{"name":"Accursed","overview":"The vast majority of people who receive a permanent\r\ncurse consign themselves to their fate, either finding\r\na way to live with their curse\u2019s adverse effects or\r\ngiving themselves fully to the curse\u2019s compulsions. A\r\ncreature becomes an accursed by following a different\r\npath. Accurseds are rare, not due to lack of people\r\nbecoming cursed, but because those who suffer these\r\ncurses often lack the conviction to resist them.\r\nAn accursed dedicates their time and willpower\r\nto finding a way to make the magic of their curse\r\nwork for them, though each in their own way. Some\r\naccurseds experiment in a lab or scour the world for\r\nforgotten lore, trying to find a ritual or alchemical\r\nconcoction. Others turn to nature or faith, using\r\nprayer, meditation, or mindfulness to synthesize the\r\ncurse\u2019s magic into their own being. And others still\r\nuse sheer stubbornness to bend the curse to their will.\r\nRegardless of method, an accursed is one who has\r\nconquered their curse, drawing on its magic while\r\nmanaging its remaining side effects.","hit_dice":"d10","hit_points_at_1st_level":"10 + your Constitution modifier","hit_points_at_higher_levels":"1d10+con modifier","armor_proficiencies":"light armor, medium armor","weapon_proficiencies":"simple weapons, hand crossbows, Simple firearms, Magnum","tools":"None","saving_throws":"Wisdom, and your choice of\r\nIntelligence or Charisma","skills":"Choose two from Arcana, Deception, Insight,\r\nIntimidation, Investigation, Yog-Sothothery, and Survival","starting_equipment":"","spellcasting":"When you reach 2nd level, you learn to harness\r\nyour curse\u2019s power to cast spells. See chapter 10\r\nof the Player\u2019s Handbook for the general rules of\r\nspellcasting and the end of this document for the\r\naccursed spell list. \r\n\r\n\r\nSpell Slots\r\nThe Accursed table shows how many spell slots you\r\nhave to cast your spells of 1st level and higher. To cast\r\none of these spells, you must expend a spell slot of the\r\nspell\u2019s level or higher. You regain all expended spell\r\nslots when you finish a long rest.\r\n\r\n\r\nCurse Spells\r\nEach Accursed Affliction has a list of spells \u2013 its curse\r\nspells \u2013 that you learn when you reach certain levels\r\nin this class, as shown in the affliction description.\r\nThese spells count as accursed spells for you and are\r\nincluded in the number in the Spells Known column\r\nof the Accursed table.\r\n\r\n\r\nSpells Known of 1st Level and Higher\r\nYou know the curse spell you gain at 2nd level from\r\nyour Accursed Affliction, and two 1st-level spells of\r\nyour choice from the accursed spell list, for a total of\r\nthree spells known.\r\nThe Spells Known column of the Accursed table\r\nshows when you learn more spells of your choice\r\nfrom the accursed spell list. Each of these spells\r\nmust be of a level for which you have spell slots. For\r\nexample, when you reach 5th level in this class, you\r\nlearn one new spell of 1st or 2nd level, in addition\r\nto the curse spell you gain at 5th level from your\r\nAccursed Affliction.\r\nAdditionally, when you gain a level in this class, you\r\ncan choose one of the accursed spells you know and\r\nreplace it with another spell from the accursed spell\r\nlist, which must also be of a level for which you have\r\nspell slots.\r\n\r\nSpellcasting Ability\r\nYour curse ability is your spellcasting ability for your\r\naccursed spells, since your ability to cast spells comes\r\nfrom the control you have over your curse\u2019s power. You\r\nuse your curse ability whenever a spell refers to your\r\nspellcasting ability. In addition, you use your curse\r\nability modifier when setting the saving throw DC for\r\nan accursed spell you cast and when making an attack\r\nroll with one.\r\nSpell save DC = 8 + your proficiency bonus +\r\nyour curse ability modifier\r\nSpell attack modifier = your proficiency bonus +\r\nyour curse ability modifier\r\n\r\nSpellcasting Focus\r\nWhen you gain this feature, choose arcane foci,\r\ndruidic foci, or holy symbols, depending on how you\r\ndiscovered to channel your curse. You can use the\r\nchosen type of implement as a spellcasting focus\r\n(found in chapter 5 of the Player\u2019s Handbook) for your\r\naccursed spells.","class_features":"[left][b]Accursed Affliction[\/b][\/left]Through unfortunate circumstances, you were\r\nstricken with a curse that would have broken most\r\nother people. However, whether by sheer willpower,\r\nintrospective meditation, or arcane study, you not only\r\novercame the challenges your curse presented, but\r\nlearned to harness its power. Choose the affliction you\r\nconquered: the Curse of Lycanthropy, the Curse of\r\nMisfortune, the Curse of Possession, the Curse of the\r\nArmament, or the Curse of Vampirism.\r\nYour curse has become as much a part of you as your\r\nown heart. The remove curse spell, as well as any\r\nsimilar effect, has no effect on your curse when it is\r\ncast on you. If your curse takes the form of a magical\r\ndisease, you can\u2019t be cured of it by any means.\r\nYour choice grants you features at 1st level, and again\r\nat 3rd, 5th, 11th, 15th, and 20th level.\r\nAccursed Ailments\r\nEach affliction has ailments caused by the curse\u2019s\r\nlingering effects. These ailments are referred to by\r\nfeatures you gain later in this class.\r\nCurse Save DC\r\nSome of your accursed features require your target to\r\nmake a saving throw to resist the feature\u2019s effects. Due\r\nto the varying ways that an accursed can overcome\r\n\r\ntheir affliction, though, not all use the same ability\r\nscore. Choose Intelligence, Wisdom, or Charisma as\r\nyour curse ability.\r\nYou should choose Intelligence if you scoured\r\nthe multiverse for secrets that allow you to manage\r\nyour curse using rituals or minor magical practices,\r\nWisdom if you used introspective meditation\r\ntechniques to harmonize with your curse and make it\r\na part of you, or Charisma if you conquered your curse\r\nthrough sheer force of will or by bargaining with it.\r\nDepending on the curse ability you chose,\r\nthe saving throw DC of your curse effects is\r\ncalculated as follows:\r\nCurse save DC = 8 + your proficiency bonus +\r\nyour curse ability modifier\r\n\r\n\r\n[b]Jinx[\/b]\r\nAs an action, you can touch a creature within your\r\nreach and magically imbue it with a small amount of\r\ncurse energy. When you do, choose an ability, and that\r\ncreature makes a Wisdom saving throw. On a failure,\r\nit has disadvantage on the next ability check it makes\r\nusing the chosen ability within the next minute.\r\nWhen you use this feature, you can also choose\r\nto make a Dexterity (Sleight of Hand) check against\r\nthe target\u2019s Passive Perception. If you succeed,\r\nthe creature isn\u2019t aware that you are the source of\r\nthis feature.\r\nThe effect ends early on a creature if you use this\r\nfeature again, if you lose concentration (as though\r\nconcentrating on a spell), or if either of the dispel\r\nmagic or remove curse spells is cast on the target.\r\n\r\n\r\n[b]Curse Control[\/b]\r\nAlso starting at 2nd level, you can control the ailments\r\nof your curse by expending spell slots. You can do so\r\nin the following ways:\r\n\r\n[i]Afflict[\/i]. As an action, you can expend a spell slot to\r\nattempt to afflict a creature you can see within 30\r\nfeet of you with your choice of one of your ailments.\r\nThe creature must succeed on a Wisdom saving\r\nthrow or suffer the chosen ailment for the duration.\r\nAn afflicted creature can repeat the saving throw\r\nas an action during each of its turns, ending its\r\naffliction on a successful save.