(OAP) The Accursed Class
(OAP) The Accursed Class
(OAP) The Accursed Class
This cover piece, the star of the class’s first vignette, was based
on a Dragonborn Fighter character of mine that contracted
lycanthropy during his campaign. Admittedly, he was a silver
dragonborn that was turned by a werebear, but I wanted Rui to
really play with the colors to make the character pop. This piece
also alludes to many elements of the class that might not be
apparent before reading it:
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2018-2019 by Ross Leiser and published under the
Community Content Agreement for Dungeon Masters Guild.
Classes | Accursed
2
Accursed
Bones and flesh churning and cracking as they shift,
a dragonborn assumes his hybrid form, choosing the
guise of a wolf, his favorite. Readying dark, crackling
energy in his hand, he begins his hunt.
A drow enters a tavern, hitting his head on the door
frame and tripping on a chair leg. As he rises back
to his feet, a brawl begins amongst a couple other
patrons. With a look, a sigh, and flick of his wrist, the
brawlers both slip on an errant puddle of grog, hit
their heads on tabletops, and fall unconscious. Finally
arriving at the bar, the drow can enjoy his drinks.
An elf argues with herself as she engages an orc
raiding party in combat. Recalcitrantly, a spirit
exits the elf’s body, a thin cord of Ethereal energy
connecting the two, and fights alongside her,
unleashing a terrible scream that causes the bandits
all to drop dead of fright.
Wielding a terrible blade, a human engages the
palace guards, slicing her adversaries in twain as if
they were cloth. An archer comes around the corner,
and she throws her sword, impaling the guard before
he can even nock an arrow. As the vile weapon
reappears in her outstretched hand, she saunters into
the throne room, staring at the quivering king with
death in her eyes. At last, the crown is hers.
A dwarf is thirsty, so terribly thirsty, but refuses to
drink. Yes, he could have glamored and drank deeply
from that barmaid last night, but she was a good girl and
he couldn’t bear to do it. Walking down the alley as the
sun rises overhead, the dwarf spies a well-garbed man
with a knife approaching an unsuspecting would-be
victim. Finally, a drink he won’t have to feel guilty about.
Accurseds are afflicted with a 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
inconvenience 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 or scratch of another cursed creature,
among a slew of other possibilities.
Classes | Accursed
3
The Accursed
— Spell Slots per Spell Level —
Proficiency Spells
Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Accursed Affliction, Jinx — — — — — —
2nd +2 Spellcasting, Curse Control, Malediction Metamorphosis 3 2 — — — —
3rd +2 Accursed Affliction feature, Fell Attunement 4 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Accursed Affliction feature 6 4 2 — — —
6th +3 Possessive Curse 6 4 2 — — —
7th +3 Blundering Jinx 7 4 3 — — —
8th +3 Ability Score Improvement 7 4 3 — — —
9th +4 — 9 4 3 2 — —
10th +4 Malediction Malignance 9 4 3 2 — —
11th +4 Accursed Affliction feature 10 4 3 3 — —
12th +4 Ability Score Improvement 10 4 3 3 — —
13th +5 — 12 4 3 3 1 —
14th +5 Anathema Arcane 12 4 3 3 1 —
15th +5 Accursed Affliction feature 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 — 15 4 3 3 3 1
18th +6 Malediction Metastasis 15 4 3 3 3 1
19th +6 Ability Score Improvement 16 4 3 3 3 2
20th +6 Accursed Affliction feature, Anathema Arcane improvement 16 4 3 3 3 2
Accursed Ailments
Each affliction has ailments caused by the curse’s
lingering effects. These ailments are referred to by
features you gain later in this class.
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
Classes | Accursed
5
Spell Slots Curse Control
The Accursed table shows how many spell slots you
Also starting at 2nd level, you can control the ailments
have to cast your spells of 1st level and higher. To cast
of your curse by expending spell slots. You can do so
one of these spells, you must expend a spell slot of the
in the following ways:
spell’s level or higher. You regain all expended spell
slots when you finish a long rest.
Afflict. As an action, you can expend a spell slot to
Curse Spells attempt to afflict a creature you can see within 30
Each Accursed Affliction has a list of spells – its curse feet of you with your choice of one of your ailments.
spells – that you learn when you reach certain levels The creature must succeed on a Wisdom saving
in this class, as shown in the affliction description. throw or suffer the chosen ailment for the duration.
These spells count as accursed spells for you and are An afflicted creature can repeat the saving throw
included in the number in the Spells Known column as an action during each of its turns, ending its
of the Accursed table. affliction on a successful save.
Suppress. As a bonus action, you can expend a spell
Spells Known of 1st Level and Higher slot to suppress your ailments’ effects. For the
You know the curse spell you gain at 2nd level from duration, you can choose not to suffer the effects of
your Accursed Affliction, and two 1st-level spells of any number of your affliction’s ailments.
your choice from the accursed spell list, for a total of
three spells known. The duration of the effect depends on the level of
The Spells Known column of the Accursed table spell slot you expended to use it. The effect lasts for 1
shows when you learn more spells of your choice minute for a 1st-level spell slot, 10 minutes for a 2nd-
from the accursed spell list. Each of these spells level spell slot, 1 hour for a 3rd-level spell slot, 8 hours
must be of a level for which you have spell slots. For for a 4th-level spell slot, or 24 hours for a spell slot of
example, when you reach 5th level in this class, you 5th-level or higher.
learn one new spell of 1st or 2nd level, in addition
to the curse spell you gain at 5th level from your Malediction Metamorphosis
Accursed Affliction. At 2nd level, your curse begins evolving within
Additionally, when you gain a level in this class, you you. You can guide this change to create effects
can choose one of the accursed spells you know and that are beneficial to you. Choose one of the
replace it with another spell from the accursed spell following metamorphosis options. You can’t take a
list, which must also be of a level for which you have metamorphosis more than once, even if you later get
spell slots. to choose again.
