Cursed Classes - Even Cursier

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CURSED CLASSES

EVEN CURSIER
CURSED CLASSES
EVEN CURSIER
V1.1

Written by Steve Fidler, Bryan Holmes,


E. R. F. Jordan, Ryan Langr, Jackson Lewis,
Ashley May, Isaac A. L. May, Robyn Nix,
and Matthew Whitby.

Edited by Ryan Langr and Isaac A. L. May,


art by Dana Braga, and layout by Ashley May.

Additional content by
Oliver Clegg and Matthew Whitby.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Steve Fidler, Bryan Holmes, E. R. F. Jordan, Ryan
Langr, Jackson Lewis, Ashley May, Isaac A. L. May, Robyn Nix, and Matthew Whitby and published under the
Community Content Agreement for Dungeon Masters Guild.
Contents
Introduction ....................................1 Vampire ............................................ 40
Path of the Blood Ritual ........................41
Ceremorph .........................................4 Path of the Strigoi.................................... 43
Manifestation of Aberrant Offspring.8
Manifestation of Madness..................... 10 Spells .................................................44
Manifestation of Taming ........................ 11
Spell Descriptions ........................46
Covenborn........................................12 1st Level Spells............................................ 46
Blood of the Dusk Coven ........................ 17 2nd Level Spells .......................................... 46
Blood of the Green Coven ...................... 18 3rd Level Spells........................................... 47
Blood of the Night Coven ......................19 4th Level Spells .......................................... 48
5th Level Spells............................................ 51
Bound Spirit .................................... 22 7th Level Spells ...........................................52
Iron Golem ....................................................23
9th Level Spells ...........................................52
Mimic Bound ................................................ 24
Floraspawn ..................................... 26 Magic Items ......................................53
Alraune ..........................................................27 Backgrounds ...................................58
Corpse Flora.................................................29 Illithid Exile ................................................58
Dabbler...........................................................59
Lich ....................................................30
Pathway of the Phylactery .................... 31 Credits..............................................60
Pathway of the Shadow ...........................32
Lycanthrope ....................................33
Calling of the Werebat........................... 34
Calling of the Werebison........................ 35
Calling of the Wereshark....................... 35
Calling of the Werewyvern ...................36
Revenant.......................................... 37
Route of the Chosen .................................38
Route of the Unfulfilled........................39
Introduction Cursed Classes has some viable roleplay options that
allow not only for reclassing, but also for shuffling
our fascination with unlife has consumed ability scores. Every one of the cursed class options
you for most of your days. You have finally reflects a change that happens after a traumatic event,
reached the pinnacle of power, you are often your death. The magic that now permeates you
about to become a lich! What does that could be responsible for a dramatic change in your
mean for a character who has taken this mind and body. Many of the cursed classes reset the
path? From the standard rules, the clock to 0 and represent new beginnings.
character wouldn’t be allowed to multiclass. Let's now If you plan to allow reclassing for your characters, as
say that multiclassing is allowed, will that make your a Dungeon Master, I highly recommend you look into
character a level 14 sorcerer and level 1 lich? These the power levels of each cursed class. Many of them
rules work best when taken early in your adventuring follow standard progression of abilities found in the
career; a few levels of fighter certainly won’t hurt your core classes, but there are still some shifts to the overall
Lycanthrope and just a small excursion into revenant power level.
can add a lot of flavor to a ranger character. Remember A bound spirit could have an issue remembering their
that leveling in a cursed class represents giving in or previous life when moving to their new body. This
adopting the power of the curse to use for yourself. The could be represented through reclassing them fully into
higher level you become, the more likely you are to a bound spirit. It’s also possible that many of their
appear changed by the properties of your curse. modifications, or even the original build of the body,
There are some circumstances where your represents a higher power level to start, so that it isn’t
transformation should be more complete, where you strange to suddenly be a 7th-level bound spirit the
give up on your old life and dive headlong into the new moment you enter your new physical shell.
one. The example of our lich is just one which benefits Ceremorphs are likely forced into their change
from the concept of ‘reclassing’. Reclassing has been through ceremorphosis. Something has happened
around in Dungeons & Dragons as a house rule for during this process to change the very nature of your
as long as many of us have been playing. The storied body. An increase in intelligence is entirely possible.
tale is of a fighter wanting to join the order of paladins Mental ability scores that are hard to explain in other
or the humble ranger who falls into a life of crime and cursed classes could easily shift with the expansion of
becomes a rogue. In many circumstances this decision your mind. Ceremorphs are naturally built for
involves a lot of careful management from a Dungeon reclassing as their change is both mentally and
Master and a player. It may even include a shifting of physically consuming.
ability scores to make the new class viable in play.

