Cursed (5e Class)

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Cursed[edit]

Moving quickly and silent, a pallid man moves through the empty streets and rooftops of the city engulfed in the dark. Hunting a drunkards and solitary wanderers that walk trough the night, unaware to the dangers that lurk in every corner. With a grin in his face and crisped hands, he pounces from the shadows on top of his pray, a solitary drunk man that had just left a tavern. In a blink of an eye, both disappear, letting behind a single drip of blood.

After being hit by dozens of arrows and sword strikes, a burly half-orc dressed in rags and with a broken wooden mask slowly stalk the soul survivor of a band of mercenaries camping in the woods. The terrified soldier brandish its sword in despair, piercing its chest. He stops for a second, than grabs the blade of the sword, bringing the astonished soldier close enough to be strike'd by his axe.

Running under the moonlight, the young half-elf tries to resist its curse, while contorting in pain from its bones and flesh breaking and reshaping to assume the hybrid form. His clothes tear apart, revealing thick and dark fur, and what was once a delicate and pretty face, now gives place to the horrific wolf-like abomination, thirsty for blood and rampage.

Stalking on the shadows and hidden on haunted places, present in stories told under the campfire light to terrify and advice about the horrors of the world, the cursed is a ever felt presence, a justification for the natural fear of the dark and unknown.

Embodiment of Fear[edit]

Monsters and boogeymen, the cursed is the archetype of the fallen member of any myth or legend, representing the fear of losing humanity. Cursed are often those who have broken some inviolable rule, a taboo, and thus are punished by some form of monstrous transformation, the sin committed by them becoming apparent, turning them into a living advice against breaking sacred rules. They are a supernatural embodiment of fear, the fear of some punishment from a high power due to some transgression.

Curses can be imposed by many reasons: some become cursed by transgression, such a human making a deal with a a demon in exchange for power, and becoming a fiend himself, losing the celestial grace; others, become cursed by fear, like a creature who willingly let himself become a vampire to avoid face its own mortality, losing its soul in the process; and others, by fate, like a man bitten by a werewolf, becoming himself a monster.

There are lots of ways of becoming cursed, and curses manifest themselves in lots of different manners. Once a creature become cursed, it will often embrace this new condition, and start to rejoice in the fear they are able to exude.

Thanks to this curse, cursed creatures can channel the profane energy that have damned them to control magical spells and abilities.

Haunted Locations[edit]

Some cursed creatures will reside and wander trough any locations they use to inhabit before the curse. But, most of the times, they will be encountered in haunted places, that are usually related to some aspect of their curse. Sometimes, they are bound to the place by magical forces or just by personal attachment, while others willingly inhabit and search for these places as a way to understand better the nature of their own affliction.

Creating a Cursed[edit]

Consider the origin of your curse. Did you have a master, that have place the curse upon you and taught you how to use the powers of darkness, or did you have been cursed by some sin or transgression you've committed? Regardless of the origin, most cursed wander the world in disguise, trying to avoid being noticed, adventuring either to spread their corruption or to find a cure or redemption.

Quick Build

You can make a cursed quickly by following these suggestions. Strength or Dexterity should be your highest ability score, followed by Charisma and then Constitution. Second, choose the Haunted One background.

Class Features

As a Cursed you gain the following class features.

Hit Points

Hit Dice: 1d10 per Cursed level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cursed level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Athletics, Acrobatics, Perception, Religion, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt and a shield or or (b) leather armor
  • (a) a battleaxe or (b) two simple melee weapons
  • (a) longbow and 20 arrows or (b) any martial martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Cursed