Spellcasting Ability Enshrouding Imprecation
Your curse ability is your spellcasting ability for your Your curse’s energy covers you like a dark cloak when
accursed spells, since your ability to cast spells comes it isn’t held back by bright light. You have advantage
from the control you have over your curse’s power. You on Dexterity (Stealth) checks you make while in dim
use your curse ability whenever a spell refers to your light or darkness.
spellcasting ability. In addition, you use your curse
ability modifier when setting the saving throw DC for Fecund Affliction
an accursed spell you cast and when making an attack Once, you can use your Afflict without expending a
roll with one. spell slot. Its duration is 1 minute. You regain your use
Spell save DC = 8 + your proficiency bonus + of this feature when you finish a short or long rest.
your curse ability modifier
Hostile Bane
Spell attack modifier = your proficiency bonus +
Once during each of your turns when you hit a
your curse ability modifier
creature with an attack, you can cause the attack to
deal additional necrotic damage equal to your curse
Spellcasting Focus ability modifier (minimum 1).
When you gain this feature, choose arcane foci,
druidic foci, or holy symbols, depending on how you Protective Hex
discovered to channel your curse. You can use the When you’re wearing light, medium, or no armor, you
chosen type of implement as a spellcasting focus can use your curse ability modifier, instead of your
(found in chapter 5 of the Player’s Handbook) for your Dexterity modifier, to determine your Armor Class.
accursed spells. Your curse ability modifier is otherwise treated as
though it were your Dexterity modifier for the purpose
of determining your AC this way.
Classes | Accursed
6
Swift Jinx Affliction, such as the hex and bestow curse spells.
You can use your Jinx as a bonus action on your turn. Additionally, your hit point maximum can’t be reduced
against your will, you are immune to being possessed
Fell Attunement against your will, and when you touch or attune to a
cursed object, it doesn’t stop being cursed, but the
Starting at 3rd level, your familiarity with the nature curse doesn’t affect you.
of curses and other dark magics allows you to detect
them. As an action, you can send invisible tendrils of
your curse to scout for these fell energies. Until the
Blundering Jinx
end of your next turn, you know the location of any Beginning at 7th level, when a creature fails its saving
aberration, fiend, shapechanger, or undead within throw against your Jinx, you can choose instead to
60 feet of you that isn’t behind total cover. You know give it disadvantage on the next attack roll it makes
the type (aberration, fiend, shapechanger, or undead) using the chosen ability within the next minute.
of any being whose presence you sense, but not its
identity. Within the same radius, you also detect the Malediction Malignance
presence of any cursed objects, as well as spells on
the accursed or warlock spell lists that are currently At 10th level, your curse evolves again. You can
active or have been cast in the radius within the last choose a second metamorphosis from the options in
hour. You don’t know what the specific objects or spell the Malediction Metamorphosis class feature, or from
effects are, only where they are located. the following options if you meet the metamorphosis’
You can use this feature a number of times equal prerequisites.
to 1 + your curse ability modifier. You regain all
expended uses when you finish a long rest. Consolidating Jinx
Prerequisite: Swift Jinx
Ability Score Improvement
When a creature makes a Wisdom saving throw
When you reach 4th level, and again at 8th, 12th, against your Jinx, it has disadvantage on the
16th, and 19th level, you can increase one ability saving throw if it was previously the target of your
score of your choice by 2, or you can increase two Jinx this turn.
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature. Deadly Bane
Prerequisite: Hostile Bane
Possessive Curse
Starting at 6th level, your curse jealously guards You lose the benefits of your Hostile Bane. Instead,
you from others of its ilk, refusing to share its host. whenever you hit a creature with an attack during
You are immune to curses other than your Accursed your turn, you can cause the attack to deal additional
necrotic damage equal to your curse ability modifier
(minimum 1).
Hex Armor
Prerequisite: Protective Hex
Muffling Imprecation
Prerequisite: Enshrouding Imprecation
Classes | Accursed
7
Transferring Affliction Malediction Metastasis
Prerequisite: Fecund Affliction
At 18th level, your curse evolves into its ultimate
form. You can choose a third metamorphosis from
When a creature fails its saving throw against your
the options in the Malediction Metamorphosis and
Afflict, you can choose not to suffer the chosen
Malediction Malignance class features, or from
ailment’s effects for the duration.
the following options. If a metamorphosis has
prerequisites, you must meet them to choose it.
Anathema Arcane
Starting at 14th level, the vile magics of your curse Clandestine Imprecation
become too powerful to be solely contained in your Prerequisite: Muffling Imprecation
body. This overflowing curse energy invisibly extends
from you in a 15-foot radius aura, and can interfere While you’re in dim light or darkness, you can Hide as
with other magical effects. If a creature has truesight a bonus action on your turn.
or is under the effects of the detect magic spell or Additionally, if you’re hidden from a creature when
similar magic, it can see this aura as a noxious you cast a spell on it, the creature has disadvantage on
smoke. You can use this aura to disrupt magic in the any saving throw it makes against the spell this turn.
following ways:
Crippling Jinx
Negate. When you see a creature within the aura Prerequisite: Consolidating Jinx
cast a spell that includes you as a target, you can
use your reaction to attempt to negate the effects of When a creature fails its saving throw against your
the spell on yourself. When you do, make an ability Jinx, you can choose instead to give it disadvantage
check using your curse ability. The DC equals 10 + on the next saving throw it makes using the chosen
twice the spell’s level. On a success, you suffer none ability within the next minute.
of the spell’s effects. This has no effect on the spell’s Once you use this metamorphosis on a creature,
other targets. you must finish a long rest before you can use it on
Stifle. As an action, you can attempt to stifle the that creature again.
magic of an object or spell effect you can see within
your aura. When you do, make an ability check Doubling Jinx
using your curse ability. If the target is a spell effect, Prerequisite: Consolidating Jinx
the DC equals 10 + twice the spell’s level. If the
target is a magic item, the DC depends on the item’s When you use your Jinx, you can target a second
rarity, as shown in the Anathema Arcane table. On creature within range. You can choose a different
a success, the magical properties of the object or ability for each target.
spell effect are stifled for 1 minute; a spell effect you
target this way ceases to function for the duration, Explosive Bane
and a magic object you target this way becomes its Prerequisite: Deadly Bane
mundane equivalent for the duration.