1
Covenborn are changed through rituals and magic,
sometimes of their own volition, other times through
Cursed Doesn’t Mean Evil
forced corruption. Their physical form and even their Most adventurers are more wary than to approach a
mind can change during reclassing, which makes it hag or an illithid with open arms and a friendly smile.
somewhat simple to reclass them. At the same time, Even if not all individuals mean them ill, they
understand that the change from something else into a understand that with all of the kidnapping and brain-
covenborn is not a particularly pleasant experience. eating, these creatures built bad reputations. The same
Floraspawn come with the excuse of death in order to could be said for vampires, lycanthropes, the unliving,
reclass. Waking up in a changed body after you have and so on; they generally mean bad news for those who
been infested with russet mold or any other manner of cross their paths.
plant like transformation is the perfect explanation for However, adventurers are not ordinary people.
new powers. Floraspawn characters remain one of the Whether an adventurer becomes afflicted with a curse
easiest to explain reclassing with. at the start of their story, or many years into their
Liches are both simple and complex depending on the journeys, they are not required to bend themselves to
class they were previously. A wizard reclassing into a follow the preconceived notions of their kind. Even if
lich is nearly a perfect transition during the reclass. A they feel new, strong urges to nibble on tasty grey
sorcerer or bard can also work, though it requires a bit matter, they have the power to resist those urges and
of reworking to explain the change in magic ability and continue living their lives on their own terms.
the new prime ability scores you will need. A lich will
very often be the result of self inflicted cursing, outside The Good Covenborn
of something like the Pathway of the Phylactery. Covenborn are not hags. While they may share the
Lycanthropes who reclass often do so by giving in to same magical roots, a covernborn is not innately evil
their bestial nature and embracing it. They are one of and is not driven to the same depths of darkness as a
the easier characters to multiclass with, especially for a hag. Though a covenborn could surely choose to walk
somewhat more martial class. Reclassing can be seen as the path of evil, their choices are their own and they
somewhat of a natural process, ignoring your old life in could just as easily turn their energies toward doing good.
favor of the new one, it can also be seen as a tool to It is a common fallacy that ugliness equates to
change your character unwillingly into something they evilness. People want to believe that the worst parts of
are not. Changing ability scores through the violent the world are detectable at a glance and that creatures
transformation of your flesh is an easy explanation for or people who would do them harm are obvious and
revising your character. easy to avoid. This way of thinking gets a lot of people
Revenants have the advantage of death on their side hurt or taken advantage of, but it particularly hurts
for reclassing. A change in ability scores could come those who were not blessed with beauty. A covernborn
from the body atrophying as much as the change to may tangle their hair with weeds and filth and take up a
semi-undeath may enrich the body with new found whimsically dark name like Wilburt Wormtongue or
power. Both mentally and physically, the revenant Grandma Bitterberry, but that doesn’t mean they don’t
could have a change in ability scores during its still have love and kindness in their hearts.
reclassing.
Vampires are driven by their hunger. Their emotions
can have such a profound influence on the mind, their
The Good Ceremorph
undeath will no doubt allow their physical attributes to One of the most terrifying factors of the illithid is their
change as well. Again, the rebirth of a vampire allows propensity for consuming the brains of their victims.
for an easy explanation for their reclassing. I still Their feeding goes beyond murder, consuming one’s
strongly recommend you consider multiclassing a innermost thoughts and most precious memories,
vampire, as some of the most interesting vampires hold violating the sanctity of the self. Illithids are, beyond a
onto fragments of their past life to guide the new one. shadow of a doubt, evil creatures.
Due to their imperfect transformations, the
ceremorph does not require brains in order to survive.
Though the consumption of grey matter is still an
important part of their arsenal of abilities, and brains
may look undeniably scrumptious at a glance, a
ceremorph with adequate self-control can always
choose to abstain. By picking and choosing targets, such
as only devouring the brains of those who used their
gift of intelligence for evil, a ceremorph can still be a
good person.