Level Proficiency
Bonus
Features Spells Known Spell Slots Slot Level Curse Powers Known
1st +2 Cursed Malediction , Curse Power 1
2nd +2 Profane Strikes, Fighting Style, Dark Magic 1 2 1st 1
3rd +2 Cursed Malediction Feature 2 2 2nd 2
4th +2 Ability Score Improvement 3 2 2nd 2
5th +3 Extra Attack 4 2 3rd 3
6th +3 Unsettling Presence 5 2 3rd 3
7th +3 Cursed Malediction Feature 6 2 4th 4
8th +3 Ability Score Improvement 7 2 4th 4
9th +4 8 2 5th 5
10th +4 Unholy Longevity 8 2 5th 5
11th +4 Cursed Malediction Feature 9 3 5th 5
12th +4 Ability Score Improvement, permanent metabolism 9 3 5th 6
13th +5 10 3 5th 6
14th +5 Unholy Longevity Improvement 10 3 5th 6
15th +5 Cursed Malediction Feature 11 3 5th 7
16th +5 Ability Score Improvement 11 3 5th 7
17th +6 12 4 5th 7
18th +6 Hexed Aura 12 4 5th 8
19th +6 Ability Score Improvement 13 4 5th 8
20th +6 Power of Darkness 13 4 5th 8

Cursed Malediction[edit]

Starting at 1st level, you choose one of the following cursed maledictions: Lycantropy Malediction, the Fiendish Malediction the Slasher Malediction and the Vampiric Malediction, detailed at the end of the class description. Your maledictions grants features at 1st, 3rd, 7th, 11th, and 15th-level.

Malediction Spells

Each cursed malediction has a list of spells that you gain at the cursed levels noted in the malediction description. Once you gain an malediction spell, you always have it prepared, and it doesn't count against the number of spells you can prepare. If you have an malediction spell that doesn't appear on the cursed spell list, it becomes a cursed spell for you.

Curse Power[edit]

You have learn how to control your curse as you develop your understanding about it, gaining powers through the channeling of this profane power.

At 1st level, you learn one power of your choice from the list at the end of this class description. As you gain levels in this class, you learn additional powers, as shown in the Powers Known column of the Cursed table. When you gain a level, you can choose one of the power you know and replace it with another power for which you meet the prerequisites.

Profane Strikes[edit]

Your ties with the darkness have granted you the ability to imbue your attacks with profane energy. At 2nd level, you can spend a 1st-level spell slot to summon the darkness, making coarse trough your body for 1 minute, without spending an action. Once in each of your turns, when you hit a creature with a melee weapon attack, you deal an additional 1d4 necrotic damage.

You can expend higher-level spell slots when you activate your profane strikes, increasing the additional damage to 1d6 (2nd-level spell slot), 1d8 (3rd-level spell slot), 1d10 (4th-level spell slot) or 1d12 (5th-level spell slot).

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Pact Magic[edit]

Your curse have bind you forever to the forces of darkness, that in return have granted you the ability to cast spells.

Cantrips

You know two cantrips of your choice from the cursed spell list. You learn additional cursed cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cursed table.

Spell Slots

The Cursed table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cursed spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell inflict wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cursed spell list.

The Spells Known column of the Cursed table shows when you learn more cursed spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new cursed spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the cursed spells you know and replace it with another spell from the cursed spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your cursed spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cursed spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your cursed spells.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unsettling Presence[edit]

Starting at 6th level, you gain proficiency in the Intimidation skill. You add twice your proficiency bonus if you already have proficiency in this skill.

In addition, you have advantage on Charisma (Intimidation) checks while in dim light or darkness.

Unholy Longevity[edit]

Starting at 10th level, you no longer age nor suffer the negative effects of aging. In addition, you can't be magically aged.

At 14th level, you no longer need to eat and breath, and can't die due to aging anymore.

Hexed Aura[edit]

Starting at 18th level, you start to exude a cursed aura. Creatures within 30 feet of you of your choice can't have advantage on attack rolls made against you or in saving throws against effects created by you.

Power of Darkness[edit]

At 20th level, your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

Cursed Powers[edit]

Stalker Reflexes

You have advantage on your initiative rolls. In addition, on the first round of combat, you have advantage on your Dexterity saving throws.