\r\n\r\n[i]Suppress[\/i]. As a bonus action, you can expend a spell\r\nslot to suppress your ailments\u2019 effects. For the\r\nduration, you can choose not to suffer the effects of\r\nany number of your affliction\u2019s ailments.\r\n\r\nThe duration of the effect depends on the level of\r\nspell slot you expended to use it. The effect lasts for 1\r\nminute for a 1st-level spell slot, 10 minutes for a 2nd-\r\nlevel spell slot, 1 hour for a 3rd-level spell slot, 8 hours\r\nfor a 4th-level spell slot, or 24 hours for a spell slot of\r\n5th-level or higher.\r\n\r\n\r\n\r\n[b]Malediction Metamorphosis[\/b]\r\nAt 2nd level, your curse begins evolving within\r\nyou. You can guide this change to create effects\r\nthat are beneficial to you. Choose one of the\r\nfollowing metamorphosis options. You can\u2019t take a\r\nmetamorphosis more than once, even if you later get\r\nto choose again.\r\n\r\n[i]Enshrouding Imprecation[\/i]\r\nYour curse\u2019s energy covers you like a dark cloak when\r\nit isn\u2019t held back by bright light. You have advantage\r\non Dexterity (Stealth) checks you make while in dim\r\nlight or darkness.\r\n\r\n[i]Fecund Affliction[\/i]\r\nOnce, you can use your Afflict without expending a\r\nspell slot. Its duration is 1 minute. You regain your use\r\nof this feature when you finish a short or long rest.\r\n\r\n[i]Hostile Bane[\/i]\r\nOnce during each of your turns when you hit a\r\ncreature with an attack, you can cause the attack to\r\ndeal additional necrotic damage equal to your curse\r\nability modifier (minimum 1).\r\n\r\n[i]Protective Hex[\/i]\r\nWhen you\u2019re wearing light, medium, or no armor, you\r\ncan use your curse ability modifier, instead of your\r\nDexterity modifier, to determine your Armor Class.\r\nYour curse ability modifier is otherwise treated as\r\nthough it were your Dexterity modifier for the purpose\r\nof determining your AC this way.\r\n\r\n[i]Swift Jinx[\/i]\r\nYou can use your Jinx as a bonus action on your turn.\r\n\r\n\r\n[b]Fell Attunement[\/b]\r\nStarting at 3rd level, your familiarity with the nature\r\nof curses and other dark magics allows you to detect\r\nthem. As an action, you can send invisible tendrils of\r\nyour curse to scout for these fell energies. Until the\r\nend of your next turn, you know the location of any\r\naberration, fiend, shapechanger, or undead within\r\n60 feet of you that isn\u2019t behind total cover. You know\r\nthe type (aberration, fiend, shapechanger, or undead)\r\nof any being whose presence you sense, but not its\r\nidentity. Within the same radius, you also detect the\r\npresence of any cursed objects, as well as spells on\r\nthe accursed or warlock spell lists that are currently\r\nactive or have been cast in the radius within the last\r\nhour. You don\u2019t know what the specific objects or spell\r\neffects are, only where they are located.\r\nYou can use this feature a number of times equal\r\nto 1 + your curse ability modifier. You regain all\r\nexpended uses when you finish a long rest.\r\n\r\n\r\n[b]Possessive Curse[\/b]\r\nStarting at 6th level, your curse jealously guards\r\nyou from others of its ilk, refusing to share its host.\r\nYou are immune to curses other than your Accursed\r\nAffliction, such as the hex and bestow curse spells.\r\nAdditionally, your hit point maximum can\u2019t be reduced\r\nagainst your will, you are immune to being possessed\r\nagainst your will, and when you touch or attune to a\r\ncursed object, it doesn\u2019t stop being cursed, but the\r\ncurse doesn\u2019t affect you.\r\n\r\n\r\n[b]Blundering Jinx[\/b]\r\nBeginning at 7th level, when a creature fails its saving\r\nthrow against your Jinx, you can choose instead to\r\ngive it disadvantage on the next attack roll it makes\r\nusing the chosen ability within the next minute.\r\n\r\n\r\n[b]Malediction Malignance[\/b]\r\nAt 10th level, your curse evolves again. You can\r\nchoose a second metamorphosis from the options in\r\nthe Malediction Metamorphosis class feature, or from\r\nthe following options if you meet the metamorphosis\u2019\r\nprerequisites.\r\n\r\n[i]Consolidating Jinx[\/i]\r\nPrerequisite: Swift Jinx\r\nWhen a creature makes a Wisdom saving throw\r\nagainst your Jinx, it has disadvantage on the\r\nsaving throw if it was previously the target of your\r\nJinx this turn.\r\n\r\n[i]Deadly Bane[\/i]\r\nPrerequisite: Hostile Bane\r\nYou lose the benefits of your Hostile Bane. Instead,\r\nwhenever you hit a creature with an attack during\r\nyour turn, you can cause the attack to deal additional\r\nnecrotic damage equal to your curse ability modifier\r\n(minimum 1).\r\n\r\n[i]Hex Armor[\/i]\r\nPrerequisite: Protective Hex\r\nWhile you\u2019re wearing light, medium, or no armor, any\r\ndamage you take is reduced by an amount equal to\r\nhalf your proficiency bonus.\r\n\r\n[i]Muffling Imprecation[\/i]\r\nPrerequisite: Enshrouding Imprecation\r\nWhile you\u2019re in dim light or darkness, you can ignore\r\nthe verbal components of your accursed spells.\r\n\r\n[i]Transferring Affliction[\/i]\r\nPrerequisite: Fecund Affliction\r\nWhen a creature fails its saving throw against your\r\nAfflict, you can choose not to suffer the chosen\r\nailment\u2019s effects for the duration.\r\n\r\n\r\n[b]Anathema Arcane[\/b]\r\nStarting at 14th level, the vile magics of your curse\r\nbecome too powerful to be solely contained in your\r\nbody. This overflowing curse energy invisibly extends\r\nfrom you in a 15-foot radius aura, and can interfere\r\nwith other magical effects. If a creature has truesight\r\nor is under the effects of the detect magic spell or\r\nsimilar magic, it can see this aura as a noxious\r\nsmoke. You can use this aura to disrupt magic in the\r\nfollowing ways:\r\n\r\n[i]Negate[\/i]. When you see a creature within the aura\r\ncast a spell that includes you as a target, you can\r\nuse your reaction to attempt to negate the effects of\r\nthe spell on yourself. When you do, make an ability\r\ncheck using your curse ability. The DC equals 10 +\r\ntwice the spell\u2019s level. On a success, you suffer none\r\nof the spell\u2019s effects. This has no effect on the spell\u2019s\r\nother targets.\r\n\r\n[i]Stifle[\/i]. As an action, you can attempt to stifle the\r\nmagic of an object or spell effect you can see within\r\nyour aura. When you do, make an ability check\r\nusing your curse ability. If the target is a spell effect,\r\nthe DC equals 10 + twice the spell\u2019s level. If the\r\ntarget is a magic item, the DC depends on the item\u2019s\r\nrarity, as shown in the Anathema Arcane table. On\r\na success, the magical properties of the object or\r\nspell effect are stifled for 1 minute; a spell effect you\r\ntarget this way ceases to function for the duration,\r\nand a magic object you target this way becomes its\r\nmundane equivalent for the duration.\r\n\r\n[i]Anathema Arcane[\/i]\r\n[table]\r\n[tr]\r\n[th]Item Rarity[\/th]\r\n[th]DC[\/th]\r\n[th]Example[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Common[\/td]\r\n[td]12[\/td]\r\n[td]cloak of billowing,\r\npotion of healing[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Uncommon[\/td]\r\n[td]15[\/td]\r\n[td]immovable rod, weapon +1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Rare[\/td]\r\n[td]18[\/td]\r\n[td]necklace of fireballs, weapon +2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Very Rare[\/td]\r\n[td]21[\/td]\r\n[td]staff of thunder and lightning,\r\nweapon +3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Legendary[\/td]\r\n[td]24[\/td]\r\n[td]cloak of invisibility, Moonblade[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Artifact[\/td]\r\n[td]30[\/td]\r\n[td]Eye and Hand of Vecna,\r\nOrb of Dragonkind[\/td]\r\n[\/tr]\r\n[\/table]\r\nYou can use this feature a number of times equal\r\nto your curse ability modifier (minimum once). You\r\nregain all of your expended uses when you finish\r\na long rest.