2
Multiclassing Why Classes?
To qualify for a new class you must meet the ability One of the most common questions asked of the
score prerequisites for both your current class and your original Cursed Classes book was, undoubtedly, “Why
new one, as shown in the Multiclassing Prerequisites not races?” It’s a very reasonable question to ask; after
table. For example, a fighter who decides to multiclass all, becoming a vampire, bound spirit, or some other
into the lycanthrope class must have both Strength or afflicted being is a powerful transformation to one’s
Dexterity and Constitution scores of 13 or higher. body, or even the core of one’s being. However, the
Without the full training that a beginning character creators of Cursed Classes felt that there was a conflict
receives you must be a quick study in your new class, between the spirit of the transformation and the actual
having a natural aptitude that is reflected by higher- mechanics of it.
than-average ability scores. Our goal throughout the process of designing Cursed
MULTICLASSING PREREQUISITES Classes has always been to build things that feel as
Class Ability Score Minimum though they fit smoothly into the fifth edition of
Bound Spirit Strength 13 Dungeons & Dragons. When new mechanics and
Ceremorph Intelligence 13 systems are designed, they must still feel familiar.
Covenborn Constitution 13 and Charisma 13 While there are no mechanics in fifth edition for
Floraspawn Strength 13 or Constitution 13 changing one’s race, the ability to add levels is at the
Lich Intelligence 13 core of the game, along with multiclassing.
Lycanthrope Constitution 13 Furthermore, expanding the powers and abilities of a
Revenant Wisdom 13 race are presented in a very limited format, such as a
Vampire Charisma 13 tiefling collecting new spells as they gain levels.
Classes seemed to be the most functional way to
Barbarian Strength 13 introduce these curses, allowing the afflicted to learn
Bard Charisma 13 control and eventual mastery over their new found
Cleric Wisdom 13 power. Classes also allow an adventurer to retain the
Druid Wisdom 13 core of who they are, even after their changes; a
Fighter Strength 13 or Dexterity 13 halfling who unlocks their covenborn power does not
Monk Dexterity 13 and Wisdom 13 cease to be a halfling and will retain all of their existing
Paladin Strength 13 and Charisma 13 traits, from their diminutive size to their innate luck.
Ranger Dexterity 13 and Wisdom 13 That being said, we acknowledge that this is far from
Rogue Dexterity 13 the only way to build an afflicted adventurer.
Sorcerer Charisma 13 Dungeons & Dragons is, and always has been, about
Warlock Charisma 13 the world that you want to create, and everything we
Wizard Intelligence 13 do should function as a stepping stone for players and
Dungeon Masters on the way to their own perfect game.