Supernatural Movement

Prerequisite: 6th-level

You gain the supernatural ability of vampires to walk on walls. You gain climbing speed equal to your walking speed.

In addition, whenever you fall, you can use your reaction to reduce the damage equal to your level in this class.

Deep Denizen

Prerequisite: 6th-level

You have been shaped by the elder entities for the deep sea, becoming an underwater creature. You gain a 30 foot swimming speed, and whenever you are submersed, you develop gills and gain the ability to breath underwater for 1 hour.

Regeneration

You can use your curse powers to mend your wounds. You can use your action to regain 2d6 hit points. You can use this power a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Dark Renewal

Prerequisite: 14th-level

You draw power from the shadows. At the end of a short rest, you can recover expended spell slots of a combined level equal to or less than your Charisma modifier (minimum of 1).

Dreadful Strike

Prerequisite: 14th-level

Once in each turn, when you hit a creature with a weapon attack, you can force it to make a Wisdom saving throw in place of the normal damage from the attack. On a failed save, the target is frightened until the start of your next turn.

Dark Servant

Prerequisite: 3rd-level

You have bind a cursed servant to your service. you learn the find familiar spell, and it counts as a cursed spell for you. You can summon an Imp or a Bat instead of the normal creatures summoned by this spell. It doesn't count against the total number of spells you can prepare each day.

Shadow Stalker

You are a terror that lurks in the dark. You gain proficiency in Stealth, and have advantage on Stealth checks that rely on sight while in dim light or darkness.

Vanish

Prerequisite: 3rd-level cursed, Shadow Stalker

You can quickly meld into the shadows around you. You can take the Hide action as a bonus action on your turn.

Shadow Movement

While you are in dim light or darkness, you ignore difficult terrain.

Mystical Speed

Prerequisite: 3rd-level cursed, Shadow Movement

Your curse boosts your natural speed. You can take the Dash action as a bonus action on your turn.

Shadow Step

Prerequisite: 6th-level cursed, Mystical Speed

If you don't move on your turn, you can teleport between shadows. While you are in dim light or darkness, you can choose another point within dim light or darkness, without taking an action. When you do so, you teleport to there, up to a range of 30 feet. Your movement speed is reduced to 0 after that.

Monstrous Hide

Prerequisite: 6th-level cursed

The curse transform your skin into a thick hide. Whenever you take piercing, slashing or bludgeoning damage from non-magical attacks, you reduce the damage in 1.

Dark Resilience

Prerequisite: 9th-level cursed, Monstrous Hide

You have an unholy vigor. Whenever you finish a long rest, you gain a number of temporary hit points equal to half your level x your Charisma modifier. Radiant damage and silvered weapons ignore these temporary hit points.

Immortal Stalker

Prerequisite: 14th-level cursed, Dark Resilience

Your curse make you incredibly hard to kill. A 1 rolled on a Death Saving throw only counts as 1 failure. In addition, a 20 on a death saving throw cause you to regain 1 hit point.

Cursed Malediction[edit]

Lycanthropy[edit]

Cursed by the bite of a werebeast, you now have become one of them, forced into a bloodied rage whenever the full moon rises to awake your feral urges.

Shapeshifters that walk into wild areas and prey upon travelers those who walk into their territory, unaware of their presence, the lycantropes unleash their fury upon those who are unlucky enough to find themselves on their path.

Curse of the Moon

Starting at 1st level, you have developed the curse of lycanthropy, developing some traits related to it. Choose one of the following origins for your curse.

  • Bat: While you are not deafened, you have blindsight up to a range of 15 feet.
  • Wolf: You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lycanthrope Spells
Shapeshifting

Starting at 3rd level, you gain control over your curse. You can use your bonus action to transform into a werebeast, or to transform back to your normal form, related to your lycanthropic origin. While you are in your werebeast form, you use the statistics shown on the chosen werebeast statblock, down bellow. You remain in your werebeast form until you are reduced to 0 hit points while transformed. You can swap between your normal and werebeast form freely, but you can't regain hit points while in the werebeast form.