\r\nAt 20th level, the range of this aura increases to 30\r\nfeet, and you regain all of your expended uses of this\r\nfeature whenever you finish a short or long rest.\r\n\r\n\r\n\r\n\r\n\r\n[b]Malediction Metastasis[\/b]\r\nAt 18th level, your curse evolves into its ultimate\r\nform. You can choose a third metamorphosis from\r\nthe options in the Malediction Metamorphosis and\r\nMalediction Malignance class features, or from\r\nthe following options. If a metamorphosis has\r\nprerequisites, you must meet them to choose it.\r\n\r\n[i]Clandestine Imprecation[\/i]\r\nPrerequisite: Muffling Imprecation\r\nWhile you\u2019re in dim light or darkness, you can Hide as\r\na bonus action on your turn.\r\nAdditionally, if you\u2019re hidden from a creature when\r\nyou cast a spell on it, the creature has disadvantage on\r\nany saving throw it makes against the spell this turn.\r\n\r\n[i]Crippling Jinx[\/i]\r\nPrerequisite: Consolidating Jinx\r\nWhen a creature fails its saving throw against your\r\nJinx, you can choose instead to give it disadvantage\r\non the next saving throw it makes using the chosen\r\nability within the next minute.\r\nOnce you use this metamorphosis on a creature,\r\nyou must finish a long rest before you can use it on\r\nthat creature again.\r\n\r\n[i]Doubling Jinx[\/i]\r\nPrerequisite: Consolidating Jinx\r\nWhen you use your Jinx, you can target a second\r\ncreature within range. You can choose a different\r\nability for each target.\r\n\r\n[i]Explosive Bane[\/i]\r\nPrerequisite: Deadly Bane\r\nOnce during each of your turns when you hit a\r\ncreature with an attack, you can cause the attack\r\nto deal an additional 1d10 necrotic damage. When\r\nyou use this metamorphosis, you can also choose\r\nto expend a spell slot to cause the attack to deal an\r\nadditional 1d10 necrotic damage per level of the\r\nexpended spell slot.\r\n\r\n[i]Hex Aura[\/i]\r\nPrerequisite: Hex Armor\r\nWhile you\u2019re wearing light, medium, or no armor,\r\nwhen an attacker you can see within 30 feet of you\r\nhits you with an attack, you can use your reaction to\r\ncast hex on that creature, without expending a spell\r\nslot. When you cast the spell this way, the spell ends\r\nearly if the target drops to 0 hit points, or if you use\r\nthis ability again.\r\n\r\n[i]Mutating Malediction[\/i]\r\nWhen you finish a short or long rest, you can choose\r\nto replace any number of your other metamorphoses\r\nwith different metamorphoses. To choose a\r\nmetamorphosis, you must meet its prerequisites. If\r\nyou no longer meet a metamorphosis\u2019 prerequisites,\r\nyou must replace that metamorphosis as well.\r\nFor example, you can replace both of your other\r\nmetamorphoses with the Hostile Bane and Deadly\r\nBane options, since, by choosing Hostile Bane,\r\nyou meet Deadly Bane\u2019s prerequisites. However, if\r\nyou then later replace Hostile Bane with another\r\nmetamorphosis, you must also replace Deadly Bane,\r\nsince you no longer meet the latter\u2019s prerequisites.\r\n\r\n[i]Prolific Affliction[\/i]\r\nPrerequisite: Transferring Affliction\r\nWhen you spend a spell slot of 2nd-level or higher\r\nto use your Afflict, instead of increasing the effect\u2019s\r\nduration, you can choose an additional target for each\r\nslot level above 1st.\r\n\r\n[i]Shielding Hex[\/i]\r\nPrerequisite: Hex Armor\r\nWhile you\u2019re wearing light, medium, or no armor,\r\nwhen an attacker you can see hits you with an attack,\r\nyou can use your reaction to halve the attack\u2019s damage\r\nagainst you.\r\n\r\n[i]Umbral Imprecation[\/i]\r\nPrerequisite: Muffling Imprecation\r\nYou have darkvision to a range of 60 feet. If you\r\nalready have darkvision, its range instead increases\r\nby 30 feet. Magical darkness doesn\u2019t impede\r\nyour darkvision.\r\nAdditionally, you can cast darkness once, without\r\nexpending a spell slot, and regain the ability to do so\r\nwhen you finish a long rest.\r\n\r\n[i]Vengeful Bane[\/i]\r\nPrerequisite: Deadly Bane\r\nWhen a creature you can see within the range of a\r\nweapon you\u2019re holding causes you to take damage,\r\nyou can use your reaction to make a weapon attack\r\nagainst that creature. If the attack hits, it deals\r\nadditional necrotic damage equal to your curse\r\nability modifier.\r\n\r\n[i]Vile Affliction[\/i]\r\nPrerequisite: Transferring Affliction\r\nYou can use your Afflict as a bonus action\r\non your turn.\r\nAdditionally, when you use your Afflict, you can\r\nchoose any number of your ailments. If the creature\r\nfails its saving throw, it suffers each of your chosen\r\nailments for the duration, and you can choose not to\r\nsuffer any number of the chosen ailments\u2019 effects for\r\nthe duration.","subclass_options":"[h1]Accursed Afflictions[\/h1]\r\n\r\n\r\nAccurseds, once they take control of the magic of their\r\ncurse, find themselves in a rather unique situation:\r\nthey are able to view the malediction in ways that few\r\nother creatures can, learning the true makeup of its\r\nmagics. Most are surprised to find that the common\r\nbeliefs held about the nature of their particular\r\naffliction are actually misconceptions, though this isn\u2019t\r\nthe case for all imprecations. Learning to utilize the\r\ntrue nature of their curse\u2019s magic is at the heart of an\r\naccursed\u2019s progression of power.\r\n[h1]Curse of Lycanthropy[\/h1]\r\nLycanthropy is one of the most ancient and feared\r\ncurses, one that transforms civilized humanoids into\r\nravenous, raging beasts. Once bitten by a lycanthrope,\r\nthe instinct to eat and destroy consumes most of the\r\nafflicted, even those who do their utmost to resist\r\nit. However, unlike so many others, you\u2019ve found a\r\nway to manage these instincts, and unlocked the\r\nquintessential nature of lycanthropy: the ability to\r\nsculpt your body into mammalian forms. You\u2019ve\r\nlearned to harness this gift, transcending the singular\r\nbeast form of the lycanthrope who turned you and\r\naccessing the shapes of any mammal you\u2019ve seen.\r\nYou can only imagine the possibilities if you attain\r\ncomplete mastery of your shape...\r\n\r\n[b]Lycanthropy Ailments[\/b]\r\nAs a creature afflicted with lycanthropy, you suffer the\r\nfollowing ailments:\r\n\r\n\u2022 You have vulnerability to damage from silvered\r\nweapons.\r\n\u2022 Due to the enhanced metabolism caused by\r\nlycanthropy, you have to consume much more food\r\nthan a normal creature. At the end of each day that\r\nyou don\u2019t consume at least two pounds of food, you\r\nautomatically suffer one level of exhaustion.\r\n\r\n\r\n[b]Enhanced Senses[\/b]\r\nAt 1st level, you gain proficiency in the Perception\r\nskill. Additionally, you have advantage on Wisdom\r\n(Perception) checks that rely on hearing or smell.\r\n\r\n\r\n[b]Minor Shift[\/b]\r\nAlso starting at 1st level, you learn to control your\r\nlycanthropy enough to shift small parts of your body\r\nfor short periods without giving in to your feral\r\ninstincts. You count as a shapechanger, in addition\r\nto your other types. Your original form is your fully\r\nhumanoid form for the purpose of the moonbeam\r\nspell and similar effects.\r\nAs you attack, you can shift your teeth into fangs or\r\ntusks or your hands into hooves or claws, allowing you\r\nto create a natural weapon. You are proficient with\r\nyour natural weapon, which is a melee weapon that\r\ndeals 1d4 bludgeoning, piercing, or slashing damage\r\n(your choice each time you make an attack with it).