3
Ceremorph A Twisted Birth
The thief scrambles down the darkened alley, Ceremorphs are made through a process called
desperately trying to escape the angry town guards. ceremorphosis, in which a small tadpole-like creature is
Unbeknown to him, an ally is helping him from the implanted in the brain of a humanoid creature. The
shadows. He leaps, intending to clear a dividing fence. tadpole spends a certain amount of time burrowing
Just as it looks as though he’ll slam into the barbed wire into the brain of its host, devouring it and essentially
at the top, he suddenly gains altitude and he lands like a becoming the creature’s brain. Once the creature’s
cat on all fours, his movements enhanced by the brain is replaced, the second stage of the
watcher in the shadows. transformation begins. The creature’s internal organs
A cloaked figure stands in front of the orcish family. melt away, forming entirely alien structures. The face
Long have they been the target of hatred and bigotry of the creature melts into a barely recognizable mass of
by the rest of the town. Now one such harasser has tentacles and teeth. The ceremorph is complete.
finally grown bold enough to confront them directly.
As he swings his fist at the silent sentinel, thick slimy A Sickness on the Hive
tentacles erupt from the hood and constrict the
attacker’s face. The attacker barely has time to scream You’re not like other ceremorphs; their loyalty is
before a ring of jagged teeth dig deep into his forehead. immediately apparent to the collective. No, you’ve been
A horde of roving hobgoblins have cornered their cast out, like detritus, by the elder brain for your
next unfortunate victim, a young goliath. As the deviance. The elder brain, it seems, is fickle in who fits
vanguard forces slowly surround her, the war-mages its cookie-cutter mold of perfection. Whatever
prepare a volley of arcane bombardment. Just before affliction marks you as an outsider, it reviles the
they unleash their magic, the goliath’s eyes flash a pale collective so much that they’ve stricken you from the
blue and an area of shimmering energy appears around records, not even the all knowing illithids will
them. They release the energy and the spells backfire, remember you.
detonating in their faces. The goliath smiles as her
form turns slimy and becomes tentacled. Creating a Ceremorph
Terrifying and powerful, the ceremorph is a When creating a Ceremorph, think about how your
fearsome foe to face. While the process of character came into contact with the hive. Were they a
ceremorphosis is grueling and possibly fatal, the reclusive hermit that just happened to live too close to
ceremorph is rewarded with awe-inspiring psionic a new colony? Were they a deranged cultist, obsessed
powers and the natural weapons of the illithid. Some with ascending to a greater form in order to become
welcome this change with open arms, finally gaining a closer to their chosen deity? Finally, consider what
chance to enact their will upon the world. Others reject exactly drove the elder brain to expel them from the
this change, often choosing to hide their changed forms hive. This will help in choosing your manifestation.
in fear of persecution.

4
Whisper Of The Hive Creed
Though you are not a member of any mind flayer hive, Illithid society is grouped into ideological factions
you still feel certain urges to follow the norms of illithid called creeds, which work in pursuit of specific goals.
society. It’s likely these aspects were communicated to Though you are not a member of illithid society, and
you through the original process of ceremorphosis or are free from any such factions’ control, your
were absorbed during a brief brush with a hive mind malfunctioned tadpole still possesses those leanings.
before your rejection. Whatever creed your tadpole was destined for now
WHISPERS influences your own behaviors.
d6 Whisper
1 You keep a funerary jar, and etch major events
CREEDS
of your life on its surface, like a diary of your d6 Creed
accomplishments. Though you will likely 1 Your tadpole was a Gatherer, and you feel a
receive the final arrangements befitting drive to bring people together, to encourage
someone of your race or faith, or at least an discussion and unification. To you, there’s
adventurer’s burial, you hope that your brain nothing better than for people to work as a
will be placed in the jar upon your death. collective.
2 You over-explain things to people because you 2 Your Creative tadpole has left your mind
assume they can’t grasp your full meaning sparking with ideas. Whether in the pursuit of
without a psychic bond between you. magic, machinery, or art, you feel a constant
3 You long for connectivity with others, flow of inspiration and a need to express your
sometimes coming across as clingy in your creativity in the world.
search for family or a ‘hive’ of your own. 3 You are driven by a Thorough Biter tadpole to
4 Dissenting opinions cause you a great deal of analyze situations, figuring out the root of
stress. You can’t stand to see friends argue failures, predicting worse case scenarios, and
with one another, and go out of your way to try strategizing how to improve. You aren’t
to smooth things over and get everyone on the comfortable with a plan unless you have three
same page. or four backup plans.
5 For a very brief time, you knew what it meant 4 Your Awaiter tadpole has instilled you with a
to be so connected to others as to feel what deep patience. You like to plan ahead,
they felt. Now that the connection is broken, sometimes months or even years in advance,
nothing ever feels quite the same. You have a visualizing your goals and constantly working
great deal of difficulty discerning peoples’ toward them. You are always thinking about
emotions, even when they seem obvious to how you can build toward your ideal future.
others. 5 Your tadpole was a Nourisher, and you love to
6 You consistently seek out minions to control. care for others. While cooking or providing
You feel most at ease when giving orders and food for others is a great joy to you, you also
seeing them obeyed, even if the orders are feel fulfilled by keeping others calm and at
small and mundane tasks like “hand me that peace, or by teaching them, much the same as
book” or “close the door”. a true Nourisher would prepare thralls for
ceremorphosis.
Tendrils 6 You feel the influence of a Darkener tadpole.
You despise the daylight, and though it doesn’t
An autonomic behavior is something that one does cause you any physical harm, you take shelter
from it as though it could. Nothing in the world
without conscious behavior or control, like blinking, or would make you happier than for the sun to
breathing. Though people can control these things, just go away.
they tend to function without awareness. Your face
tentacles tend to have their own autonomic behaviors,
which may distract or disturb others to varying degrees.
TENDRIL BEHAVIORS
d6 Behavior
1 Your tendrils tend to faintly sway as if resting
on a gentle ocean.
2 When examining an object closely, you have a
tendency to ‘look with your tendrils’, rubbing
them all over the object.
3 You tend to casually groom yourself with your
tendrils. They smooth your hair, they pick at
your teeth, or straighten your shirt collar.
4 Your tendrils tend to wring each other like
hands when you’re nervous.
5 When you become agitated, your tendrils tend
to move sharply, smacking against your
shoulders, chest, or jaw, like an annoyed cat
flicking their tail around.
6 You can’t help that your tendrils tend to pet
other peoples’ heads when you stand too
close. You’re not trying to eat anybody, it’s just
a habit.