Once during each of your turns when you hit a
Anathema Arcane creature with an attack, you can cause the attack
Item Rarity Ability Check DC Example Items
to deal an additional 1d10 necrotic damage. When
cloak of billowing,
Common 12
potion of healing
you use this metamorphosis, you can also choose
Uncommon 15 immovable rod, weapon +1 to expend a spell slot to cause the attack to deal an
Rare 18 necklace of fireballs, weapon +2 additional 1d10 necrotic damage per level of the
staff of thunder and lightning, expended spell slot.
Very Rare 21
weapon +3
Legendary/
24 cloak of invisibility, Moonblade Hex Aura
Sentient Prerequisite: Hex Armor
Eye and Hand of Vecna,
Artifact 30
Orb of Dragonkind
While you’re wearing light, medium, or no armor,
You can use this feature a number of times equal when an attacker you can see within 30 feet of you
to your curse ability modifier (minimum once). You hits you with an attack, you can use your reaction to
regain all of your expended uses when you finish cast hex on that creature, without expending a spell
a long rest. slot. When you cast the spell this way, the spell ends
At 20th level, the range of this aura increases to 30 early if the target drops to 0 hit points, or if you use
feet, and you regain all of your expended uses of this this ability again.
feature whenever you finish a short or long rest.
Classes | Accursed
8
Mutating Malediction ailments for the duration, and you can choose not to
When you finish a short or long rest, you can choose suffer any number of the chosen ailments’ effects for
to replace any number of your other metamorphoses the duration.
with different metamorphoses. To choose a
metamorphosis, you must meet its prerequisites. If Appendix A
you no longer meet a metamorphosis’ prerequisites, If the sheer number of options is making it difficult
you must replace that metamorphosis as well. for you to see how these metamorphosis “paths”
For example, you can replace both of your other work, see Appendix A at the end of the document for a
metamorphoses with the Hostile Bane and Deadly visual representation.
Bane options, since, by choosing Hostile Bane,
you meet Deadly Bane’s prerequisites. However, if
you then later replace Hostile Bane with another
metamorphosis, you must also replace Deadly Bane,
since you no longer meet the latter’s prerequisites.
Prolific Affliction
Prerequisite: Transferring Affliction
Shielding Hex
Prerequisite: Hex Armor
Umbral Imprecation
Prerequisite: Muffling Imprecation
Vengeful Bane
Prerequisite: Deadly Bane
Vile Affliction
Prerequisite: Transferring Affliction
Curse Spells
You gain curse spells at the accursed levels listed
in the Lycanthropy Curse Spells table. See the
Spellcasting class feature for how curse spells work.
Lycanthropy Curse Spells
Accursed Level Spells
2nd longstrider
5th alter self
9th haste
13th freedom of movement
17th far step XGTE
Scent Memory
By 3rd level, your enhanced senses have allowed you
to create a mental catalogue of scents. Whenever
you succeed on a Wisdom (Perception or Survival)
check using smell to find or track a creature, you
know if you’ve scented that creature before, and can
accurately place the scent to a creature you know if
you’ve smelled it in the last year. This feature has no
effect on a creature if it is transformed into a form you
don’t recognize.
Classes | Accursed
10
Hybrid Shift a range of 60 feet, if you don’t already have darkvision.
Also starting at 3rd level, you can assume a form that Additionally, you have advantage on Wisdom
is a mix between humanoid and beast. This hybrid (Perception) checks that rely on sight.
form is unstable, though, and can’t be maintained Webbed Phalanges. The joints of your fingers and
for long. You can assume your hybrid form as an toes becomes bridged by flexible webbing. You have a
action. While you’re in your hybrid form, you gain the swimming speed equal to your base walking speed.
following benefits:
Major Shift
• You can make a natural weapon attack as a bonus At 15th level, your continued practice with shifting
action on your turn. unlocks the true nature of lycanthropy: the ability to
• Your lycanthropy constantly reknits your wounds to alter the entirety of your form in whatever way you
maintain the form. At the start of each of your turns, see fit. You can cast the alter self spell at will, without
you regain a number of hit points equal to half your expending a spell slot. When you cast the spell
accursed level. If you take damage from a silvered using this feature, it doesn’t require concentration.
weapon, this benefit doesn’t function at the start of Additionally, when you use the Change Appearance
your next turn. option, in addition to the normal ways you can use
that option, you can change your basic shape, though
Your hybrid form lasts for 1 minute. It ends early if you can only change your basic shape into that of
you choose to end it (no action required by you), or if mammals. You still can’t appear as a creature of a
you drop to 0 hit points or die. different size to you.
Once you use this feature, you must finish a short For example, you can use the Change Appearance
or long rest before you can use it again. If you have no option to change your form from bipedal to
remaining uses of this feature, you can instead expend quadrupedal, but only into a pony, tiger, dog, or other
a spell slot of 3rd level or higher to use it again. mammal of your size, not into a crocodile, griffin, or
other non-mammalian creature.
