(Class) Accursed - GM Binder
(Class) Accursed - GM Binder
Table Of Contents
1 Cover Page
1.1 Accursed
1.1.1 Terrible Darkness
1.1.2 Deadly Calm
1.1.3 Creating an Accursed
1.2 Class Features
1.2.1 Cursed Soul
1.2.2 Mounting Massacre
1.2.3 Fighting Style
1.2.4 Grave Aura
1.2.5 Spellcasting
1.2.6 Merciless Critical
1.2.7 Ability Score Improvement
1.2.8 Extra Attack
1.2.9 Haunted Implements
1.2.10 Bell's Toll
1.2.11 Profane Convergence
1.2.12 Improved Merciless Critical
1.2.13 Geistwalking
1.2.14 Improved Haunted Implements
1.3 Curses
1.3.1 Curse of Burning Veins
1.3.2 Curse of Lonely Winters
1.3.3 Curse of the Dead Moon
1.3.4 Curse of the Blighted Heart
1.3.5 Curse of the Blistered Skin
1.3.6 Curse of the Forgone Time
1.3.7 Curse of the Blinding Darkness
1.3.8 Curse of the Bound Life
1.4 Multiclassing
Accursed | Contents
2
The source of a curse can vary, from a simple copper ring Weap
they may have touched as a child, to a tragic misstep in a dark Tools
dungeon, or the foul magic of an angry lich. Savin
An Accursed is a person that has conquered such a curse.
Whether through a pact with a powerful being, or sheer force
of will, an Accursed has transformed the curse that once
controlled them into a weapon at their command.
Deadly Calm
Few who meet a Accursed would describe them as favorable
drinking companions. The trials they suffer have the grim
effect of siphoning their social cares, leaving them quiet,
thoughtful, and deadly calm.
To their allies, Accursed are sources are impartial advice,
conviction like steel, and unsettling prowess on the battlefield.
To their enemies, they are an inexorable death sentence.
Though they carry an aura of unease that keeps strangers at
an arm’s length, Accursed are still fully alive and present. A
common misconception follows that they are undead wraiths,
or servants to their cursers, but these are untrue. An Accursed
is a free-willed being that operates on their own agenda,
usually smiting evil-doers with the same shadowy magic they
utilize to spread death and fear.
Accursed Creating an Accursed
The cawing of a half dozen ravens alerted the man to his When creating an Accursed, the most important consideration
aggressors. Whirling around, the first cleft of his axe tore their is their origin story. How did your character receive their
leader open, left bleeding on the ground. The others, seeing curse? How did they triumph over it? Was it a vengeful devil
that their quarry was more than had previously met their eyes, that branded them, or did they meddle in something beyond
fled in terror. their understanding?
The elven woman felt relieved has she drove her blade into Sometimes, the caster of a curse makes a fatal mistake.
her target's chest, the oozing crimson revitalising her. She They mispronounce the incantation, or somehow fumble the
turned to her other adversaries, who stood, quaking in their ritual required to invoke a curse, resulting in an unstable dark
boots as she advanced towards them. magical force that could even be a boon to the intended
Letting loose an arrow from the dark winter's night, a man victim.
in the courtyard a hundred feet away dropped, his allies Consider also that Accursed are still people. They still have
feeling the encroaching cold and isolation as they witnessed wants and needs beyond their vengeance and remembered
their friend's demise. agony. A Accursed is more than a hooded shadow, refusing to
involve themselves in the affairs of others, but instead they are
The accursed harness the power of the dark spells that have people who have learned the true measure of what is
plagued them, twisting their evil to their own will. The important, and what is trivial. Keep in mind the character
accursed often turn to evil due to the suffering they have quirks and even comical details of your character in spite of
endured, but not all. Many of the accursed use the dark powers their haunted nature.
they have gained from harnessing their curse.
