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(Class) Accursed - GM Binder

The document describes the Accursed class, which represents people who have conquered curses that once controlled them. Accursed harness the power of dark magic and can twist curses to their own will. The class features include abilities like Cursed Soul, Grave Aura, Spellcasting, and various curses they can invoke.

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0% found this document useful (0 votes)
59 views16 pages

(Class) Accursed - GM Binder

The document describes the Accursed class, which represents people who have conquered curses that once controlled them. Accursed harness the power of dark magic and can twist curses to their own will. The class features include abilities like Cursed Soul, Grave Aura, Spellcasting, and various curses they can invoke.

Uploaded by

yukinomida90
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Accursed

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

Skills: Choose two from Animal Handling, Athletics, Curse Spells


Intimidation, Perception, Stealth, or Survival Each curse has a list of associated spells. You gain access to
Equipment these spells at the levels specified in the curse description.
You start with the following equipment, in addition to the Curse spells don’t count against the number of spells known.
equipment granted by your background: If you gain an curse spell that doesn’t have appear on the
accursed spell list, the spell is nonetheless an accursed spell
(a) two martial weapons, or (b) one martial weapon and a for you.
shield Mounting Massacre
(a) leather armour, (b) scale mail, or (c) chain mail
(a) a simple weapon, or (b) a light crossbow and 20 bolts Also at 1st level, when you reduce a creature to 0 hit points
(a) an explorer's pack, or (b) a monster hunter's pack and kill it, you gain 1 massacre point, up to your proficiency
bonus. When you damage a creature, you deal additional
Alternatively, you can purchase your starting equipment necrotic damage equal to the number of massacre points you
with a starting wealth of 5d4 x 10gp. currently have.
Cursed Soul You lose all accumulated massacre points when you
complete a short or long rest.
Beginning at 1st level, you have triumphed over a dark curse
that once ravaged your existance, leaving you with a lingering Fighting Style
link to the magic within the realm of the dead. You may At 2nd level, you adopt a style of fighting as your speciality.
choose the Curse of Burning Veins, the Curse of Lonely Choose one of the following options. You can’t take a Fighting
Winters, or the Curse of the Dead Moon. Your mastery over Style option more than once, even if you later get to choose
this curse grows as you increase your accursed level, and are again.
detailed at the end of the class description.
Accursed | Class Features
4
Archery Spells Known of 1st Level and Higher
You gain a +2 bonus to attack rolls you make with ranged You know two 1st-level spells of your choice from the accursed
weapons. spell list. The Spells Known column of the accursed table
shows when you learn more sorcerer spells of your choice.
Defence Each of these spells must be of a level for which you have spell
While you are wearing armour, you gain a +1 bonus to AC. slots. For instance, when you reach 7th level in this class, you
can learn one new spell of 1st or 2nd level.
Duelling Additionally, when you gain a level in this class, you can
When you are wielding a weapon in one hand, and no other choose one of the accursed spells you know and replace it
weapons, you gain a +2 bonus to damage rolls with that with another spell from the accursed spell list, which also
weapon. must be of a level for which you have spell slots.
Great Weapon Fighting Spellcasting Ability
When you roll a 1 or 2 on a damage die for an attack you Charisma is your spellcasting ability for your accursed spells,
make with a melee weapon that you are wielding with two since the power of your magic relies on your ability to project
hands, you can reroll the die and must use the new roll, even if your curses dark magic into the world. You use your Charisma
the new roll is a 1 or a 2. The weapon must have the two- whenever a spell refers to your spellcasting ability. In addition,
handed or versatile property for you to gain this benefit. you use your Charisma modifier when setting the saving
throw DC for a accursed spell you cast and when making an
Protection attack roll with one.
When a creature you can see attacks a target other than you
that is within 5 feet of you, you can use your reaction to Spell save DC = 8 + your proficiency bonus + your Charisma
impose disadvantage on the attack roll. You must be wielding modifier
a shield. Spell attack modifier = your proficiency bonus + your
Charisma modifier
Two-Weapon Fighting Spellcasting Focus
When you engage in two-weapon fighting, you can add your You do not need a spellcasting focus to cast your accursed
ability modifier to the damage of the second attack. spells, for they come from within you. You can however use an
Grave Aura arcane focus (found in chapter 5 of the Player's Handbook).
Also at 2nd level, your oneness with the realm of death lends Merciless Critical
you an array of supernatural abilities. You emanate an aura of Starting at 3rd level, you score critical hits on attack rolls of
unease, bringing about panic in mortals. Whenever you make 19 and 20. Additionally, when you score a critical hit, you also
an Charisma (Intimidation) check against a creature that is deal necrotic damage equal to half your accursed level.
not immune to the frightened condition, you may add your Damage inflicted this way will always be lethal, and cannot be
proficiency modifier to the roll (regardless of whether you are used to subdue enemies.
already proficient).
You can perform minor haunting effects, such as low lying Ability Score Improvement
mist, igniting or snuffing light sources as large as a bonfire, When you reach 4th level and again at 6th, 8th, 12th, 14th,
and causing your victims to hallucinate strange whispers or and 19th level, you can increase one ability score of your
other startling noises. choice by 2, or you can increase two ability scores of your
Spellcasting choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
The harnessing of your curses power has granted powerful
black magic. This dark magic, whatever curse it originates Extra Attack
from, fuels your spells. See chapter 10 for the general rules of Starting at 5th level, you can attack twice, instead of once,
spellcasting and chapter 11 for the accursed spell list. whenever you take the attack action.
Spell Slots
The accursed table shows how many spell slots you have to Haunted Implements
cast your spells of 1st level and higher. To cast one of these Once you’ve reached 9th Level, you may perform an hour long,
accursed spells, you must expend a slot of the spell’s level or midnight ritual to bind a wandering spirit to your service,
higher. You regain all expended spell slots when you finish a haunting an item of your choosing. Once you complete the
long rest. summoning ritual, choose one of the options below, your
For example, if you know the 1st-level spell inflict wounds summoned spirit is attuned to that kind of object, and cannot
and have a 1st-level and a 2nd-level spell slot available, you haunt another kind.
can cast inflict wounds using either slot. Should you lose your haunted implement, you can perform
the ritual again to haunt a new item. You can only have one
haunted implement at a time.