\r\nImmediately after you take the Attack action on your\r\nturn using your natural weapon, you can make an\r\nadditional natural weapon attack as a bonus action.\r\nYour natural weapon\u2019s damage increases to 1d6\r\nat 5th level, to 1d8 at 11th level, and to 1d10 at\r\n17th level.\r\nAdditionally, starting when you reach 6th level in\r\nthis class, your natural weapon counts as magical for\r\nthe purpose of overcoming resistance and immunity\r\nto nonmagical attacks and damage.\r\n\r\n[b]Curse Spells[\/b]\r\nYou gain curse spells at the accursed levels listed\r\nin the Lycanthropy Curse Spells table. See the\r\nSpellcasting class feature for how curse spells work.\r\n[table]\r\n[tr]\r\n[th]Accursed Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]longstrider[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]alter self[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]freedom of movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]far step[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Scent Memory[\/b]\r\nBy 3rd level, your enhanced senses have allowed you\r\nto create a mental catalogue of scents. Whenever\r\nyou succeed on a Wisdom (Perception or Survival)\r\ncheck using smell to find or track a creature, you\r\nknow if you\u2019ve scented that creature before, and can\r\naccurately place the scent to a creature you know if\r\nyou\u2019ve smelled it in the last year. This feature has no\r\neffect on a creature if it is transformed into a form you\r\ndon\u2019t recognize.\r\n\r\n\r\n\r\n[b]Hybrid Shift[\/b]\r\nAlso starting at 3rd level, you can assume a form that\r\nis a mix between humanoid and beast. This hybrid\r\nform is unstable, though, and can\u2019t be maintained\r\nfor long. You can assume your hybrid form as an\r\naction. While you\u2019re in your hybrid form, you gain the\r\nfollowing benefits:\r\n\u2022 You can make a natural weapon attack as a bonus\r\naction on your turn.\r\n\u2022 Your lycanthropy constantly reknits your wounds to\r\nmaintain the form. At the start of each of your turns,\r\nyou regain a number of hit points equal to half your\r\naccursed level. If you take damage from a silvered\r\nweapon, this benefit doesn\u2019t function at the start of\r\nyour next turn.\r\nYour hybrid form lasts for 1 minute. It ends early if\r\nyou choose to end it (no action required by you), or if\r\nyou drop to 0 hit points or die.\r\nOnce you use this feature, you must finish a short\r\nor long rest before you can use it again. If you have no\r\nremaining uses of this feature, you can instead expend\r\na spell slot of 3rd level or higher to use it again.\r\n\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead\r\nof once, whenever you take the Attack action\r\non your turn.\r\n\r\n\r\n[b]Sustained Shift[\/b]\r\nAt 11th level, you gain the ability to sustain minor\r\nshifts of your form without losing yourself to your\r\nanimal instincts. As an action, you can magically\r\nassume one of the following traits, or return to\r\nyour normal form. If you assume one of these traits\r\nwhile you already have one assumed, you lose the\r\nprevious trait.\r\n\r\n[i]Digitigrade Legs[\/i]. Your femurs shorten while your\r\nmetatarsals lengthen, giving you the appearance of\r\nhaving reversed knees and making your strides more\r\npowerful. Your walking speed increases by 10 feet,\r\nand you double your high and long jump distances.\r\n\r\n[i]Echolocation[\/i]. Your vocal cords become more\r\nelastic, allowing you to create sounds inaudible to\r\nmost creatures. As a bonus action on your turn,\r\nyou can emit a noise inaudible to creatures without\r\nthe echolocation or tremorsense traits. Until the\r\nbeginning of your next turn, you have blindsight to a\r\nrange of 30 feet as long as you aren\u2019t deafened and are\r\nable to speak.\r\n\r\n[i]Hooked Claw[\/i]s. Hooked claws appear at the ends\r\nof your fingers and toes. You have a climbing speed\r\nequal to your base walking speed.\r\n\r\n[i]Powerful Lungs[\/i]. Your lungs grow larger within\r\nyour chest cavity, giving you a greater capacity\r\nfor air. You can hold your breath for up to 15\r\nminutes at a time.\r\n\r\n[i]Vertical Pupils[\/i]. Your pupils thin until they become\r\nvertical slits, much like a cat\u2019s. You have darkvision to\r\na range of 60 feet, if you don\u2019t already have darkvision.\r\nAdditionally, you have advantage on Wisdom\r\n(Perception) checks that rely on sight.\r\n\r\n[i]Webbed Phalanges[\/i]. The joints of your fingers and\r\ntoes becomes bridged by flexible webbing. You have a\r\nswimming speed equal to your base walking speed.\r\n\r\n\r\n[i]Major Shift[\/i]\r\nAt 15th level, your continued practice with shifting\r\nunlocks the true nature of lycanthropy: the ability to\r\nalter the entirety of your form in whatever way you\r\nsee fit. You can cast the alter self spell at will, without\r\nexpending a spell slot. When you cast the spell\r\nusing this feature, it doesn\u2019t require concentration.\r\nAdditionally, when you use the Change Appearance\r\noption, in addition to the normal ways you can use\r\nthat option, you can change your basic shape, though\r\nyou can only change your basic shape into that of\r\nmammals. You still can\u2019t appear as a creature of a\r\ndifferent size to you.\r\nFor example, you can use the Change Appearance\r\noption to change your form from bipedal to\r\nquadrupedal, but only into a pony, tiger, dog, or other\r\nmammal of your size, not into a crocodile, griffin, or\r\nother non-mammalian creature.\r\n\r\n\r\n[i]Master of Form[\/i]\r\nAt 20th level, you have fine control over all aspects of\r\nyour body, allowing you to change aspects of yourself\r\nas you see fit. As a bonus action on your turn, you\r\ncan use your Hybrid Shift, Sustained Shift, or Major\r\nShift feature.\r\nAdditionally, you can use your Hybrid Shift an\r\nunlimited number of times. While in your hybrid\r\nform, you have resistance to bludgeoning, piercing,\r\nand slashing damage from nonmagical weapons that\r\naren\u2019t silvered.\r\n\r\n\r\n[h1]Curse of Misfortune[\/h1]\r\nYou, or one of your ancestors, managed to earn the ire\r\nof a powerful magical entity, whether it be a hag, deity,\r\nor archmage, that cursed your family line with poor\r\nluck. You\u2019re constantly losing things as though they\u2019ve\r\nvanished into the aether, you injure yourself in the\r\nmost improbable of ways, and it always rains if you\u2019ve\r\nforgotten your cloak. You\u2019ve learned, however, that the\r\nmagic that surrounds you simply alters probability,\r\nand have discovered that you can manipulate it.\r\nPerhaps, if you gain enough control over this ability,\r\nyou may even be able to alter fate...\r\n\r\n\r\n[b]Misfortune Ailments[\/b]\r\nAs a creature afflicted with extraordinary unluck, you\r\nsuffer the following ailments:\r\n\u2022 Immediately after you finish a short or long rest\r\nor roll initiative, a shroud of unluck settles around\r\nyou. You can choose for the shroud to be invisible,\r\nthough it appears as a cloak of smoke if you don\u2019tor to a creature that has truesight or is under\r\nthe effects of the detect magic spell or similar\r\nmagic. While the shroud surrounds you, you have\r\ndisadvantage on ability checks and saving throws\r\nthat use Strength, Dexterity, and Constitution, as\r\nwell as on attack rolls. Immediately after you make\r\none of these rolls, you can choose to discard or\r\nregain the shroud.