Your werebeast form has hit dice independently of your true form, and you can't use your hit dice from your true form to restore hit points from your werebeast form, or vice versa. You have the same amount of hit points in your werebeast form as you do in your true form. When you take a short rest, you can spend hit dice from either form to restore hit points to that form, and when you take a long rest the hit dice of both are restored.

When you are reduced to 0 hit points in your werebeast form, you cannot transform again until you finish a long rest. When you are reduced to 0 hit points in your werebeast form, any additional damage is transferred over to your true form. Being reduced to 0 hit points on your werebeast form is a traumatic experience similar to a true death; in order to regain your ability to shapeshift after such an event occurs, you must to spend a number of your true form's hit dice equal to half your Cursed level (rounded up).

Whenever you gain an Ability Score Improvement, you may also increase the ability scores of your werebeast form. As normal, your ability scores while in the werebeast form can't be higher than 20. You cannot choose feats for your werebeast form.

If your werebeast has died within the last hour, you can expend a spell slot of 1st-level or higher. After 1 minute, you become able to assume your werebeast form again.

Cunning Beast

Starting at 3rd level, you can use your feral instincts to move quicker than normal. While in your werebeast form, you can use a bonus action to either take the Dash action or make a single attack with your natural weapon.

Honed Instinct

Starting at 7th level, while in your werebeast form, you have advantage on saving throws against effects that you can see.

Primal Rage

Beginning at 11th level, when you use your bonus action to make an attack with your natural weapons while in your werebeast form, you can make two attacks, instead of one. In addition, your attacks in your werebeast form are magical for the sake of overcoming resistances.

Metamorphic Regeneration

Starting at 15th level, whenever you cast a spell affecting yourself, you regain a number of hit points equal to 1d8 per level of the spell cast plus your Constitution modifier.

Werebeast Form

Medium humanoid (shapeshifter)

Armor Class While unarmored, your AC equals 10 + your Dexterity modifier in wolf form + your proficiency bonus

Temp Hit Points 2 * your cursed level.

Speed 50 ft. (werewolf) or 10 ft., fly 60 ft. (werebat)

STR 14 (+2) DEX 16 (+3) CON 14 (+2)

Saving Throws Same in both forms

Skills The same as your skills in your normal form

Senses darkvision 60 ft.

Languages Same as in the normal form (can't speak).

Echolocation (werebat). darkvision 20 ft., doesn't work while deafened.

Flyby (werebat). You don't provoke opportunity attacks when flying out of an enemy reach.

Keen Hearing and Smell (werewolf). You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Charge (werewolf). If you move at least 20 feet in a straight line toward a target and then hits with your claws, causing additional 1d8 slashing damage. In addition, the target must succeed on a Strength saving throw against the spell save DC or be knocked prone.

ACTIONS

Claw. Melee Weapon Attack: proficiency bonus + Dexterity modifier to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. (werebat can't use claws while flying)

Bite. Melee Weapon Attack: proficiency bonus + Strength modifier to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Fiendish Malediction[edit]

The fiendish malediction awakes on a creature the power from the lower planes. This curse can be brought upon one trough a broken pact, a vile act that have damned your soul or even a long forgotten fiendish bloodline. Have been cursed with a diabolic blood, you can hurl the flames of hell upon your enemies and even reveal your true nature as a monstrous fiend.

Fiendish Eyes

Starting at 1st level, you can see through normal and magical darkness up to a range of 120 feet.

Fiendish Malediction Magic
Hellish Blood

Your comprehension of your fiendish bloodline allows you to understand your heritage. At 3rd level, you learn to speak, read, and write either Abyssal or Infernal (choose one).

In addition, also learn the thaumaturgy cantrip, which is a Cursed spell for you.