5
THE CEREMORPH
Master —Spell Slots per Spell Level —
Proficiency Cantrips Spells
Level Features Mind
Bonus Known Known 1st 2nd 3rd 4th 5th
Points
1st +2 Recondite Genesis, Aberrant Mind — — — — — — — —
2nd +2 Psionics, Mastermind 2 2 — — — — — —
3rd +2 Manifestation 2 3 2 2 — — — —
4th +2 Ability Score Improvement 2 4 3 3 — — — —
5th +3 Channeler 2 5 3 3 — — — —
6th +3 Manifestation Feature 2 6 4 4 2 — — —
7th +3 Devour Skill 2 7 4 4 2 — — —
8th +3 Ability Score Improvement 2 8 5 4 3 — — —
9th +4 Devour Essence 2 9 5 4 3 — — —
10th +4 — 3 10 6 4 3 2 — —
11th +4 Manifestation Feature 3 11 6 4 3 2 — —
12th +4 Ability Score Improvement 3 12 7 4 3 3 — —
13th +5 Mind Shield 3 13 7 4 3 3 — —
14th +5 — 4 14 8 4 3 3 1 —
15th +5 Manifestation Feature 4 15 8 4 3 3 1 —
16th +5 Ability Score Improvement 4 16 9 4 3 3 2 —
17th +6 Improved Mind Shield 4 17 9 4 3 3 2 —
18th +6 Manifestation Feature 4 18 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 19 10 4 3 3 3 1
20th +6 Ulitharid 4 20 11 4 3 3 3 2