\r\n\u2022 Whenever a creature scores a critical hit against\r\nyou, it can roll one of the weapon or effect\u2019s damage\r\ndice one additional time and add it to the extra\r\ndamage of the critical hit.\r\n\r\n\r\n[b]Jinxing Shroud[\/b]\r\nAt 1st level, while you have your shroud of unluck, the\r\nrange of your Jinx increases to 30 feet. Additionally\r\nthe target is unaware that you are the source of this\r\nfeature, even if you don\u2019t make a Dexterity (Sleight of\r\nHand) check, unless it has truesight or is under the\r\neffects of the detect magic spell or similar magic, in\r\nwhich case you make the ability check as normal.\r\n\r\n\r\n[b]Fortune Twist[\/b]\r\nAlso at 1st level, you learn to manipulate your luck.\r\nWhen you fail an attack roll, ability check, or saving\r\nthrow, you can use your reaction to reroll, potentially\r\nchanging the failure to a success. Once you use this\r\nfeature, you can\u2019t use it again until you fail another roll\r\nof the same type.\r\nFor example, if you used this feature to reroll an\r\nattack roll, you can\u2019t use this feature again until you\r\nmiss with a different attack roll.\r\n\r\n\r\n[b]Curse Spells[\/b]\r\nYou gain curse spells at the accursed levels listed\r\nin the Misfortune Curse Spells table. See the\r\nSpellcasting class feature for how curse spells work.\r\n[table]\r\n[tr]\r\n[th]Accursed Level[\/th]\r\n[th]Spell[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Bane[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]enhance ability[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Bestow Curse[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]skill empowerment[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Unfortunate Accident[\/b]\r\nStarting at 3rd level, once during each of your turns\r\nwhen you use your Jinx, you can choose to imbue the\r\njinx with additional bad luck. If the target of the jinx\r\nfails of its saving throw, it takes 1d8 force damage,\r\nthe extra bad luck causing a random event to injure\r\nit. When a creature fails its saving throw against this\r\nfeature, it counts as you hitting the creature with\r\nan attack for the purpose of your accursed spells.\r\nYou must use this feature before the target rolls its\r\nsaving throw.\r\nThe damage increases by 1d8 when you reach\r\ncertain levels in this class: 5th level (2d8), 11th level\r\n(3d8) and 17th level (4d8).\r\n\r\n\r\n[b]Cheating Shroud[\/b]\r\nAlso at 3rd level, you learn to utilize your shroud\r\nof unluck to cause games of chance to go in your\r\nfavor. While you have your shroud of unluck, when a\r\ncreature you can see within 30 feet makes an ability\r\ncheck involving a game of chance, such as using a\r\ndice set or playing card set, you can use your reaction\r\nto give the creature advantage or disadvantage\r\non the ability check. The target doesn\u2019t know you\r\nmanipulated its luck this way.\r\n\r\n\r\n[b]Unavoidable Accident[\/b]\r\nBeginning at 5th level, when a creature succeeds on\r\nits saving throw against your Unfortunate Accident,\r\nit takes half the damage, but suffers no additional\r\neffects from your jinx.\r\n\r\n\r\n[b]Shared Misfortune[\/b]\r\nStarting at 11th level, you can pass your bad luck\r\nonto others. While you have your shroud of unluck,\r\nwhen you see a creature within 30 feet of you make\r\nan attack roll or ability check, you can use your\r\nreaction to force the creature to make the roll with\r\ndisadvantage. You must use this feature before the\r\ncreature makes the roll.\r\n\r\n\r\n[b]Luck Twist[\/b]\r\nBeginning at 15th level, you gain a finer control over\r\nluck, allowing you to grant good luck to others.\r\nWhile you have your shroud of unluck, when\r\nyou see a creature within 30 feet of you\r\nmake an attack roll or saving throw,\r\nyou can use your reaction to grant\r\nthe creature advantage on the roll.\r\nYou must use this feature before the\r\ncreature makes the roll.\r\n\r\n\r\n[b]Sovereign of Fate[\/b]\r\nAt 20th level, you can bend\r\nthe fate of all around you. In\r\ncombat, you get a special\r\nreaction that you can take\r\nonce on every creature\u2019s turn,\r\nexcept your turn. You can use\r\nthis special reaction only\r\nto use either your Shared\r\nMisfortune or Luck Twist\r\nfeature, and you can\u2019t\r\nuse it on the same turn\r\nthat you take your\r\nnormal reaction.\r\n\r\n\r\n\r\n\r\n[h1]Curse of Possession[\/h1]\r\nYour body is inhabited by a spirit of the deceased, and\r\nfor some time it had complete control, forcing you to\r\nbe a silent passenger in your own flesh. Whether it\r\nis a vengeful ghost, a sorrowful shade, or a lovelorn\r\nspecter, this apparition has unfinished business that\r\nprevents it from passing into the afterlife. Somehow,\r\nyou\u2019ve wrested control of your body back from the\r\nspirit, and have made an accord with it, working\r\ntogether to help it pass on while you accomplish your\r\nown goals. Whether this accord is true friendship\r\nbetween the living and the dead or a tenuous\r\npartnership between unwilling parties, you both know\r\nthat you\u2019re much more powerful working together\r\nthan apart...\r\n\r\n\r\n[b]Possession Ailments[\/b]\r\nAs a creature afflicted with possession by a spirit, you\r\nsuffer the following ailments:\r\n\u2022 Due to the spirit sharing your body, spells and\r\neffects that detect the presence of undead, such as\r\nthe detect evil and good spell, detect you as if you\r\nare an undead.\r\n\u2022 The spirit sharing your body makes you feel\r\nunnaturally cold, almost more than your mortal\r\nbody can handle in normal environments. If you\u2019re\r\nin a cold climate, as described in Chapter 5 of the\r\nDungeon Master\u2019s Guide, or have suffered cold\r\ndamage since the end of your last turn, you have\r\ndisadvantage on attack rolls and ability checks using\r\nStrength, Dexterity, or Constitution.\r\n\r\n\r\n[b]Spirit Companion[\/b]\r\nBy 1st level, you\u2019ve befriended, or at least made a deal\r\nwith, the spirit that possessed you, agreeing to share\r\nyour body to mutual benefit. Choose an appearance\r\nand alignment for your spirit companion. Your spirit\r\ncompanion knows Common and one additional\r\nlanguage of your choice. It has the following statistics\r\nand features:\r\n\u2022 Its size is Small or Medium, your choice when you\r\ntake this feature or gain a new spirit companion.\r\n\u2022 You determine its statistics as though creating a\r\nnew character; the three different methods for\r\ndoing so are described in Chapter 1 of the Player\u2019s\r\nHandbook. After you assign its ability scores, you\r\nincrease one of its ability scores by 2, and another of\r\nits ability scores by 1.\r\n\u2022 It has 1 hit point, and can\u2019t gain more. If it would be\r\ndealt damage, instead prevent that damage and it\r\ninstantly retreats to your body for protection. It also\r\nretreats this way if you order it to on your turn (no\r\naction required by you), if you become unconscious\r\nor die, or if it is ever on a different plane than you.\r\n\u2022 It has darkvision to a range of 60 feet. It can also\r\nsee 60 feet into the Ethereal Plane.\r\n\u2022 It is immune to cold, necrotic, and poison damage.\r\n\u2022 It is immune to the charmed, exhaustion, frightened,\r\ngrappled, paralyzed, petrified, poisoned, prone, and\r\nrestrained conditions. However, due to sharing your\r\nbody, if you are subject to the charmed, exhaustion,\r\nfrightened, incapacitated, paralyzed, petrified,\r\npoisoned, or unconscious conditions, your spirit\r\ncompanion suffers the same effects.