Extra Attack
Beginning at 5th level, you can attack twice, instead Master of Form
of once, whenever you take the Attack action At 20th level, you have fine control over all aspects of
on your turn. your body, allowing you to change aspects of yourself
as you see fit. As a bonus action on your turn, you
Sustained Shift can use your Hybrid Shift, Sustained Shift, or Major
At 11th level, you gain the ability to sustain minor Shift feature.
shifts of your form without losing yourself to your Additionally, you can use your Hybrid Shift an
animal instincts. As an action, you can magically unlimited number of times. While in your hybrid
assume one of the following traits, or return to form, you have resistance to bludgeoning, piercing,
your normal form. If you assume one of these traits and slashing damage from nonmagical weapons that
while you already have one assumed, you lose the aren’t silvered.
previous trait.
Digitigrade Legs. Your femurs shorten while your Curse of Misfortune
metatarsals lengthen, giving you the appearance of
having reversed knees and making your strides more You, or one of your ancestors, managed to earn the ire
powerful. Your walking speed increases by 10 feet, of a powerful magical entity, whether it be a hag, deity,
and you double your high and long jump distances. or archmage, that cursed your family line with poor
Echolocation. Your vocal cords become more luck. You’re constantly losing things as though they’ve
elastic, allowing you to create sounds inaudible to vanished into the aether, you injure yourself in the
most creatures. As a bonus action on your turn, most improbable of ways, and it always rains if you’ve
you can emit a noise inaudible to creatures without forgotten your cloak. You’ve learned, however, that the
the echolocation or tremorsense traits. Until the magic that surrounds you simply alters probability,
beginning of your next turn, you have blindsight to a and have discovered that you can manipulate it.
range of 30 feet as long as you aren’t deafened and are Perhaps, if you gain enough control over this ability,
able to speak. you may even be able to alter fate...
Hooked Claws. Hooked claws appear at the ends
of your fingers and toes. You have a climbing speed Misfortune Ailments
equal to your base walking speed. As a creature afflicted with extraordinary unluck, you
Powerful Lungs. Your lungs grow larger within suffer the following ailments:
your chest cavity, giving you a greater capacity
for air. You can hold your breath for up to 15 • Immediately after you finish a short or long rest
minutes at a time. or roll initiative, a shroud of unluck settles around
Vertical Pupils. Your pupils thin until they become you. You can choose for the shroud to be invisible,
vertical slits, much like a cat’s. You have darkvision to though it appears as a cloak of smoke if you don’t
Classes | Accursed
11
or to a creature that has truesight or is under Cheating Shroud
the effects of the detect magic spell or similar Also at 3rd level, you learn to utilize your shroud
magic. While the shroud surrounds you, you have of unluck to cause games of chance to go in your
disadvantage on ability checks and saving throws favor. While you have your shroud of unluck, when a
that use Strength, Dexterity, and Constitution, as creature you can see within 30 feet makes an ability
well as on attack rolls. Immediately after you make check involving a game of chance, such as using a
one of these rolls, you can choose to discard or dice set or playing card set, you can use your reaction
regain the shroud. to give the creature advantage or disadvantage
• Whenever a creature scores a critical hit against on the ability check. The target doesn’t know you
you, it can roll one of the weapon or effect’s damage manipulated its luck this way.
dice one additional time and add it to the extra
damage of the critical hit. Unavoidable Accident
Beginning at 5th level, when a creature succeeds on
Jinxing Shroud its saving throw against your Unfortunate Accident,
At 1st level, while you have your shroud of unluck, the it takes half the damage, but suffers no additional
range of your Jinx increases to 30 feet. Additionally effects from your jinx.
the target is unaware that you are the source of this
feature, even if you don’t make a Dexterity (Sleight of Shared Misfortune
Hand) check, unless it has truesight or is under the Starting at 11th level, you can pass your bad luck
effects of the detect magic spell or similar magic, in onto others. While you have your shroud of unluck,
which case you make the ability check as normal. when you see a creature within 30 feet of you make
an attack roll or ability check, you can use your
Fortune Twist reaction to force the creature to make the roll with
Also at 1st level, you learn to manipulate your luck. disadvantage. You must use this feature before the
When you fail an attack roll, ability check, or saving creature makes the roll.
throw, you can use your reaction to reroll, potentially
changing the failure to a success. Once you use this Luck Twist
feature, you can’t use it again until you fail another roll Beginning at 15th level, you gain a finer control over
of the same type. luck, allowing you to grant good luck to others.
For example, if you used this feature to reroll an While you have your shroud of unluck, when
attack roll, you can’t use this feature again until you you see a creature within 30 feet of you
miss with a different attack roll. make an attack roll or saving throw,
you can use your reaction to grant
Curse Spells the creature advantage on the roll.
You gain curse spells at the accursed levels listed You must use this feature before the
in the Misfortune Curse Spells table. See the creature makes the roll.
Spellcasting class feature for how curse spells work.
Sovereign of Fate
Misfortune Curse Spells At 20th level, you can bend
Accursed Level Spells the fate of all around you. In
2nd bane combat, you get a special
5th enhance ability reaction that you can take
9th bestow curse once on every creature’s turn,
13th confusion except your turn. You can use
17th skill empowerment XGTE this special reaction only
to use either your Shared
Unfortunate Accident Misfortune or Luck Twist
Starting at 3rd level, once during each of your turns feature, and you can’t
when you use your Jinx, you can choose to imbue the use it on the same turn
jinx with additional bad luck. If the target of the jinx that you take your
fails of its saving throw, it takes 1d8 force damage, normal reaction.
the extra bad luck causing a random event to injure
it. When a creature fails its saving throw against this
feature, it counts as you hitting the creature with
an attack for the purpose of your accursed spells.
You must use this feature before the target rolls its
saving throw.
The damage increases by 1d8 when you reach
certain levels in this class: 5th level (2d8), 11th level
(3d8) and 17th level (4d8).
