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Accursed Class and Armement Subclass PDF

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Accursed Class and Armement Subclass PDF

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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 i 4 RUI FERREIRA CURSE’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 simpleweapons CHAPTER 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, ah #2 Naledction Veratiiey 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. Creme iano pee Gor Qe 3 gu 5m 3 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 BORA RR UU NN 15 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 COMERCI AILMENT 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 surprised MARTIAL 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 Malediction CURSE 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 <8 CHAPTER 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.

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