Accursed | Class Features


5
A spirit cannot haunt a magic weapon, for its power repels Bell's Toll
their possession, your summoned spirit must inhabit a
mundane shield, tome or weapon that does not possess the Starting at 11th level, you’re able to call upon the lingering
heavy or two-handed properties. malignant force in your soul, bidding it to lead a foe to certain
death. As an action, you may curse a single target you can see
Haunted Shield within 30 feet, reducing their speed by half, and causing all of
A haunted shield will float in the air near you, interposing their attack rolls, skill checks and saving throws to be made at
itself to hinder enemies. You gain +2 AC against ranged attack disadvantage until the end of your next turn.
rolls from sources you can see. The next time you make a successful melee attack against
In addition, when a creature provokes an attack of that target before the curse ends, you will score a critical hit.
opportunity from you, you can have your shield attempt to Once you have used this feature, you must complete a short
block their movement. The creature must succeed on a or long rest before you can use it again.
Strength or Dexterity saving throw (its choice), or have its
speed reduced to 0. You then make your attack of opportunity Profane Convergence
as normal.
By 14th level, you’re able to recite unholy power to strengthen
Haunted Tome your magical abilities. As an action, you can expend your
You learn 3 cantrips from the sorcerer spell list, and can cast massacre points to regain an expended spell slot of a level
them as long as you have your haunted tome on your person. equal to the number of massacre points expended, up to a
In addition, when a spell attack is made against you, you maximum of 3rd level.
can use your reaction to impose disadvantage on the attack Once you use this feature, you cannot use it again until you
roll. complete a long rest.
Haunted Weapon Improved Merciless Critical
A haunted weapon must be available like any other weapon in At 17th Level, when you score a critical hit, you now deal
combat. Whenever your regular weapon is drawn, it is additional necrotic damage equal to your accursed level,
assumed your haunted weapon is at your disposal as well. instead of half your level.
A haunted weapon makes one free weapon attack on each
of your turns, with an attack modifier equal to your Geistwalking
proficiency, plus your Charisma modifier. The weapon has a
speed of 5 feet, and moves as a free action on your turn, At 18th Level, You’ve learned to transcend the barriers of the
though it must remain within 25 feet of you. The weapon is physical world, becoming a ghostly image of yourself at will. As
considered to be wielded with one hand. You do not add any a bonus action, you may become incorporeal, allowing you to
modifier to the damage roll for your haunted weapon. pass through other creatures and objects as though they were
difficult terrain until the end of your next turn. Should you end
your turn inside an object, you take 1d10 force damage.
You may use this feature a number of times equal to your
Charisma modifier, regaining all expended uses after a long
rest.
Improved Haunted Implements
When you reach 20th level, the spirits you conjure are
empowered. You gain the following benefits based on the
haunted implement you chose at 9th level:
Haunted Shield
The +2 AC counts against all attack rolls, and when you
reduce a creature's speed to 0 using your haunted shield, and
you hit with your attack of opportunity, you score a critical hit.
Haunted Tome
You learn 1 5th-level sorcerer spell that you can cast without
expending spell slot or material components. Once you have
cast this spell, you cannot cast it again until you complete a
long rest. Additionally, can also use you reaction to gain
advantage on a saving throw against a spell or spell-like effect.
Haunted Weapon
You weapon's speed increases to 15 feet, and you add your
Charisma modifier to damage rolls using your haunted
weapon.