Classes | Accursed
12
Curse of Possession • The spirit sharing your body makes you feel
unnaturally cold, almost more than your mortal
Your body is inhabited by a spirit of the deceased, and body can handle in normal environments. If you’re
for some time it had complete control, forcing you to in a cold climate, as described in Chapter 5 of the
be a silent passenger in your own flesh. Whether it Dungeon Master’s Guide, or have suffered cold
is a vengeful ghost, a sorrowful shade, or a lovelorn damage since the end of your last turn, you have
specter, this apparition has unfinished business that disadvantage on attack rolls and ability checks using
prevents it from passing into the afterlife. Somehow, Strength, Dexterity, or Constitution.
you’ve wrested control of your body back from the
spirit, and have made an accord with it, working Spirit Companion
together to help it pass on while you accomplish your By 1st level, you’ve befriended, or at least made a deal
own goals. Whether this accord is true friendship with, the spirit that possessed you, agreeing to share
between the living and the dead or a tenuous your body to mutual benefit. Choose an appearance
partnership between unwilling parties, you both know and alignment for your spirit companion. Your spirit
that you’re much more powerful working together companion knows Common and one additional
than apart... language of your choice. It has the following statistics
and features:
Possession Ailments
As a creature afflicted with possession by a spirit, you • Its size is Small or Medium, your choice when you
suffer the following ailments: take this feature or gain a new spirit companion.
• You determine its statistics as though creating a
• Due to the spirit sharing your body, spells and new character; the three different methods for
effects that detect the presence of undead, such as doing so are described in Chapter 1 of the Player’s
the detect evil and good spell, detect you as if you Handbook. After you assign its ability scores, you
are an undead. increase one of its ability scores by 2, and another of
its ability scores by 1.
• It has 1 hit point, and can’t gain more. If it would be
dealt damage, instead prevent that damage and it
instantly retreats to your body for protection. It also
retreats this way if you order it to on your turn (no
action required by you), if you become unconscious
or die, or if it is ever on a different plane than you.
• It has darkvision to a range of 60 feet. It can also
see 60 feet into the Ethereal Plane.
• It is immune to cold, necrotic, and poison damage.
• It is immune to the charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, and
restrained conditions. However, due to sharing your
body, if you are subject to the charmed, exhaustion,
frightened, incapacitated, paralyzed, petrified,
poisoned, or unconscious conditions, your spirit
companion suffers the same effects.
• It is proficient with its withering touch, which is a
melee weapon that deals 1d6 necrotic damage. It
uses Charisma, instead of Strength, for the attack
and damage rolls of its withering touch. While it’s
within your body, it can make withering touch attacks
against creatures within your reach. When your spirit
companion hits a creature with its withering touch, it
counts as you hitting the target with an attack for the
purpose of your accursed spells.
• It is proficient in any saving throws in which you’re
proficient.
• It is proficient in two skills of your choice.
• Its Armor Class is equal to 10 + your curse ability
modifier.
• It has a flying speed of 10 feet, and no other speed.
It can move through other creatures and objects as
if they were difficult terrain. It takes 1 force damage
if it ends its turn inside an object.
Classes | Accursed
13
Your spirit companion obeys your commands as Wail of the Grave
best it can. It has its own opinions, attitudes, and so At 11th level, your spirit companion gains the ability
on, but will defer to your judgment when it comes to unleash a horrifying wail that has the potential to
to taking actions. It takes its turn on your initiative, literally scare the life out of those who hear it. As an
though it doesn’t take an action unless you command action, you can have your spirit companion unleash
it to. On your turn, you can verbally command your this wail. Each creature of your choice within 30
spirit companion where to move (no action required feet of your spirit companion that can hear it must
by you). You can use your action to verbally command make a Constitution saving throw. A target takes 4d8
it to take the Attack, Dash, Disengage, Dodge, or psychic damage on a failed save, or half as much on a
Help action. successful one. Then, if the creature has a number of
Your spirit companion uses your proficiency bonus. hit points less than or equal to your accursed level, it
Whenever you gain the Ability Score Improvement drops to 0 hit points.
class feature, your spirit companion’s abilities also This wail has no effect on undead or constructs, or
improve. You can increase one of its ability scores by creatures immune to being frightened.
2, or you can increase two of its ability scores by 1. Once you use this feature, you must finish a short or
As normal, you can’t increase one of its ability scores long rest before you can use it again.
above 20 using this feature.
If you ever manage to complete the task or resolve Mutual Possession
the emotion tying your spirit companion to the Starting at 15th level, your spirit companion can
Material Plane, allowing it to move into the afterlife, inhabit and control the bodies of other humanoids
you can spend 1 hour conducting a ritual to call while maintaining its connection to you. As an
another spirit companion to share your body. Create action, you can have your spirit attempt to possess
a new spirit companion using the guidelines in a humanoid within 5 feet of it. That creature must
this feature. make a Charisma saving throw or be possessed
by your spirit companion for 1 minute. When your
Curse Spells spirit companion possesses a creature this way, it
You gain curse spells at the accursed levels listed disappears into the target’s body. While in the target’s
in the Possession Curse Spells table. See the body, your spirit companion can’t be targeted by
Spellcasting class feature for how curse spells work. any attack, spell, or other effect, except ones that
Possession Curse Spells turn undead.
Accursed Level Spells While possessing a creature, your spirit companion
2nd catapult XGTE retains its alignment, Intelligence, Wisdom, Charisma,
5th spiritual weapon and immunity to being charmed and frightened. It
9th blink still counts as your spirit companion for the purpose
13th blight of your class features and abilities, and takes its turns
17th cone of cold and uses its actions as normal. Otherwise, it uses
the target’s statistics, but doesn’t gain access to the
Chill of the Afterlife target’s knowledge, class features, or proficiencies.