\r\n\u2022 It is proficient with its withering touch, which is a\r\nmelee weapon that deals 1d6 necrotic damage. It\r\nuses Charisma, instead of Strength, for the attack\r\nand damage rolls of its withering touch. While it\u2019s\r\nwithin your body, it can make withering touch attacks\r\nagainst creatures within your reach. When your spirit\r\ncompanion hits a creature with its withering touch, it\r\ncounts as you hitting the target with an attack for the\r\npurpose of your accursed spells.\r\n\u2022 It is proficient in any saving throws in which you\u2019re\r\nproficient.\r\n\u2022 It is proficient in two skills of your choice.\r\n\u2022 Its Armor Class is equal to 10 + your curse ability\r\nmodifier.\r\n\u2022 It has a flying speed of 10 feet, and no other speed.\r\nIt can move through other creatures and objects as\r\nif they were difficult terrain. It takes 1 force damage\r\nif it ends its turn inside an object.\r\nYour spirit companion obeys your commands as\r\nbest it can. It has its own opinions, attitudes, and so\r\non, but will defer to your judgment when it comes\r\nto taking actions. It takes its turn on your initiative,\r\nthough it doesn\u2019t take an action unless you command\r\nit to. On your turn, you can verbally command your\r\nspirit companion where to move (no action required\r\nby you). You can use your action to verbally command\r\nit to take the Attack, Dash, Disengage, Dodge, or\r\nHelp action.\r\nYour spirit companion uses your proficiency bonus.\r\nWhenever you gain the Ability Score Improvement\r\nclass feature, your spirit companion\u2019s abilities also\r\nimprove. You can increase one of its ability scores by\r\n2, or you can increase two of its ability scores by 1.\r\nAs normal, you can\u2019t increase one of its ability scores\r\nabove 20 using this feature.\r\nIf you ever manage to complete the task or resolve\r\nthe emotion tying your spirit companion to the\r\nMaterial Plane, allowing it to move into the afterlife,\r\nyou can spend 1 hour conducting a ritual to call\r\nanother spirit companion to share your body. Create\r\na new spirit companion using the guidelines in\r\nthis feature.\r\n\r\n\r\nCurse Spells\r\nYou gain curse spells at the accursed levels listed\r\nin the Possession Curse Spells table. See the\r\nSpellcasting class feature for how curse spells work.\r\n[table]\r\n[tr]\r\n[th]Accursed Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]catapult[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]spiritual weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Blink[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]Blight[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]Cone Of Cold[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Chill of the Afterlife[\/b]\r\nStarting at 3rd level, once during each of your turns\r\nwhen either you or your spirit companion hits with\r\na melee weapon attack, you can cause the attack to\r\ndeal an additional 1d6 cold damage. The damage\r\nincreases by 1d6 when you reach certain levels in this\r\nclass: 11th level (2d6), and 17th level (3d6).\r\n\r\n\r\n[b]Apparition Alacrity[\/b]\r\nAlso beginning at 3rd level, you can use your bonus\r\naction to verbally command your spirit companion to\r\ntake the Dash, Disengage, or Dodge action.\r\n\r\n\r\n[b]Body & Spirit[\/b]\r\nStarting at 5th level, when you take the Attack action,\r\nyou can verbally command your spirit companion\r\nto make a withering touch attack as part of the\r\nsame action.\r\nAdditionally, when you cast a spell, you can do\r\nso as if you were casting the spell from your spirit\r\ncompanion\u2019s position.\r\n\r\n\r\n[b]Wail of the Grave[\/b]\r\nAt 11th level, your spirit companion gains the ability\r\nto unleash a horrifying wail that has the potential to\r\nliterally scare the life out of those who hear it. As an\r\naction, you can have your spirit companion unleash\r\nthis wail. Each creature of your choice within 30\r\nfeet of your spirit companion that can hear it must\r\nmake a Constitution saving throw. A target takes 4d8\r\npsychic damage on a failed save, or half as much on a\r\nsuccessful one. Then, if the creature has a number of\r\nhit points less than or equal to your accursed level, it\r\ndrops to 0 hit points.\r\nThis wail has no effect on undead or constructs, or\r\ncreatures immune to being frightened.\r\nOnce you use this feature, you must finish a short or\r\nlong rest before you can use it again.\r\n\r\n\r\n[b]Mutual Possession[\/b]\r\nStarting at 15th level, your spirit companion can\r\ninhabit and control the bodies of other humanoids\r\nwhile maintaining its connection to you. As an\r\naction, you can have your spirit attempt to possess\r\na humanoid within 5 feet of it. That creature must\r\nmake a Charisma saving throw or be possessed\r\nby your spirit companion for 1 minute. When your\r\nspirit companion possesses a creature this way, it\r\ndisappears into the target\u2019s body. While in the target\u2019s\r\nbody, your spirit companion can\u2019t be targeted by\r\nany attack, spell, or other effect, except ones that\r\nturn undead.\r\nWhile possessing a creature, your spirit companion\r\nretains its alignment, Intelligence, Wisdom, Charisma,\r\nand immunity to being charmed and frightened. It\r\nstill counts as your spirit companion for the purpose\r\nof your class features and abilities, and takes its turns\r\nand uses its actions as normal. Otherwise, it uses\r\nthe target\u2019s statistics, but doesn\u2019t gain access to the\r\ntarget\u2019s knowledge, class features, or proficiencies.\r\nThe possession ends early if the body drops to 0 hit\r\npoints, you choose to end it on your turn as a bonus\r\naction, or your spirit companion is forced out by an\r\neffect like the dispel evil and good spell. When the\r\npossession ends, your spirit companion reappears in\r\nan unoccupied space within 5 feet of the body.\r\nAfter it succeeds on the saving throw or after the\r\npossession ends, the target is immune to this feature\r\nuntil you complete a long rest.\r\nOnce you use this feature, you must finish a short or\r\nlong rest before you can use it again.\r\n\r\n\r\nSpectral Champion\r\nAt 20th level, you become an ideal host for spirits,\r\nyour body so infused with ectoplasmic energy that\r\nyou empower any spirit that shares it. Your spirit\r\ncompanion\u2019s flying speed increases to 30 feet. When\r\nyou use your Mutual Possession, the target can be\r\nany creature that isn\u2019t a construct or undead within 5\r\nfeet of your spirit companion, and the possession lasts\r\nindefinitely. Additionally, once when you would drop to 0 hit\r\npoints or be killed outright, you can use your reaction\r\nto have your spirit companion retreat into your body\r\nand return you to life with 1 hit point. You regain your\r\nuse of this ability when you finish a short or long rest.\r\n\r\n\r\n[h1]Curse of the Armament[\/h1]\r\nOne of the most common curses suffered by\r\nadventurers and explorers is attuning to a cursed\r\nobject. Many suffer the inconvenience only so long as\r\nit takes to get remove curse cast on the object, but, for\r\nsome reason, you chose to remain attuned to a cursed\r\nweapon. Perhaps you didn\u2019t have the connections\r\nor money to have the spell cast, or maybe there was\r\nsomething compelling about the weapon\u2019s history that\r\nmade you reluctant to part with it. Regardless of your\r\nreasons, you\u2019ve embraced your connection with the\r\nweapon, despite its annoying tendency to never leave\r\nyou alone, and have dedicated yourself to mastering\r\nit. You may have become a bit obsessed with the\r\ncombination of magic and martial might the weapon\r\ncontains, and want to explore just how far you can\r\ngo with it...