Accursed | Class Features


6
Blood Seeker
Curses Starting at 10th level, you gain the ability to track your foes
You may choose one of the following curses to further define using their blood. If you locate any amount of a creature’s
your role: Curse of Burning Veins, Curse of Lonely Winters, or blood, you can make a Wisdom (Survival) check, contested by
Curse of the Dead Moon. the creatures Dexterity (Stealth) check. On a success, you
instantly know the direction, distance, and health of the
Curse of Burning Veins source.
You have survived a curse that once caused you constant Curse of Burning Veins
agonizing pain, as if your blood had been turned to molten At 15th level, you learn to turn your curse against others,
steel. This curse drove you to excessive bloodletting as the afflicting them with the Curse of Burning Veins, causing them
only source of relief. Now firmly aquainted with both pain and to unravel in a fit of absolute torture. As an action you may
blood, you use these ideals as a deadly weapon. touch a creature to cause them to suffer 1d10 psychic damage
immediately, and at the end of each of their turns.
Burning Veins Quirks Additionally, whenever the sufferer misses a melee attack,
⠀d6⠀ Quirks they must immediately repeat the attack against an adjacent
Your blood runs from your body like water with ally as they writhe and flail without hope for relief. If the
1
seemingly no end. sufferer has no adjacent allies, the make no such attack.
The curse is ended when you or the target is reduced to 0
2
You can, and often do, consume raw meat with no ill Hit Points, or if the target moves more than 120 feet from you.
effects.
You regain the use of this feature after a short or long rest,
3 Your tears have a suspiciously reddish tint. and whenever you reduce a target to 0 Hit Points.
4 Minor injuries feel like almost nothing to you. Curse of Lonely Winters
5 You get migraines easily and very often. You have survived a curse that once extinguished all sense of
You are completely unphased by even the most happiness within you. The curse was meant to drive you to
6
grisly of gore. isolation and solitary doom, but you’ve instead harnessed the
icy focus and clarity of purpose this has brought to you.
Curse Spells Lonely Winters Quirks
You learn the following curse spells at the accursed levels ⠀d6⠀ Quirks
listed:
1 You are always cold to the touch.
Burning Veins Spells
Whilst you remain in someone's view, colours they
Accursed Level Spells 2
see seem more muted and grey.
3rd false life You can only feel positive emotions when with
7th hold person 3 another person, but unfamiliar people feel
uncomfortable around you.
13th vampiric touch
4 You smiled...once...a couple years ago.
19th compulsion
Whenever a creature comes within 5 feet of you, a
5
shiver runs straight down their spine.
Bloodlust
From 1st Level, the sight of blood fills you with vigor and 6
Any heat source within 10 feet of you has its
resolve. Once per turn, when you damage a creature, as long effectiveness noticeably diminished.
as the type of damage you deal was not poison, psychic or
typeless, you regain 1d4 hit points. Curse Spells
This amount increases to 2d4 at 6th level, and 4d4 at 15th You learn the following curse spells at the accursed levels
level. listed:
Agonizing Fury Lonely Winters Spells
Beginning at 6th level, you are able to let the pain of your Accursed Level Spells
curse to flow through you again, sending you into a white-hot
frenzy. As a bonus action, you may inflict psychic damage to 3rd ice knife
yourself equal to your accursed level. The next attack you 7th creeping cold
make this turn has advantage. Damage dealt to yourself with 13th sleet storm
this feature cannot be reduced in any way.
You regain the use of this feature whenever you take a short 19th ice storm
or long rest, or you reduce a target to 0 hit points.
Additionally, whenever you reduce a creature to 0 hit points,