Starting at 3rd level, once during each of your turns The possession ends early if the body drops to 0 hit
when either you or your spirit companion hits with points, you choose to end it on your turn as a bonus
a melee weapon attack, you can cause the attack to action, or your spirit companion is forced out by an
deal an additional 1d6 cold damage. The damage effect like the dispel evil and good spell. When the
increases by 1d6 when you reach certain levels in this possession ends, your spirit companion reappears in
class: 11th level (2d6), and 17th level (3d6). an unoccupied space within 5 feet of the body.
After it succeeds on the saving throw or after the
Apparition Alacrity possession ends, the target is immune to this feature
Also beginning at 3rd level, you can use your bonus until you complete a long rest.
action to verbally command your spirit companion to Once you use this feature, you must finish a short or
take the Dash, Disengage, or Dodge action. long rest before you can use it again.
Classes | Accursed
14
Additionally, once when you would drop to 0 hit You’ve learned to use this unique property to your
points or be killed outright, you can use your reaction advantage. Your curse weapon gains the thrown
to have your spirit companion retreat into your body (range 20/60) property. When you throw your curse
and return you to life with 1 hit point. You regain your weapon as part of an attack, it reappears in your
use of this ability when you finish a short or long rest. space immediately following the attack. If you throw
it 20 or more feet this way, it doesn’t reappear in your
Curse of the Armament space until after the attack is completed.
Acolyte of Arms
By 1st level, you’ve dedicated yourself to a mastery of
melee weapons in an attempt to better understand
the artifact that just won’t leave you alone. You gain
proficiency with martial melee weapons.
Choose a melee weapon without the heavy property
from your starting equipment. This weapon becomes
your curse weapon. Due to its cursed nature, it counts
as magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage, but
not for the purpose of spells.
If your curse weapon ever becomes destroyed, its
curse instantly transfers to the nearest nonmagical
melee weapon in your possession, or that isn’t
being worn or carried if you don’t have any other
melee weapons.
Clinging Curse
Also starting at 1st level, if your curse weapon ever
becomes further than 20 feet from you, it instantly
reappears in your space, whether in your hand, in its
scabbard, or on the ground (your choice each time it
reappears this way).
Classes | Accursed
15
Extra Attack Dueling. While you’re wielding or throwing your
Beginning at 5th level, you can attack twice, instead curse weapon with one hand and no other weapons,
of once, whenever you take the Attack action you gain a +2 bonus to damage rolls with it.
on your turn. Great Weapon Fighting. When you roll a 1 or 2 on
a damage die for an attack you make with your curse
Voracious Weapon weapon while you’re wielding or throwing it with two
Also at 5th level, your curse weapon begins to hunger hands, you can reroll the die and must use the new
for additional power, jealous of the advances you’ve roll, even if the new roll is a 1 or 2.
made by siphoning its curse energy. When you attune Protection. When a creature you can see attacks
to a magic melee weapon, you can choose to feed it a target other than you within 20 feet of you, you
to your curse weapon, causing your curse weapon to can use your reaction to impose disadvantage on the
gain its magical properties. For example, if you feed a attack roll, throwing your curse weapon to intercept
flame tongue to your curse weapon, it gains the flame the attack. You must be wielding your curse weapon,
tongue’s ability to ignite by speaking a command and it reappears in your space immediately afterward.
word, shedding light and dealing the additional fire Throwing. You gain a +2 bonus to ranged attack
damage while it is ignited. While your curse weapon rolls you make with your curse weapon. Additionally,
has a magic item consumed this way, it counts as when making a ranged attack with your curse
magical for the purpose of spells. weapon, being within 5 feet of a hostile creature
When you feed a magic weapon to your curse doesn’t impose disadvantage on the attack roll.
weapon this way, you still count as being attuned
to the consumed weapon. Your curse weapon Reciprocal Relationship
regurgitates the consumed weapon, losing the Also starting at 11th level, when you hit a creature
weapon’s properties, if you feed it a different magic or object with an attack using your curse weapon,
melee weapon, if you become unattuned from the you can use your reaction to teleport to the nearest
consumed weapon, or if you use your action to cause unoccupied space to the target.
it to regurgitate the weapon. You can use this feature a number of times equal
to your curse ability modifier (minimum once). You
Fighting Style regain all of your expended uses when you finish
At 11th level, your expertise with your curse weapon a long rest.
allows you to adopt a style of fighting as your specialty.
Choose one of the following options. You can’t take a Curse Combination
Fighting Style option more than once, even if you later Beginning at 15th level, when you take the Attack or
get to choose again. Cast a Spell action, you can make an attack with your
Defense. While you’re holding your curse weapon, curse weapon as a bonus action this turn.
you gain a +1 bonus to your AC. This bonus increases
to +2 if you aren’t wielding another weapon or shield. Bloodthirsty Blade
At 20th level, when you use your curse weapon to
score a critical hit or reduce a creature to 0 hit points
on your turn, you can make an additional attack with
your curse weapon as part of the same action.
Ravenous Weapon
Also at 20th level, your curse weapon can have up
to two magic melee weapons consumed at the same
time. If you attempt to feed it a third, it regurgitates
your choice of the two weapons it currently has
consumed. If both of the consumed weapons grant a
bonus to attack and damage rolls using the weapon,
you use the higher of the two bonuses, not the
combination. For example, if your curse weapon has
consumed a weapon +2 and a weapon +3, you will
receive a +3 bonus to your attack and damage rolls
using your curse weapon, not a +5 bonus.