Quick Build
Terrible Darkness You can make an accursed quickly by following these
The darkest magic inhabits the darkest places, but it suggestions. First, Strength or Dexterity should be your
highest ability score, depending on whether you want to
sometimes creeps from beyond the veil cast itself upon haunted one background.
reckless, or unlucky adventurers.
Most, when faced with a curse, wither in their fear, and Class Features
resign themselves to misery. But some, some with the
fortitude and conviction to focus their mind from the terrors As an accursed, you gain the following class features.
that haunt them, dedicate themselves to vengeance and
triumph over the ones that haunt them. Hit Points
Accursed are resilient soul that have learned to withstand, Hit Dice: 1d10 per accursed level
embrace, or celebrate the dark magic that lingers within their Hit Points at 1st Level: 10 + your Constitution modifier
soul. They share a supernatural link to villanous otherworldly Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
forces, which they exploit and command to their agenda. modifier per accursed level after 1st
Proficiencies
Armour: All armour, shields
Accursed | Introduction & Class Features
3
The Accursed
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th
1st +2 Cursed Soul, Mounting Massacre — — — — —
2nd +2 Fighting Style, Grave Aura — — — — —
3rd +2 Spellcasting, Merciless Critical 3 2 — — —
4th +2 Ability Score Improvement 3 3 — — —
5th +3 Extra Attack 4 3 — — —
6th +3 Curse Feature 4 3 — — —
7th +3 — 5 4 2 — —
8th +3 Ability Score Improvement 5 4 2 — —
9th +4 Haunted Implements 6 4 2 — —
10th +4 Curse Feature 6 4 3 — —
11th +4 Bell's Toll 7 4 3 — —
12th +4 Ability Score Improvement 7 4 3 — —
13th +5 — 8 4 3 2 —
14th +5 Profane Convergence 8 4 3 2 —
15th +5 Curse Feature 8 4 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 —
17th +6 Improved Merciless Critical 9 4 3 3 —
18th +6 Geistwalking 9 4 3 3 —
19th +6 Ability Score Improvement 10 4 3 3 1
20th +6 Improved Haunted Implements 10 4 3 3 1
Blighted Parasite
Starting when you are cursed at 1st level, wherever you go,
nature bends away in fear of your dark powers. Small animals
will run away from you, whilst more formidable ones will be
more wary of your prescence. You can feed upon the lifeforce
of a plant or beast to empower you attacks. As a bonus action,
you can touch a plant or beast that you can see, draining some
of its life force. If the target is a creature, it must succeed on a
Constitution saving throw or take 1d6 necrotic damage, taking
half on a success. If the target is a plant that is not considered
a creature, the plant takes 1d6 necrotic damage.
Accursed | Curses
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You next weapon attack within the next 10 minutes is then Curse of the Blistered Skin
empowered with the stolen life energy, dealing additional
damage equal to half the damage drained from the last beast You were cursed with fiery pain that surges across your body,
or plant you used this feature on. causing your skin to bubble and boil. Had you not overcome it,
The damage dealt to plants, beasts and plant-creatures it would have killed you. You now can conjure the curses
increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at torturous powers into the ability to burn your enemies in all
15th level. manner of gruesome fashions.
Alternatively, you can spend 10 minutes an area of dense
wildlife, draining life out of the surrounding nature to Blistered Skin Quirks
sustance yourself for 24 hours. Should you perform this ritual ⠀d6⠀ Quirks
daily, you do not need to eat or drink. If you reside in an area Smoke and other gases coil around your feet
with thin wildlife, this ritual takes an hour. 1
ominously.
Pulsating Strike 2
You are covered in blistered scars from acid and
Beginning at 6th level, your strikes transfer the pained beating flame.
of your heart into your foes mind, disorienting them. When 3 You enjoy melting things.
you hit a creature with a weapon attack, you can choose to
force the creature to make a Wisdom saving throw, or take a 4
Whilst you sleep, smoke coils out from your mouth
number of d4 of psychic damage equal to your proficiency slowly but steadily.
bonus. A successful saving throw halves the damage A Your eyes glow with a greenish-red energy when
creature that is grappled or restrained automatically fails the 5
you're angry.
save, taking maximum psychic damage. 6 Your blood is hot to the touch.