Fiendish Form

Starting at 3rd level, you can use an action to magically assume your fiendish form. While in this form, you gain the following benefits:

  • You gain a number of temporary hit points equal to five times your Cursed level. As a bonus action, you can lose any amount of hit points and regain the same amount of temporary hit points.
  • Your movement speed increases in 10 feet.
  • You gain an unarmored AC equal to your spellcasting ability (if greater than your normal unarmored ac)
  • You develop natural weapons, such as claws, horns and sharpened teeth. Once in each turn, you can use your bonus action to make a unarmed strike with this natural weapons, dealing 1d6 damage on a hit. The damage type is either bludgeoning, piercing, or slashing. At 7th level, this damage increases to 2d6.
  • When you hit a creature with your natural attack, you can use your reaction to summon the demonic flames, adding 1d6 fire damage to that attack.
  • You gain resistance to poison and fire damage.

This transformation lasts for a number of hours equal to your proficiency bonus; it ends early if your temporary hit points are reduced to 0.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend a spell slot of 1st-level or higher.

Dark Resilience

Starting at 7th level, you gain resistance to fire and poison damage. In addition, when you are transformed, you sprout leathery wings that give you fly speed equal to your base land speed.

Hordes of Hell

Starting at 11th level, you can summon fiendish creatures to come to your aid. As an action, you can summon up to 4 fiends of CR 1/4 or lower to come to your aid. They must all have the same subtype (devil or demon). These fiends are friendly to you and obey all of your commands. They act on their own initiative, taking actions on their own (but obeying your commands). They return to their home plane after 1 hour.

At 15th level, you can summon either two fiends of CR 1 or lower, four of CR 1/2 or lower or eight of CR of 1/4 or lower.

Once you use this ability, you cannot do it again until you finish a long rest, unless you expend a spell slot of 3rd-level or higher.

Fiend Lord

Beginning at 15th level, when you assume your fiendish form, you can choose to assume a Large form. In addition, you gain the following benefits while you are transformed:

  • Your natural weapons while transformed deal an additional 1d6 fire damage.
  • As a reaction, when you take damage, you can give yourself resistance against the source's primary damage type (whatever form of damage would deal the highest amount). If it is a damage type which you already have resistance to, you instead gain immunity. This effect lasts until the beginning of your next turn.

Slasher Malediction[edit]

Unstoppable Pursuer

Starting at 1st level, you gain proficiency in Wisdom (Survival).

In addition, when reduced to 0 hit points, you may use your reaction to automatically stabilize. When you do so, you are treated as though you are under the effects of feign death. Once you use this feature you can't use it again until you finish a long rest.

Slasher Magic
Dreadful Killer

Starting at 3rd level, you can inspire a sense of dread on a creature, turning it easier to kill. As an action on your turn or once in each of your turns when you hit a creature, you can force one creature within 30 feet of you that can see you to make a Wisdom saving throw against your spell save DC. On a failed save, that creature is frightened by you until the end of your next turn.

Dreadful Strikes

Also starting at 3rd level, once on each of your turns when you make a melee weapon attack against a creature which is frightened by you, you make the attack with advantage. On a hit, this attack deals extra damage based on your profane strikes' maximum spell slot (i.e. 1d4 with 1st level, 1d6 with 2nd level). This damage type is the same as that of the weapon used in this attack.

At 11th level, you deal an additional die of damage when using this ability.

Unerring Stalker

Upon adopting this archetype at 3rd level, you gain advantage on all Wisdom checks made to track a creature or spot a hidden creature.

Built to Kill

Nothing can stop you when you are looking for your prey. Starting at 7th level, you can use a bonus action to increase your resilience, gaining resistance to all damage types except psychic for 1 minute.

Once you use this feature, you must complete a long rest before you can use it again.