Quick Build Recondite Genesis


If you want to create a ceremorph quickly, follow these
steps. First, make Intelligence your highest ability Something went wrong. You should be a full illithid,
score, followed by Constitution. Then choose the sage but now you're just a sickness on the hive. Starting at
background. Finally, choose the mind blast spell as one 1st level, your ceremorphosis begins. Your form is
of your starting spells. changed to an illithid. While conscious, unless a
creature is immune to psychic damage, you can choose
Class Features if they see your illithid form, or your pre-ceremorph
form. You gain the following benefits.
As a ceremorph, you gain the following class features. Psionic Barrier. You project a barrier of pure psionic
energy, providing slight protection. When calculating
Hit Points AC while wearing light or medium armor, you can
Hit Dice: 1d8 per ceremorph level choose to add your Intelligence or Dexterity Modifier.
Hit Points at 1st Level: 8 + your Constitution modifier Natural Weapons. You gain a set of tentacles lining
Hit Points at Higher Levels: 1d8 (or 5) + your your mouth. As a bonus action, you can make a grapple
Constitution modifier per ceremorph level after the 1st attack with these tentacles, using Intelligence
(Athletics) instead of Strength (Athletics). You also gain
Proficiencies a bite attack, which you can only use if you have a
Armor: Light armor creature successfully grappled by your tentacles. You
Weapons: Simple weapons can choose to use your Strength or Dexterity modifier
Tools: None for this attack roll. On a successful hit, you deal 2d6
Saving Throws: Constitution, Intelligence piercing damage.
Skills: Choose two from Arcana, Deception, Insight,
Perception, Persuasion, Stealth Aberrant Mind
Equipment Your mind is an endless expanse. Starting at 1st level,
You start with the following equipment, in addition to you can telepathically speak to any creature within 60
the equipment granted by your background: feet of you that you can see. In order for the creature to
• 1 simple weapon understand you, you and the creature must share at
• Your choice of 5 javelins or 2 handaxes least one language.
• Leather armor
• Monster hunter’s pack

6
Psionics Mastermind
Starting at 2nd level, you learn to cast spells in an Additionally at 2nd level, you learn to leverage your
entirely unique way, through the power of your mind. burgeoning psionic abilities to make yourself a better
leader and strategist through the use of special abilities.
Cantrips You have a special resource, called mastermind points
You know two cantrips of your choice from the with which to fuel these abilities. You gain more
ceremorph spell list. You learn an additional cantrip of mastermind points at the levels shown on the
your choice at higher levels, shown on the Cantrips Mastermind Points column of the Ceremorph table.
Known column of the Ceremorph table. You can never have more mastermind points than
shown on the table for your level. You use your spell
Spell Slots save DC if one of these abilities calls for a saving throw.
The Ceremorph table shows how many spell slots you Your mastermind points are replenished after a short or
have to cast your spells of 1st level and higher. To cast long rest.
one of these ceremorph spells, you must expend a slot Extract Brain. As an action, you can consume the
of the spell's level or higher. You regain all expended brain of a creature who has been dead for no more than
spell slots when you finish a long rest. 12 hours. This process takes 1 minute, during which
For example, if you know the 1st-level spell lesser time you can ask the DM three yes or no questions, and
mind blast and have a 1st-level and a 2nd-level spell slot the memories of the creature provide the answers (as
available, you can cast lesser mind blast using either slot. determined by the DM). If the creature died no longer
than 1 minute prior to you eating their brain, you also
Spells Known of 1st Level and gain a mastermind point. If you reduce a creature to
Higher zero hit points with your bite attack, you can extract
At 3rd level, you know two 1st-level spells of your their brain as a bonus action instead of an action.
choice from the ceremorph spell list, one of which must Telepathic Link. At the end of a long rest, you can
be lesser mind blast. spend 1 mastermind point and designate a single
The Spells Known column of the Ceremorph table willing friendly creature by touching them. Until the
shows when you learn more ceremorph spells of your end of your next long rest, you share a telepathic bond
choice. The spell must be a level for which you have with that creature, and are able to communicate with it
spell slots. freely using your telepathy even if it does not share a
Additionally, when you gain a level in this class, you language with you, as long as it is within 1 mile of you.
can choose one of the ceremorph spells you know and While under the effects of the bond, you can use an
replace it with another spell from the ceremorph spell action to see through your bonded creature's eyes and
list, which also must be of a level for which you have hear what it hears until the start of your next turn,
spell slots. gaining the benefits of any special senses (darkvision,
blindsight, etc.) that the creature has. Starting at 11th
Spellcasting Ability level, you can spend an additional mastermind point to
Intelligence is your spellcasting ability for your extend the range of your telepathic link to a planar length.
ceremorph spells, since you create your spells by the Helpful Nudge. You learn how to subtly enhance your
power of your mind. You use your Intelligence bonded creature’s abilities. As a reaction to your
whenever a spell refers to your spellcasting ability. In bonded creature making an ability check or attack roll,
addition, you use your Intelligence modifier when you can expend 1 mastermind point to grant them
setting the saving throw DC for a ceremorph spell you advantage on the roll. You must have a clear line of
cast and when making an attack roll with one. sight to your bonded creature in order to use this
ability. Starting at 11th level, you can spend an
Spell save DC = 8 + your proficiency bonus + additional mastermind point to make your bonded
your Intelligence modifier
creature automatically succeed on their saving throw.
Spell attack modifier = your proficiency bonus + You must finish a short rest before spending
your Intelligence modifier mastermind points in this way again.
Telepathic Bolster. You can spend 1 mastermind point
Psionic Focus as a bonus action to telepathically bolster your bonded
When you cast your ceremorph spells, you do not need creature. For the next hour, your bonded creature has
to meet the verbal, somatic, or material components for advantage on Dexterity checks and saving throws.
the spell. The only exception for this rule is if the spell Additionally, at 11th level, you can spend an extra
specifies a material cost for the material component, as mastermind point to allow your bonded creature to add
this item will be consumed to fuel the strength of the spell. your Intelligence modifier to their initiative bonus.