A creature that is concentrating makes its concentration
check against the attack with disadvantage.
You regain the use of this feature after you complete a short Curse Spells
or long rest, or you reduce a creature to 0 hit points. You learn the following curse spells at the accursed levels
listed:
Blighted Body
At 10th level, the blight in your soul has spread to your body, Blistered Skin Spells
turning your blood to blackened sap, and patches of your skin Accursed Level Spells
(especially around your heart) to a sickly mixture of purple, 3rd blackflame
green, gold and black.
You have immunity to poison damage and the poisoned 7th Melf's acid arrow
condition, as well as resistance to necrotic damage. 13th fireball
Accursed | Curses
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Timephase Th
Blinding Darkness Quirks when
Starting when you are afflicted by this curse at 1st level, your ⠀d6⠀ Quirks try to
most precise strikes allow you to enter a time phase that must
propels you forward a few seconds in time. 1
You often have dark thoughts that you are unsure
your
When you score a critical hit, you can teleport to an the origin of; be it you or the entity.
unoccupied space that you can see within 30 feet of you. You never remember what happens when the entity
2
takes over.
Recall Mind
Beginning at 6th level, you propel yourself backwards in time 3 You secretly enjoy the evil inside of you.
to a previous moment to reattempt your previous actions. As a The entity speaks to you, and often tells you to do
reaction at any time on your turn, you can rewind your minds 4
bad things.
back to the start of your turn. All events that transpired during
your turn are undone, and you start a new turn as if you’d 5 Bright lights make you uncomfortable.
never taken the previous, regaining any expended resources, You can often smell blood, even when there is none
or actions, except the reaction used to use this feature. 6
around.
Once you have used this feature, you cannot do so again
until next score a critical hit, or you complete a short or long Curse Spells
rest. You learn the following curse spells at the accursed levels
Flickersoul
listed:
Starting when you reach 10th level, your body and mind have Blinding Darkness Spells
become so detached from time that you can remove yourself Accursed Level Spells
seemingly at will. As a reaction on your turn, you can choose
to disappear from time, reappearing in the same space as 3rd Grimlore's shadow blight
before (or the nearest unoccupied space if that space is 7th clinging shadows
occupied). No time passes for you, as you simply reappear at
the start of your next turn. 13th flicker
When you use this feature, you lose your reaction on the 19th nether void
following turn.
You can use this feature a number of times equal to your Shadowform
Charisma modifier, and regain expended uses when you Starting when you are afflicted by this curse at 1st level, you
complete a Long rest. must blind the power within yourself. You must cover your
Curse of the Forgone Time eyes at all times, be it with cloth, a mask, or some other
Once you reach 15th level, you learn to turn your curse against means. Whilst your eyes are covered however, you gain
others, afflicting them with the Curse of the Lost Time, blindsight out to a range of 30 feet, but are blind beyond that
causing their perception and existence within time to range. You cannot sense invisible creatures with blindsight
fluctuate rapidly. As an action, you can touch a creature, gained in this way.
causing their entire body to freeze up as their mind is Additionally, as a bonus action on your turn, you can remove
catapulted far into the future. your eye coverings, releasing the energy within yourself, and
The target must succeed on an Intelligence saving throw. assuming shadowform. Whilst in shadowform, you gain the
On a failed save, the target becomes paralyzed for 1 minute, following effects:
suffering 1d10 psychic damage at the start of each turn that it You gain a 5-foot bonus to your speed. This bonus
remains paralyzed. increases to 10 feet at 6th level, and 15 feet at 15th level
The target can repeat the saving throw at the end of each of You gain resistance to necrotic damage, but vulnerability to
its turns, ending the effect on itself on a success. radiant damage
Once you have used this feature, you cannot do so again Once per turn, when you hit a creature with a weapon
until you complete a long rest. attack, you can choose to deal additional necrotic damage
equal to your accursed level
Curse of the Blinding Darkness You gain darkvision out to a range of 120 feet, and can see
You have been burdened with an entity or well of negative through magical darkness from spells of 5th level or lower.