\r\n\r\n\r\n[b]Armament Ailments[\/b]\r\nAs a creature afflicted with attuning to a cursed\r\nweapon, you suffer the following ailments:\r\n\u2022 You have disadvantage on attack rolls made with\r\nweapons other than your curse weapon.\r\n\u2022 You are permanently attuned to your curse weapon\r\nand can\u2019t become unattuned from it by any means,\r\neven if another creature attempts to attune to it.\r\nSuch a creature\u2019s attempts to attune to your curse\r\nweapon automatically fail.\r\n\r\n\r\n[b]Acolyte of Arms[\/b]\r\nBy 1st level, you\u2019ve dedicated yourself to a mastery of\r\nmelee weapons in an attempt to better understand\r\nthe artifact that just won\u2019t leave you alone. You gain\r\nproficiency with martial melee weapons.\r\nChoose a melee weapon without the heavy property\r\nfrom your starting equipment. This weapon becomes\r\nyour curse weapon. Due to its cursed nature, it counts\r\nas magical for the purpose of overcoming resistance\r\nand immunity to nonmagical attacks and damage, but\r\nnot for the purpose of spells.\r\nIf your curse weapon ever becomes destroyed, its\r\ncurse instantly transfers to the nearest nonmagical\r\nmelee weapon in your possession, or that isn\u2019t\r\nbeing worn or carried if you don\u2019t have any other\r\nmelee weapons.\r\n\r\n\r\n[b]Clinging Curse[\/b]\r\nAlso starting at 1st level, if your curse weapon ever\r\nbecomes further than 20 feet from you, it instantly\r\nreappears in your space, whether in your hand, in its\r\nscabbard, or on the ground (your choice each time it\r\nreappears this way).\r\nYou\u2019ve learned to use this unique property to your\r\nadvantage. Your curse weapon gains the thrown\r\n(range 20\/60) property. When you throw your curse\r\nweapon as part of an attack, it reappears in your\r\nspace immediately following the attack. If you throw\r\nit 20 or more feet this way, it doesn\u2019t reappear in your\r\nspace until after the attack is completed.\r\n\r\n\r\n[b]Curse Spells[\/b]\r\nYou gain curse spells at the accursed levels listed\r\nin the Armament Curse Spells table. See the\r\nSpellcasting class feature for how curse spells work.\r\n[table]\r\n[tr]\r\n[th]Accursed level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]wrathful smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]magic weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]elemental weapon[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]staggering smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]steel wind strike[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Blade Bond[\/b]\r\nStarting at 3rd level, you\u2019ve formed a greater\r\nbond with your curse weapon. You can use it as a\r\nspellcasting focus for your accursed spells.\r\nAdditionally, this bond allows you to coax it into\r\nother forms. Over the course of a short or long rest,\r\nyou can alter your curse weapon\u2019s form and statistics\r\ninto those of a different melee weapon, even one with\r\nthe heavy property.\r\n\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead\r\nof once, whenever you take the Attack action\r\non your turn.\r\n\r\n\r\n[b]Voracious Weapon[\/b]\r\nAlso at 5th level, your curse weapon begins to hunger\r\nfor additional power, jealous of the advances you\u2019ve\r\nmade by siphoning its curse energy. When you attune\r\nto a magic melee weapon, you can choose to feed it\r\nto your curse weapon, causing your curse weapon to\r\ngain its magical properties. For example, if you feed a\r\nflame tongue to your curse weapon, it gains the flame\r\ntongue\u2019s ability to ignite by speaking a command\r\nword, shedding light and dealing the additional fire\r\ndamage while it is ignited. While your curse weapon\r\nhas a magic item consumed this way, it counts as\r\nmagical for the purpose of spells.\r\nWhen you feed a magic weapon to your curse\r\nweapon this way, you still count as being attuned\r\nto the consumed weapon. Your curse weapon\r\nregurgitates the consumed weapon, losing the\r\nweapon\u2019s properties, if you feed it a different magic\r\nmelee weapon, if you become unattuned from the\r\nconsumed weapon, or if you use your action to cause\r\nit to regurgitate the weapon.\r\n\r\n\r\n[b]Fighting Style[\/b]\r\nAt 11th level, your expertise with your curse weapon\r\nallows you to adopt a style of fighting as your specialty.\r\nChoose one of the following options. You can\u2019t take a\r\nFighting Style option more than once, even if you later\r\nget to choose again.\r\n\r\n[i]Defense.[\/i] While you\u2019re holding your curse weapon,\r\nyou gain a +1 bonus to your AC. This bonus increases\r\nto +2 if you aren\u2019t wielding another weapon or shield.\r\n\r\n\r\n[i]Dueling. [\/i]While you\u2019re wielding or throwing your\r\ncurse weapon with one hand and no other weapons,\r\nyou gain a +2 bonus to damage rolls with it.\r\n\r\n[i]Great Weapon Fighting.[\/i] When you roll a 1 or 2 on\r\na damage die for an attack you make with your curse\r\nweapon while you\u2019re wielding or throwing it with two\r\nhands, you can reroll the die and must use the new\r\nroll, even if the new roll is a 1 or 2.\r\n\r\n[i]Protection.[\/i] When a creature you can see attacks\r\na target other than you within 20 feet of you, you\r\ncan use your reaction to impose disadvantage on the\r\nattack roll, throwing your curse weapon to intercept\r\nthe attack. You must be wielding your curse weapon,\r\nand it reappears in your space immediately afterward.\r\nThrowing. You gain a +2 bonus to ranged attack\r\nrolls you make with your curse weapon. Additionally,\r\nwhen making a ranged attack with your curse\r\nweapon, being within 5 feet of a hostile creature\r\ndoesn\u2019t impose disadvantage on the attack roll.\r\n\r\n\r\n[b]Reciprocal Relationship[\/b]\r\nAlso starting at 11th level, when you hit a creature\r\nor object with an attack using your curse weapon,\r\nyou can use your reaction to teleport to the nearest\r\nunoccupied space to the target.\r\nYou can use this feature a number of times equal\r\nto your curse ability modifier (minimum once). You\r\nregain all of your expended uses when you finish\r\na long rest.\r\n\r\n\r\n[b]Curse Combination[\/b]\r\nBeginning at 15th level, when you take the Attack or\r\nCast a Spell action, you can make an attack with your\r\ncurse weapon as a bonus action this turn.\r\n\r\n\r\n[b]Bloodthirsty Blade[\/b]\r\nAt 20th level, when you use your curse weapon to\r\nscore a critical hit or reduce a creature to 0 hit points\r\non your turn, you can make an additional attack with\r\nyour curse weapon as part of the same action.\r\n\r\n\r\n[b]Ravenous Weapon[\/b]\r\nAlso at 20th level, your curse weapon can have up\r\nto two magic melee weapons consumed at the same\r\ntime. If you attempt to feed it a third, it regurgitates\r\nyour choice of the two weapons it currently has\r\nconsumed. If both of the consumed weapons grant a\r\nbonus to attack and damage rolls using the weapon,\r\nyou use the higher of the two bonuses, not the\r\ncombination. For example, if your curse weapon has\r\nconsumed a weapon +2 and a weapon +3, you will\r\nreceive a +3 bonus to your attack and damage rolls\r\nusing your curse weapon, not a +5 bonus.\r\n\r\n\r\n\r\n\r\n[h1]Curse of Vampirism[\/h1]\r\nAt some long past point in your life, you were taken by\r\na vampire and turned. You spent countless years as a\r\nmindless vampire spawn, destroying and drinking at\r\nyour master\u2019s behest. By a certain point, you\u2019d earned\r\nyour master\u2019s regard, and they made you a vampire\r\nscion, granting you a small measure of free will and\r\nreturning your mind, and began training you to be a\r\ntrue vampire. Dissatisfied with being a gilded slave,\r\nyou found a way to break your master\u2019s control over\r\nyou, and managed to beat back the curse in your\r\nblood, returning yourself to a measure of life that isn\u2019t\r\nexactly undeath. However, vampiric properties remain\r\nin your body, and a part of you thirsts to experiment\r\nwith the depth of your abilities...