you can make additional attack on this turn as if it were a part
of your Attack action.
Accursed | Curses
7
Frozen Solemnity Curse of the Dead Moon
When you catch your enemies alone, your presence fills them
with a dread that slowly overcomes them like a biting cold. You have survived a curse that plagued your every waking
Beginning at 1st level, once per turn, when you damage an moment with unease, and abruptly into heartstopping terror.
enemy creature that has no allies within 10 feet of it and that Horrible omens distracted you at every turn, but instead of
can see you, you instill it with a great fear. The target must begging for it to end, you found a home within the horror.
succeed on a Wisdom saving throw. On a failure, the target Dead Moon Quirks
suffers disadvantage on saving throws against your accursed ⠀d6⠀ Quirks
class features and against the frightened condition until the
end of its next turn, or until an ally moves within 10 feet of it. 1 You have a bloodcurdling nightmare each night.
A creature immune to the frightened condition is unaffected Anyone that can see you within 30 feet of you is
by this feature. 2
slightly unnerved.
Abolish Hope 3 You cannot show outward signs of fear.
Starting at 6th level, your terrifying presence instills a fear of Those that sleep near you are more prone to
hopelessness in those that face you. Whenever a weapon 4
nightmares.
attack from an enemy within 30 feet of you misses you, you
may immediately spend your reaction to make a single 5 Your eyes have an unnatural colour.
weapon attack toward that enemy. If the attack deals damage, During the night, moonlight often seems to avoid
the creature is overwhelmed by your presence. The creature 6
touching you.
must succeed on a Wisdom saving throw, or become
frightened until the end of your next turn. Whilst frightened in Curse Spells
this way, the creature's speed is halved. You learn the following curse spells at the accursed levels
Once you have used this feature, you must complete a short listed:
or long rest before you can use it again.
Dead Moon Spells
Frigid Soul
Starting at 10th level, you are no longer bothered by freezing Accursed Level Spells
temperatures, and gain resistance to cold damage. As a bonus 3rd cause fear
action, you may cause the ground beneath your feet to flash 7th moonbeam
freeze, creating a 10 foot radius of difficult terrain.
If a creature other than you attempts to move within this 13th counterheal
terrain, they must make a Dexterity saving throw, falling prone 19th dimension door
if they fail. This check must only be made once per turn by the
creature.
Additionally, you may use this feature to rapidly freeze Ominous Following
water as you step over it. You may walk across fresh water Starting at 1st level, wherever you go, a flock of crows, ravens,
such as a pond, lake, or calm river as though it were difficult or vultures follow you, perching silently on tree branches and
terrain. rooftops to witness your actions. Even indoors, a single bird or
other ominous creature will always be present, calm and
Curse of Lonely Winters silent.
Starting at 15th level, you learn to turn your curse against Whenever you choose, this flock will erupt into
others, afflicting them with the Curse of Lonely Winters. As cacophanous cawing and screeching, granting you advantage
an action, you may curse up to three creatures you can see on any Charisma (Intimidation) checks until the cawing
within 60 feet, causing them to immediately suffer 3 points of subsides.
exhaustion (they have disadvantage on attack rolls, saving
throws and ability checks, and their movement speed is
halved). If the target is already suffering from exhaustion, this
curse cannot force them to have more than 3 points of
exhaustion. A creature to can try to make a Wisdom saving
through against the effects, only gaining 2 points of
exhaustion on a success, but still suffering the following