energy trapped within your own body, itching to escape. To At the end of each of your turns that you remain in
hold it at bay, you spent many years battling your inner demon, shadowform, your current hit points, as well as your hit point
locking it within yourself before blinding it, and thus yourself maximum are reduced by an amount equal to your accursed
to the world around you. When threatened however, you may level. Should this feature reduce your maximum hit points to
unleash this power and assume shadow form, drawing the 0, you die. Your maximum hit points return to their normal
negative energy into devastating power. value when you complete a long rest.
Accursed | Curses
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Should a creature forcibly remove your blindfold, you can try Each target must succeed on a Charisma saving throw or
to hold back the use of shadowform. At the start of each of become blinded for 1 minute. Each creature that starts its
your turns whilst your blindfold is off, you must succeed on a turn blinded in this way reduces its current hit points and hit
Charisma saving throw of a DC equal to your accursed spell point maximum by an amount equal to half your accursed
save DC, otherwise you forcibly enter shadowform. level. Each target creature can remake its saving throw at the
end of each of its turns, ending the effects of the curse on a
Umbral Mutations success.
Starting when you reach 6th level, your shadowform has Additionally, you can assume shadowform as a part of your
grown in power, granting you greater power whilst in your action to use this feature.
shadowform. Choose two of the following mutations, whilst in Once you have used this feature, you cannot do so again
shadowform you gain the benefits of these mutations: until you complete a long rest, or until you reduce a creature
Amorphous. You can move through a space as narrow as 1- to 0 hit points and kill it whilst in shadowform.
inch without squeezing. Curse of the Bound Life
Dark Stride. As a bonus action on your turn whilst you are Your very soul has become bound to a vessel, a mundane
within a space of dim light or darkness, you can teleport to object with weaknesses far greater than your own. The frailty
another space covered by dim light or darkness within 30 feet of your life is always apparently, as a fragment of your essence
of you. lives forever within this vessel. You have since claimed this
Feast of Shadows. When you reduce a creature to 0 hit curse as your own, using your greatest weakness and your
points and kill it, you regain hit points equal to your accursed greatest strength, as your soul, whilst vulnerable, leaves your
level + your Charisma modifier. If you are at your hit point body nigh invulnerable.
maximum when you use this feature.
Grasping Darkness. Your melee weapon attacks gain an Bound Life Quirks
additional 5 feet of reach. Additionally, you gain natural claw ⠀d6⠀ Quirks
weapons on each hand. These claws have are light, finesse
weapons with a natural reach of 10 feet. Melee weapon 1 You are very possessive of your belongings.
attacks with your claws deal 1d6 slashing damage. You get extremely paranoid when you get separated
Shadow Stealth. You can Hide as a bonus action on your 2
from my vessel.
turn as long as you are within dim light or darkness.
Additionally, when you hit a creature with an attack roll that 3
When you sleep, your vessel quietly whispers your
dreams.
you had advantage on, the target creature takes additional
necrotic damage equal to your Charisma modifier. 4 Your vessel glows to reflect your mood.
Strength Drain. As an action on your turn, you touch a When others touch your vessel, they get snippets of
creature, draining its strength. Your hit point maximum is 5
your thoughts.
reduced by an amount equal to your accursed level, and the
target creature must succeed on a Charisma saving throw. On 6
You are easily spooked at the mere mention of your
a failure, its Strength score is reduced by 1d4 until it vessel's vulnerability.
completes a long rest.
