're wielding or
throwing your curse armament with two hands, you
can treat any 1 youroll onaweapon damage die asa 2,
and youcan maximize one of the weapon damage dice
You can choose which die to maximize after rolling,
Protection. When a creature you can see attacks a
targetother than you within 20 eet of you, youcan use
‘yout reaction to impose disadvantage on the attack roll
and grant the target of the attack a+2 bonus to its AC
against the attack, throwing your curse armament to
intercept the attack. You must be wielding your curse
armament, which reappears in your space immedi-
ately afterward.
Thrown Weapon Fighting When you make a ranged
attack with your curse armament, being within 5 feet
of a hostile creature doesn’t impose disadvantage
on the attack roll and the attack ignores half and
three-quarters cover. In addition, when you hit with a
ranged attack using your curse armament, you gain a
+42 bonusto the damage roll
RECIPROCAL RELATIONSHIP.
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
At 20th level, when you take the Attack or Casta 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
orreaction,
RAVENOUS WEAPON
‘Ac20th level, our curse armament can have up to two
‘magic melee weapons consumed at the same time. If
yyouattemptto feed ita third, itregurgitatesyour choice
‘of one of the two weapons it currently has consumed,
Ifboth of your curse armament’sconsumed 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
hhas consumed a iveapon +2 and a weapon +3, you will
receive a +3 bonus to your attack and damage rolls
uusingyour curse armament, nota +5 bonus.