7
Manifestation Ulitharid
At 3rd level, your malfeasance that caused you to be At 20th level, your ceremorphosis has reached its own
cast out from the elder brain fully manifests. Choose unique zenith. When you use your Telepathic Link
your manifestation from Madness, Taming, or feature, you can choose to expend an additional
Aberrant Offspring all detailed at the end of the class mastermind point to designate a second creature. Using
description. The archetype you choose grants you a feature that benefits your bonded creature benefits
features at 3rd level and again at 6th, 11th, 15th, and both of these creatures as well. Furthermore, the range
18th level. of your telepathy increases to 120 feet.
Additionally, when you use your Extract Brain
Ability Score Improvement feature, you gain 20 temporary hit points.
When you reach 4th, 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, Manifestations
or you can increase two ability scores of your choice by Illithids organize themselves by ideology into groups
1. As normal, you can’t increase an ability score above known as creeds, each furthering their own
20 using this feature. philosophies in different ways. Even if the
ceremorphosis is incomplete, no two failures come out
Channeler the same.
Starting at 5th level, you’ve learned to combine your
telepathic acumen and your psionic spellcasting to Manifestation of Aberrant
achieve deadly tactical success. When you spend a spell Offspring
slot to cast a ceremorph spell, you can also choose to There exists a form of ceremorphs who never went
expend a number of mastermind points equal to the through the ceremorphosis process, but instead one or
level of the spell. When you do so, you can choose for both their parents were in the initial stages of the
the spell to originate from your bonded creature. process during procreation. The end result is an
Additionally, when you cast a psionic cantrip, you add aberrant offspring, a ceremorph that has altered genetic
your Intelligence modifier to the damage roll. code that allows them to harness their ancestry to
unleash devastating psionic abilities. Much like a
Devour Skill sorcerer, their latent power may go undiscovered
Starting at 7th level, whenever you use your Extract through most of their lives until suddenly their innate
Brain feature, you also gain proficiency with one skill power is awoken.
or toolset that the creature possessed. This proficiency
lasts until the end of your next long rest, or until you Thoughtful Empathy
use Extract Brain on a different creature. At 3rd level, your unique combination of heritage
allows you to be a better leader by forming empathic
Devour Essence links to characters. You can spend 1 additional
mastermind point to use any of your mastermind
Starting at 9th level, you learn to extract the very abilities on creatures to whom you have a clear line of
essence out of the brains you devour. When you use sight, regardless if you are bonded with that creature. In
your Extract Brain feature, you can choose to spend 2 addition, you may now use Helpful Nudge a number of
mastermind points to temporarily gain a single times equal to your Intelligence modifier, still
resistance, immunity, or saving throw proficiency that expending 1 mastermind point and regaining all uses at
the creature possessed. This lasts for 1 hour, or until the end of a short rest.
you use this feature again.
Psionic Explosion
Mind Shield Starting at 6th level, you dig deep into the latent
psionic power inside to unleash it into a devastating
Starting at 13th level, as a bonus action you can spend a
outward blast. Each creature in a 30-foot-radius sphere
mastermind point to gain advantage on saving throws
centered on you must make an Intelligence saving
against spells and other magical effects for 1 minute.
throw or take 4d8 psychic damage and be stunned until
Additionally you gain resistance to psychic damage.
the end of their next turn.
Improved Mind Shield A bonded creature automatically succeeds on its
saving throw against the explosion. Once you use this
At 17th level, your resistance to psychic damage feature, you can’t use it again until you finish a long rest.
becomes immunity and you are immune to being This damage increases to 6d8 at 10th level, 8d8 at
charmed. 15th level, and 10d8 at 20th level.