Umbral Armour. You gain a +1 bonus to your AC whilst in Curse Spells
dim light, which increases to +2 whilst you are in darkness. You learn the following curse spells at the accursed levels
listed:
You gain additional umbral mutations as you gain accursed
levels, gaining 1 additional mutation at 10th and 15th level. Bound Life Spells
Accursed
Void Channeling Level Spells
When you reach 10th level, you have begun to meld with the
power you hold, as it flows more smoothly through your body. 3rd false life
Even whilst not in your shadowform, you gain resistance to 7th soulsever
necrotic damage.
Additionally, any hit points taken from your hit point 13th feign death
maximum by your shadowform feature are restored after a 19th death ward
short or long rest.
Lifelink
Curse of the Blinding Darkness When you are subjected to this curse at 1st level, your second
Once you reach 15th level, you learn to turn your curse against life is locked away, hidden within a trinket on your person.
others, afflicting them with the Curse of the Blinding Choose or roll randomly for a trinket. This item becomes a
Darkness, causing their minds to be overwhelmed with the magical vessel for your fragile soul.
energy inside you. As an action on your turn, you can unleash Whilst the trinket is intact, your connection to it grants you
a wave of dark energy that pours into the minds of each the following benefits:
creature that you choose within 30 feet of you.
Accursed | Curses
13
When you are reduced to 0 hit points, you instantly Once you have used this feature, you cannot do so again
stabilise. You may, when you fall unconscious, expend a until you complete a short or long rest, or until you reduce a
number of hit dice up to half your accursed level, regaining creature to 0 hit points with this feature.
hit points as if you expended them during a short rest.
You add your proficiency bonus to death saving throws. Multiclassing
Should a creature or effect not originating from you reduce Ability Score Minimum. Strength or Dexterity 13, Charisma
your hit point maximum, you can instead choose for it to 13
simply deal the same number of damage to you as necrotic Proficiencies Gained. Light armour, medium armour, shields,
damage. simple weapons, martial weapons
The trinket is immune to all damage except, one of the
following types: acid, magical bludgeoning, cold, fire, force,
lightning, necrotic, magical piercing, radiant, magical slashing
or thunder. The trinket has hit points equal to 10 + 5 times
your level. If the trinket is destroyed, you reduce your hit point
maximum by an amount equal to half your level every 24
hours, and you cannot regain hit points by any means.
If destroyed, the trinket can be reformed with the casting of
the resurrection spell, raise dead spell, or greater magic,
treating the destroyed trinket as if it were your deceased body.
If the trinket is revived in this way whilst you are dead, you can
treat it as though the same spell was cast on your body at no
additional cost to the caster.
Avaricious Vessel
When you reach 6th level, your trinket draws in the souls of
the fallen, empowering your form. Whenever you gain a
massacre point, if your trinket is within 30 feet of you, it draws
a fragment of the creature’s soul, adding it to your own life.
Your hit point maximum increases by an amount equal to the
creature’s challenge rating (rounded up). This benefit persists
until you complete a long rest.
Fickle Flesh
At 10th level, your bound soul has made your very flesh but a
tool to you. Whilst your trinket remains intact, you gain the
following additional benefits:
When a raise dead spell, or similar magic, is cast on your
trinket, if your body has been destroyed, it reforms fully
formed after 1 minute, just as it was before you died.
Resurrection spells require half their material cost when
cast on you or your trinket and, as per the spell, incur no
negative penalty on you.
Any effect that would instantaneously kills you instead
reduces you to 0 hit points.
You regain 1 hit point every minute.
Curse of the Bound Life
By the time you reach 15th level, you learn to turn your curse
against others, afflicting them with the Curse of the Bound
Life, drawing their soul and connecting it with another. As an
action on your turn, you can point to a creature within 30 feet
of you, pulling its essence away from its form.
The target must make a Wisdom saving throw. On a failure,
its soul is connected with another creature or a Tiny object
you choose within 30 feet of both you and the target.
Until the end of your next turn, whenever the creature or
object in which the target’s soul is connected would take
damage, the target suffers half that as additional necrotic
damage.
You cannot use this feature if your vessel is not intact.
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