effects:
Additionally, the victim hallucinates an endless, blinding
blizzard that causes it to interact with all foes as if they had
half cover, and their vision is reduced to 30 feet.
This curse is ended if an ally of the victim within touching
distance spends a turn consoling them, or if you or the victim
drop to 0 hit points, or after 1 minute has passed.
Once you have used this feature, you may not use it again
until you have completed a long rest in solitude.
Accursed | Curses
8
Additionally, while your following is present, they may begin At the start of the victim’s next turn, they begin to
to caw and shift when an evil presence draws near. You have experience unprovoked terror. The creature is paralyzed until
advantage on initiative rolls, and you cannot be frightened their next turn, or until they’ve lost half their hit points,
whilst conscious. whichever comes first. Upon releasing from paralysis, the
victim witnesses the Dead Moon, and suffers 8d8 psychic
Doomblade damage, reducing their hit points maximum by the amount of
Starting at 6th level, as a bonus action, you may cause your psychic damage taken. The target's hit point maximum
weapon to become ethereal and seemingly weightless returns to normal after they complete a long rest. A creature
allowing you to swing through your foes with no resistance. can make a Wisdom saving throw to half the damage dealt
The next weapon attack you make before the end of your turn against them, and not have their hit points maximum reduced.
becomes magical for the purposes of overcoming resistance, Any creature that is immune to the frightened or paralyzed
and is a successful hit on an attack result of 10 or higher, condition cannot be affect by this feature.
regardless of the target’s AC. You regain the use of this feature after you allow yourself to
If the target is frightened, your attack also deals bonus be afflicted by it again.
damage according to your Merciless Critical feature, though is
not considered a critical hit for the purposes of the weapon's Curse of the Blighted Heart
damage dice.
You regain the use of this feature after a short or long rest, You have long endured a curse that has planted a seed of
or whenever you score a critical hit. death inside your chest. A seed that has sprouted into a dark
sickness that slowly spreads across your body. It would have
Pale Moonrise turned you to blighted monster had you not overcome it. You
Beginning at 10th level, you gain the ability to summon an now twist nature to your own will using black magic.
eerie, unnatural vision of a second pale and sinister moon on Blighted Heart Quirks
the horizon as an action. For the next minute, you and up to
five nearby allies gain a fly speed equal to your movement ⠀d6⠀ Quirks
speed. When you successfully attack a creature during this 1 Small animals are terrified of you.
effect, they must succeed a Wisdom saving throw or become Tiny plants you touch for more than a round wither
frightened. 2
and die.
As a bonus action during this effect, you may let out a mad
cackle or howl, causing all frightened creatures within 100 3
Your blood and veins take on a vile green colour that
feet suffer 2d6 psychic damage. You regain the use of this can be seen clearly through the skin.
feature after a long rest, as long as the moon is visible. 4 You stink of rot and decay.
Curse of the Dead Moon 5
You have a sick fascination with watching small
Starting at 15th level, you learn to turn your curse against things die.
others, afflicting them with the Curse of the Dead Moon. You 6 Your skin cracks and flakes constantly.
may spend an action to awaken the full terror of the Dead
Moon within a single target within 60 feet. Curse Spells
You learn the following curse spells at the accursed levels
listed:
Blighted Heart Spells
Accursed Level Spells
3rd entangle
7th spike growth
13th blackened heart
19th grasping vine