\r\n\r\n\r\n[b]Vampirism Ailments[\/b]\r\nAs a creature afflicted with vampirism, you suffer the\r\nfollowing ailments:\r\n\u2022 You have disadvantage on attack rolls and on\r\nWisdom (Perception) checks that rely on sight when\r\nyou, the target of your attack, or whatever you are\r\ntrying to perceive is in direct sunlight.\r\n\u2022 Due to your partially undead nature, if a spell or\r\neffect would cause you to regain hit points, you\r\nregain only half as many hit points if the spell or\r\neffect would normally have no effect on undead.\r\n\r\n\r\n[b]Vampiric Physiology[\/b]\r\nAt 1st level, you retain some of the physiological\r\nadvantages of being a vampire scion. You have\r\ndarkvision to a range of 60 feet. If you already have\r\ndarkvision, its range instead increases by 30 feet. You\r\nalso aren\u2019t visible in mirrors, and you have resistance\r\nto necrotic damage.\r\nAdditionally, you still have elongated canine fangs\r\nand supernatural jaw strength, allowing you to use\r\nyour bite as a natural weapon. You are proficient with\r\nyour bite, which is a melee weapon that deals 1d6\r\npiercing damage. You can use Dexterity, instead of\r\nStrength, for the attack and damage rolls of your bite.\r\n\r\n\r\n[b]Scion\u2019s Education[\/b]\r\nAlso at 1st level, you benefit from the formal training\r\nyou received at your vampire progenitor\u2019s decree.\r\nYou gain proficiency with longswords, rapiers,\r\nand longbows.\r\nAdditionally, you gain proficiency in your choice of\r\none of the following skills or tools: Athletics, History,\r\nInsight, Intimidation, Persuasion, calligrapher\u2019s\r\nsupplies, dragonchess sets, or two instruments of\r\nyour choice. Alternatively, you can learn a language of\r\nyour choice.\r\n\r\n\r\n[b]Curse Spells[\/b]\r\nYou gain curse spells at the accursed levels listed\r\nin the Vampirism Curse Spells table. See the\r\nSpellcasting class feature for how curse spells work.\r\n[table]\r\n[tr]\r\n[th]Accursed Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]charm person[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]spider climb[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]gaseous form[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]dominate beast[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]dominate person[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[b]Draining Bite[\/b]\r\nStarting at 3rd level, when you hit a creature with\r\nyour bite that you have grappled or that is willing,\r\nincapacitated, or restrained, your bite deals an\r\nadditional 1d6 necrotic damage, draining blood\r\nand life force from the victim. The target\u2019s hit point\r\nmaximum is reduced by an amount equal to the\r\nnecrotic damage taken this way, and you regain half\r\nthat many hit points (minimum 1). The reduction lasts\r\nuntil the creature finishes a long rest. The target dies\r\nif this effect reduces its hit point maximum to 0.\r\nUndead and constructs are immune to this feature.\r\nThe necrotic damage increases by 1d6 when you\r\nreach certain levels in this class: 5th level (2d6), 11th\r\nlevel (3d6), and 17th level (4d6).\r\n\r\n\r\n[b]Sanguine Glamour[\/b]\r\nAlso at 3rd level, you learn to tap into the\r\nvampiric ability to charm. As an action, you\r\ncan attempt to charm a humanoid within\r\n5 feet of you that you can see and that\r\ncan see you, as long as it isn\u2019t hostile to\r\nyou or any of your companions. The\r\ntarget must succeed on a Wisdom\r\nsaving throw or become charmed by\r\nyou until the end of your next turn,\r\nuntil you lose concentration (as\r\nthough concentrating on a spell),\r\nor until you or your companions\r\ndo anything harmful to it. You can\r\nuse your action on subsequent\r\nturns to maintain this effect\r\nfor an additional round, up\r\nto a maximum duration\r\nof 1 hour. The charmed\r\ncreature regards you as a\r\nfriendly acquaintance for\r\nthe duration.\r\nOnce the condition\r\nends on a creature, or if\r\nit succeeds on its saving\r\nthrow against the effect,\r\nit knows you attempted\r\nto charm it, potentially\r\nbecoming hostile, and\r\nbecomes immune to this\r\nfeature until you finish\r\na long rest.\r\n\r\n\r\n[b]Vampiric Strike[\/b]\r\nBeginning at 5th level, when you take the Attack\r\naction on your turn and successfully grapple a\r\ncreature, you can make a bite attack against that\r\ncreature this turn as part of the same action.\r\nAdditionally, when you take the Attack action on\r\nyour turn and make only non-bite weapon attacks, you\r\ncan make an additional non-bite weapon attack as\r\npart of the same action.\r\n\r\n\r\n[b]Crimson Strength[\/b]\r\nAt 11th level, the power you\u2019ve accumulated from all\r\nthe blood you\u2019ve drunk manifests as physical strength.\r\nYou have advantage on Strength (Athletics) checks\r\nyou make to grapple.\r\nAdditionally, you can climb difficult surfaces,\r\nincluding upside down on ceilings, without needing to\r\nmake an ability check.\r\n\r\n\r\n[b]Caller of Beasts[\/b]\r\nAt 15th level, you learn the conjure animals spell. It\r\ncounts as an accursed spell for you, and doesn\u2019t count\r\nagainst the number of accursed spells you know.\r\nOnce, you can cast conjure animals without\r\nexpending a spell slot. When you cast the spell this\r\nway, it doesn\u2019t require concentration, and only swarms\r\nof bats, swarms of rats, and wolves can be summoned.\r\nYou regain the ability to use this feature when you\r\nfinish a long rest.\r\n\r\n\r\n[b]Sanguine Ascension[\/b]\r\nAt 20th level, you gain a flying speed equal to\r\nyour base walking speed, and whenever you deal\r\nnecrotic damage to a creature that isn\u2019t an undead\r\nor construct, you regain hit points equal to half the\r\ndamage dealt, stealing the target\u2019s life force.\r\nAdditionally, when you use your Sanguine Glamour,\r\nthe target can be any creature that isn\u2019t a construct\r\nor undead within 5 feet of you that can see or\r\nhear you, and you can maintain the effect for an\r\nindefinite period.","table_data":"Level|Prof Bonus|Features|Spells Known|1st|2nd|3rd|4th|5th\r\n1st|+2|Accursed Affliction, Jinx|-----|-----|-----|-----|-----|-----\r\n2nd|+2|Spellcasting, Curse Control, Malediction Metamorphosis|3|2|-----|-----|-----|-----\r\n3rd|+2|Accursed Affliction feature, Fell Attunement|4|3|----|----|-----|-----\r\n4th|+2|Ability Score Improvement|4|3|-----|-----|-----|-----\r\n5th|+3|Accursed Affliction feature|6|4|2|-----|-----|-----\r\n6th|+3|Possessive Curse|6|4|2|-----|-----|-----\r\n7th|+3|Blundering Jinx|7|4|3|-----|-----|-----\r\n8th|+3|Ability Score Improvement|7|4|3|-----|-----|-----\r\n9th|+4|-----|9|4|3|2|-----|-----\r\n10th|+4|Malediction Malignance|9|4|3|2|-----|-----\r\n11th|+4|Accursed Affliction feature|10|4|3|3|-----|-----\r\n12th|+4|Ability Score Improvement|10|4|3|3|-----|-----\r\n13th|+5|----|12|4|3|3|1|-----\r\n14th|+5|Anathema Arcane|12|4|3|3|1|-----\r\n15th|+5|Accursed Affliction feature|13|4|3|3|2|-----\r\n16th|+5|Ability Score Improvement|13|4|3|3|2|-----\r\n17th|+6|-----|15|4|3|3|3|1\r\n18th|+6|Malediction Metastasis|15|4|3|3|3|1\r\n19th|+6|Ability Score Improvement|16|4|3|3|3|2\r\n20th|+6|Accursed Affliction feature, Anathema Arcane improvement|16|4|3|3|3|2","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"864887","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}