Rending Strikes

Your strikes undercut regenerative abilities. Beginning at 11th level, when you hit a creature with a weapon attack, it has its movement speed halved until the start of your next turn. The creature and cannot regain hit points during this time.

Return from the Grave

Starting at 15th-level, when you would fall to 0 hit points, but are not killed outright, you can use your reaction and spend a spell slot of 1st level or higher to be reduced to 1 hit point instead, gaining a number of temporary hit points equal to your Charisma modifier x the level of the spell slot spent.

Vampiric Malediction[edit]

Otherworldly Form

Starting at 1st level, you no longer cast a reflection in any surface which is capable of capturing one, and you cannot be the target of a spell or spell-like ability which relies on such a reflection (or one which would create a reflection, such as mirror image).

You also gain access to the cantrip chill touch at this level

Child of the Night

Also at 1st level, you have Darkvision out to 120 feet. However, you have disadvantage on attack rolls and Wisdom (Perception) checks while in bright light.

If you already have Darkvision, its range instead increases by 60 feet. If you already have sunlight sensitivity from another source (such as the drow), your saving throws are also made at disadvantage while in bright light.

Vampire Magic
Dominating Presence

Starting at 3rd-level, you gain the mystical presence of vampires. You gain proficiency in Charisma (Persuasion) and Charisma (Deception). In addition, when you make a check with either of these skills against a humanoid, you have advantage on the roll.

Vampiric Bite

Starting at 3rd-level, you can use your fangs to drain the energy of your foes. When you hit a creature with a melee weapon attack, you can expend one of your cursed Hit Dice to bite the target, dealing piercing damage equal to your Strength or Dexterity modifier (whichever is higher), as well as 1d10 necrotic damage.

When you deal damage in this way against a living creature which has blood, you heal a number of hit points equal to the necrotic damage dealt by this feature.

Mystical Strength

Starting at 7th level, you can tap into your cursed bloodline to enhance your strength and presence. Whenever you make a an ability check or saving throw, you can use your reaction to grant yourself a bonus to the roll equal to your Charisma modifier to that roll (minimum of 1).

You can also use this ability to become able to act quickly, being able to take the Dash action as a bonus action on your turn by spending one use of this feature.

You can use this reaction a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Draining Strikes

Beginning at 11th-level, once in each of your turns when you hit a creature with a melee weapon attack, you deal an additional 1d8 necrotic damage. You gain a number of temporary hit points equal to the damage dealt.

In addition, you add your Charisma modifier to the number of temporary hit points gained when hitting a humanoid with your draining strikes.

Vampiric Resilience

Starting at 15th-level, whenever you take damage, you can use your reaction to reduce the damage taken by half.

Cursed Spell List[edit]

1st

cause fear[1], detect evil and good, expeditious retreat, feather fall, fog cloud, heroism, inflict wounds, jump, longstrider, mage armor, protection from evil and good, shield, wrathful smite, zephyr strike[2]

2nd

barkskin, blur, enhance ability, darkvision, enlarge/reduce, darkness, detect thoughts, enhance ability, find traps, hold person, invisibility, knock, locate object, magic weapon, misty step, phantasmal force[3], see invisibility, spider climb

3rd

bestow curse, fear, feign death, fly, haste, life transference, magic circle, nondetection, protection from energy, major image, melf's minute meteors[4], nondetection, protection from energy, wind wall

4th

arcane eye, banishment, black tentacles, blight, compulsion, confusion, control water, dimension door, divination, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, resilient sphere, stoneskin

5th

cloudkill, dominate person, dream, contact other plane, dispel evil and good, geas, hold monster, insect plague, legend lore, modify memory, scrying, seeming, telekinesis, skill empowerment, spell wind strike

References
  1. D&D 5e XGtE p.151
  2. D&D 5e XGtE p.171
  3. D&D 5e PHB p.264
  4. D&D 5e XGtE p.161

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the cursed class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Charisma.

Proficiencies. When you multiclass into the cursed class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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