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
9
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

Curse of the Blighted Heart 19th vitrolic sphere


Starting at 15th level, you learn to turn your curse against
others, afflicting them with the Curse of the Blighted Heart. Dark Pyromancies
You can spend an action to release a deadly toxin inside a Starting when you are cursed at 1st level, you learn to conjure
creature that you can see within 60 feet. The toxin exhumes your dark magic in the form of pyromancies - black magic that
from the creatures body in a 10 foot radius, spreading around harnesses the power of your burns to aid you in battle.
corners, and afflicting nearby creatures. You know two pyromancies from the list below, and learn
At the start of each of its turns for the next minute, the one additional pyromancy at 6th, 10th, and 15th level.
original target must succeed on a Constitution saving throw The save DC for your pyromancies is equal to your accursed
or take 3d6 acid damage at the start of each of their turns, spell save DC.
taking half damage on a success. You have a number of uses of your pyromancies equal to
Another creature other than the original target that enters your Charisma modifier, and you regain all expended uses
the toxin cloud for the first time, or starts its turn there, must after you complete a long rest.
succeed on a Constitution saving throw or take 2d8 poison Acid Surge. As an action, you can expend a use of your
damage. pyromancies to shoot out acid from your hands in a 15-foot
A target can end the effect on themselves if they succeed on cone. Each creature in the area must succeed a Constitution
three saving throws against the curse, dispersing the toxin saving throw, or take a number of d6 equal to your proficiency
cloud, and taking no further damage. bonus as acid damage.
If the original target is killed by the curse, their body decays A creature that fails the saving throw also recieves a -1
into a foul smelling mulch that continues to exhumes the toxin penalty to their armour class until the start of there next turn,
for 48 hours. unless they do not wear armour. A creature that succeeds the
Once you have used this feature, you cannot use it again save takes half damage.
until you complete a long rest. Black Fire Serpent. As an action, you expend two uses of
your pyromancies to summon a serpent of dark fire to fight
along side you. The serpent has the statistics of a giant
poisonous snake with the following alterations:
Accursed | Curses
10
It's type changes to elemental Curse of the Blistered Skin
It's hit points are equal to half your maximum hit points When you reach 15th level, you learn to turn the pure power of
It loses its swim speed your curse to empower your pyromancies. When you use one
It gains immunity to fire and necrotic damage of your pyromancies, you can imbue it with the Curse of the
It understands common, but can't speak Blistered Skin, granting it additional effects:
It uses your proficiency bonus in place of its own Acid Surge. You add a number of d6 equal to your current
It gains the benefits of your mounting massacre feature, number of massacre points to the damage, and the armour
and any kills it gets grant you massacre points class reduction increases to 2.
It uses your accursed spell save DC in place of its own save Black Fire Serpent. The serpent has hit points equal to
DCs your own, and adds your Charisma modifier to any fire
Instead of 3d6 poison damage, it deals a number of d6 damage it deals.
equal to your proficiency bonus as fire damage, plus 1d6
necrotic damage. Imbue Pyre. The additional damage is instead equal to the
weapon's damage die + your Charisma modifier.
You command the serpent using a bonus action on your Profane Flame. The range of the pyromancy and its area of
turn, issuing verbal commands. The serpent persists for 1 effect increase by 10 feet. Its damage increases by 1d8.
minute, or until reduced to 0 hit points, in which it turns to Scarred Resistance. You can target a number of creatures
ash. up to your Charisma modifier with this pyromancy.
Imbue Pyre. As a bonus action, you can expend a use of Toxic Mist. The number of d6 damage is instead equal to
your pyromancies to imbue one of your weapons with fire. your proficiency bonus + your current number of massacre