Classes | Accursed
16
Curse of Vampirism Vampirism Curse Spells
At some long past point in your life, you were taken by Accursed Level Spells
a vampire and turned. You spent countless years as a 2nd charm person
mindless vampire spawn, destroying and drinking at 5th spider climb
your master’s behest. By a certain point, you’d earned 9th gaseous form
your master’s regard, and they made you a vampire 13th dominate beast
scion, granting you a small measure of free will and 17th dominate person
returning your mind, and began training you to be a
true vampire. Dissatisfied with being a gilded slave, Draining Bite
you found a way to break your master’s control over Starting at 3rd level, when you hit a creature with
you, and managed to beat back the curse in your your bite that you have grappled or that is willing,
blood, returning yourself to a measure of life that isn’t incapacitated, or restrained, your bite deals an
exactly undeath. However, vampiric properties remain additional 1d6 necrotic damage, draining blood
in your body, and a part of you thirsts to experiment and life force from the victim. The target’s hit point
with the depth of your abilities... maximum is reduced by an amount equal to the
necrotic damage taken this way, and you regain half
Vampirism Ailments that many hit points (minimum 1). The reduction lasts
As a creature afflicted with vampirism, you suffer the until the creature finishes a long rest. The target dies
following ailments: if this effect reduces its hit point maximum to 0.
Undead and constructs are immune to this feature.
• You have disadvantage on attack rolls and on The necrotic damage increases by 1d6 when you
Wisdom (Perception) checks that rely on sight when reach certain levels in this class: 5th level (2d6), 11th
you, the target of your attack, or whatever you are level (3d6), and 17th level (4d6).
trying to perceive is in direct sunlight.
• Due to your partially undead nature, if a spell or Sanguine Glamour
effect would cause you to regain hit points, you Also at 3rd level, you learn to tap into the
regain only half as many hit points if the spell or vampiric ability to charm. As an action, you
effect would normally have no effect on undead. can attempt to charm a humanoid within
5 feet of you that you can see and that
Vampiric Physiology can see you, as long as it isn’t hostile to
At 1st level, you retain some of the physiological you or any of your companions. The
advantages of being a vampire scion. You have target must succeed on a Wisdom
darkvision to a range of 60 feet. If you already have saving throw or become charmed by
darkvision, its range instead increases by 30 feet. You you until the end of your next turn,
also aren’t visible in mirrors, and you have resistance until you lose concentration (as
to necrotic damage. though concentrating on a spell),
Additionally, you still have elongated canine fangs or until you or your companions
and supernatural jaw strength, allowing you to use do anything harmful to it. You can
your bite as a natural weapon. You are proficient with use your action on subsequent
your bite, which is a melee weapon that deals 1d6 turns to maintain this effect
piercing damage. You can use Dexterity, instead of for an additional round, up
Strength, for the attack and damage rolls of your bite. to a maximum duration
of 1 hour. The charmed
Scion’s Education creature regards you as a
Also at 1st level, you benefit from the formal training friendly acquaintance for
you received at your vampire progenitor’s decree. the duration.
You gain proficiency with longswords, rapiers, Once the condition
and longbows. ends on a creature, or if
Additionally, you gain proficiency in your choice of it succeeds on its saving
one of the following skills or tools: Athletics, History, throw against the effect,
Insight, Intimidation, Persuasion, calligrapher’s it knows you attempted
supplies, dragonchess sets, or two instruments of to charm it, potentially
your choice. Alternatively, you can learn a language of becoming hostile, and
your choice. becomes immune to this
feature until you finish
Curse Spells a long rest.
You gain curse spells at the accursed levels listed
in the Vampirism Curse Spells table. See the
Spellcasting class feature for how curse spells work.
Classes | Accursed
17
Vampiric Strike Accursed Multiclassing
Beginning at 5th level, when you take the Attack
Accurseds follow all the normal rules for
action on your turn and successfully grapple a
multiclassing. The following tables function as
creature, you can make a bite attack against that
additions to those listed on page 163 and 164 of the
creature this turn as part of the same action.
Player’s Handbook.
Additionally, when you take the Attack action on
your turn and make only non-bite weapon attacks, you Multiclassing Prerequisites
can make an additional non-bite weapon attack as Class Ability Score Minimum
part of the same action. Accursed Intelligence, Wisdom, or Charisma 13
Multiclassing Proficiencies
Crimson Strength Class Proficiencies Gained
At 11th level, the power you’ve accumulated from all
Accursed Light armor, medium armor, simple weapons
the blood you’ve drunk manifests as physical strength.
You have advantage on Strength (Athletics) checks
you make to grapple.
Accursed Spell List
Additionally, you can climb difficult surfaces, *Spells with the “OAP” superscript are original spells
including upside down on ceilings, without needing to by Outlandish Adventure Productions, and you can
make an ability check. find their full descriptions at the end of the document.
Spells with the “XGTE” superscript are from Xanathar’s
Caller of Beasts Guide to Everything.*
At 15th level, you learn the conjure animals spell. It
counts as an accursed spell for you, and doesn’t count 1st Level Dispel Magic
Bane Enemies Abound XGTE
against the number of accursed spells you know.