Until the end of your next turn, you deal additional fire points, and whilst a creature is poisoned by this feature, attack
damage equal to 1 + your Charisma modifier (minimum of 2) rolls made against them are at advantage.
using that weapon. Once you have empowered a pyromancy with this feature,
Profane Flame. As an action, you can expend a use of your you cannot do so again until you complete a long rest, or you
pyromancies to conjure a swirling mass of fire in an expend 3 massacre points to use it again.
unoccupied space within 30 feet. Any creature within 10 feet
of the mass must succeed a Constitution saving throw or take Curse of the Forgone Time
a number of d8 equal to your proficiency bonus as fire damage Adrift and unwound, your very essence has become
and be pushed back 10 feet away from the mass. A successful
save halves the damage and prevents the pushing. disassociated with the flow of time. You flicker in and out of
Scarred Resistance. As a bonus action, you can expend a existence, your form and minds constantly waning. You have
use of your pyromancies to grant resistance to one of the managed to find a way to anchor yourself to the present, and
following damage types to a creature within 5 feet for 1 hour: twist your terrible curse into a dangerous array of magic that
acid, fire, poison. A creature cannot be resistant to more than threatens to unwind you at any moment.
one type of damage using this feature. Forgone Time Quirks
Toxic Mist. As an action, you can expend a use of your ⠀d6⠀ Quirks
pyromancies to exhume toxic gas from your skin in a 15-foot
radius around you, any creature in the radius must succeed on 1 You don't see much point in keeping track of time.
a Constitution saving throw or take a number of d4 equal to 2 There's entire years you didn't experience.
your proficiency bonus + half your current massacre points as
poison damage. A creature that fails the save is poisoned until 3 You have a poor memory and forget things easily.
the end of your next turn. People's perception of time around you is the
4
opposite of what they'd want it to be.
Conflagration
At 6th level, your black magic enhances your power to burn 5
You've missed so much that you don't much care for
your foes. You can add your Charisma modifier to the damage keeping track of what's new and what's old.
of spells you cast that deal acid, fire or poison damage. 6 Your form often flickers suddenly in and out of view.
In addition, your scarred body shows the power you hold,
some of your scars appear to still be burning, whilst your skin Curse Spells
occasionally blisters and bubbles. Creatures that are vulerable You learn the following curse spells at the accursed levels
to acid, fire or poison damage have disadvantage on saving listed:
throws against being frightened by you, whilst creatures that
have resistance or immunity to any of these damage types, are Fogone Time Spells
more likely to be non-hostile towards you (at your DM's Accursed
discretion). Level Spells
Massacre Fuelled 3rd chrono sphere
Beginning at 10th level, you can expend a point of your 7th freeze frame
mounting massacre to regain a use of your pyromancies.
13th slow
19th chrono step

Accursed | Curses
11
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
12
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.

Accursed | Curses & Multiclassing


14
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found
the back page of a class from my class
compendium. Not all of this work is mine, in fact,
most of it isn't! It is simply here for ease of
access for the players, and isn't shared elsewhere.

Based, originally, off of a class called the Pale


Rider by /u/Wrylis, I fell in love with the concept
of this class immediately. The flavour behind it
makes it all the more enticing to play, whilst its
mechanics bolster it by being unique and
different to other classes.

Originally, the class was about having a strange


off-brand find steed feature at first level
(pertaining to the "Rider" part of its original title)
which I didn't like at all, so I scrapped it in favour
of Mounting Massacre, a potentially less niche
feature. I also added 1/3 casting to round off the
class with some spellcasting ability.

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