Cause Fear XGTE Fear
Once, you can cast conjure animals without Curse Shock OAP Infuse Bloodlust OAP
expending a spell slot. When you cast the spell this Detect Evil and Good Nondetection
way, it doesn’t require concentration, and only swarms Detect Magic Remove Curse
of bats, swarms of rats, and wolves can be summoned. Hex Scourge’s Mantle OAP
You regain the ability to use this feature when you Inflict Wounds Vampiric Touch
finish a long rest. Infuse Clumsiness OAP
Infuse Hatred OAP 4th Level
Sanguine Ascension Infuse Terror OAP Blight
At 20th level, you gain a flying speed equal to Confusion
your base walking speed, and whenever you deal 2nd Level Elemental Bane
Blindness/Deafness Hex Storm OAP
necrotic damage to a creature that isn’t an undead Infuse Apathy OAP
Corrode Metal OAP
or construct, you regain hit points equal to half the Darkness Infuse Susceptibility OAP
damage dealt, stealing the target’s life force. Hex Bolt OAP Polymorph
Additionally, when you use your Sanguine Glamour, Hold Person Shadow of Moil XGTE
the target can be any creature that isn’t a construct Infuse Sorrow OAP Sickening Radiance XGTE
or undead within 5 feet of you that can see or Knock
hear you, and you can maintain the effect for an Ray of Enfeeblement 5th Level
indefinite period. Shadow Blade XGTE Antilife Shell
Wave of Agony OAP Bestow Malediction OAP
Dispel Caster OAP
3rd Level Enervation XGTE
Bestow Curse Hold Monster
Counterspell Infuse Negativity OAP
Classes | Accursed
18
New Spells Curse Shock
1st-level necromancy
Bestow Malediction
5th-level necromancy Casting Time: 1 action
Range: 15 feet
Casting Time: 1 action Components: V, S
Range: Touch Duration: 1 minute
Components: V, S, M (a shard of a mirror you broke) Classes: Accursed, Warlock
Duration: Concentration, up to 1 minute
Class: Accursed You launch a spark of crackling curse energy at a
creature you can see within range. Make a ranged
You touch a creature, and that creature must succeed spell attack against the target. On a hit, the target has
on a Wisdom saving throw or become cursed for the disadvantage on the first attack roll, ability check, or
duration of the spell. When you cast this spell, choose saving throw it makes before the spell ends. After the
the nature of the curse from the following options:
target makes one of these rolls, the spell ends.
A remove curse cast on the target ends this
• While cursed, the target has disadvantage on ability
spell early.
checks and saving throws.
At Higher Levels. When you cast this spell using
• While cursed, the target has disadvantage on attack
a spell slot of 2nd level or higher, for each slot
rolls.
level above 1st, the target has disadvantage on an
• While cursed, all attacks and spells deal an
additional roll before the spell ends. For example,
additional 1d8 necrotic damage to the target.
if you cast this spell using a 3rd-level spell slot, the
creature has disadvantage on attack rolls, ability
If remove curse is cast on the target, the creature
that cast remove curse must make an ability check checks, and saving throws it makes within the next
using its spellcasting ability against your spell save minute, or until it makes any combination of three of
DC. If it succeeds, the spell ends. those rolls, whichever comes first.
At the DM’s option, you may choose an alternative
curse effect, but it should be no more powerful than
those described above. The DM has final say on such
a curse’s effect.
Corrode Metal
2nd-level transmutation
Hex Bolt
2nd-level necromancy
Classes | Accursed
20
Infuse Apathy For the duration, whenever a creature filled with this
4th-level enchantment clumsiness makes an attack roll or ability check using
Strength or Dexterity, it must roll a d4 and subtract
Casting Time: 1 bonus action the number rolled from the attack roll or ability check.
Range: Self As an action during each of its turns, an affected
Components: V creature can make a Constitution check against your
Duration: Concentration, up to 1 minute spell save DC, ending the spell on a success.
Classes: Accursed An undead or construct automatically succeeds on
its saving throw against this spell.
The next time you hit a creature with an attack during
this spell’s duration, your attack deals an extra 4d6 Infuse Hatred
psychic damage to the target. Additionally, it must 1st-level enchantment
succeed on a Charisma saving throw or be filled
with an oppressive apathy until the spell ends. For Casting Time: 1 bonus action
the duration, a creature filled with this apathy can’t Range: Self
take actions or reactions and can’t willingly speak or Components: V
use its movement. At the end of each of its turns, an Duration: Concentration, up to 1 minute
affected creature can make a Charisma check against Classes: Accursed
your spell save DC, ending the spell on a success.
A creature immune to being charmed automatically The next time you hit a creature with an attack during
succeeds on its saving throw against this spell. this spell’s duration, your attack deals an extra 1d6
psychic damage to the target. Additionally, it must
Infuse Bloodlust succeed on a Wisdom saving throw or be filled with
3rd-level enchantment a burning hatred for you until the spell ends. For
the duration, a creature filled with this hatred has
Casting Time: 1 bonus action disadvantage on attack rolls against creatures other
Range: Self than you. As an action, the creature can make a
Components: V Wisdom check against your spell save DC, ending the
Duration: Concentration, up to 1 minute spell on a success.
Classes: Accursed A creature immune to being charmed automatically
succeeds on its saving throw against this spell.
The next time you hit a creature with an attack during
this spell’s duration, your attack deals an extra 3d6 Infuse Negativity
psychic damage to the target. Additionally, it must 5th-level enchantment
succeed on a Wisdom saving throw or be filled with
a ravenous bloodlust until the spell ends. For the Casting Time: 1 bonus action
duration, a creature filled with this bloodlust can use Range: Self
its action only to take the Attack action, and it must Components: V
attack a creature it usually regards as an ally with at Duration: Concentration, up to 1 minute
least one of its attacks if able. At the end of each of Classes: Accursed
its turns, an affected creature can make a Wisdom
check against your spell save DC, ending the spell The next time you hit a creature
on a success. with an attack during this
A creature immune to being charmed automatically spell’s duration, your attack
succeeds on its saving throw against this spell. deals an extra 5d6 force
damage to the target.
Infuse Clumsiness Additionally, it must
1st-level transmutation succeed on a Charisma
saving throw or be warped
Casting Time: 1 bonus action into a negative version of
Range: Self itself. For the duration, an
Components: V affected target’s alignment
Duration: Concentration, up to 1 minute becomes the opposite of
Classes: Accursed its usual alignment. For
example, a creature with
The next time you hit a creature with an attack a chaotic evil alignment
during this spell’s duration, your attack deals an extra will become lawful
1d6 force damage. Additionally, the creature must good until the spell
succeed on a Constitution saving throw or be filled ends. Additionally,
with an awkward clumsiness until the spell ends. an affected target
Classes | Accursed
21