8
Soothe the Mind
At 11th level, your connection with the minds of your
allies can sense debilitating effects and work to remove
them. You gain the following mastermind ability.
Clear the Mind. You learn how to remove negative
effects hindering the mind of your bonded creature. As
an action, you may expend 1 mastermind point to allow
a character to repeat a saving throw against the
following effects: charmed, frightened, and stunned. In
addition, they may add your Intelligence modifier to
the result.
You may now use this ability number a of times equal
to your Intelligence modifier, regaining all uses at the
end of a short rest.

Mind Over Matter


At 15th level, you now have the ability to shape your
Psionic Explosion, allowing you to choose a number of
creatures up to your Intelligence modifier (minimum of
one creature) that will automatically succeed on its
saving throw against the explosion.
In addition, you may choose to replace the damage
and stunning effect with a wave of soothing empathetic
emotion. Creatures that fail the saving throw instead
are subjugated to the effects of the calm emotions spell
for 1 hour.
Lastly, the Psionic Explosion feature may now be
used once per short rest.

Sense of Self
Starting at 18th level, you learn to fully read the
emotions and feelings of those around you to the extent
of bolstering them where they may falter. Using a
bonus action, you reach out with emotion infused
psionics to gain the following benefits for 1 minute:
• Every friendly creature within 30 feet of you counts
as a bonded creature.
• You can sense each bonded creature’s location even
outside of line of sight.
• There is no limit on how many times you may use the
Helpful Nudge ability, however the mastermind
cost remains.
• For the duration, each bonded creature has advantage
on saving throws to avoid the charmed or
frightened condition.
Once you use this feature, you can’t use it again until
you finish a long rest.

9
Conjure Faerzress
Starting at 6th level, your chaotic soul can tie itself to
the twisted portions of the weave. Expend six
mastermind points. A sphere of faerzress with a 20-foot
radius springs into existence centered on you. It does
not move with you and lasts a number of minutes equal
to your ceremorph level. When the effect disappears, it
leaves behind a carpet of luminous edible mushrooms.
This area is always filled with dim light. Creatures
within the area have advantage on saving throws
against divination spells and effects. Teleportation
spells cast to move creatures into or out of the area
force the caster to succeed on a Constitution saving
throw or the spell fails.
Any time a spell is cast from a creature within the
area, it must roll 1d20. On a 1, the spell is randomly
swapped with another spell the creature could cast.

Mesmerize
Starting at 11th level, you can project a 30-foot cone of
magical energy by expending 3 mastermind points.
Creatures in this cone must succeed on a Wisdom
saving throw or become charmed by you for 1 minute.
While charmed in this way, the creature must roll 1d6
at the start of each of its turns.
Manifestation of Madness d6
1-2
Mesmerization
The creature is driven to attack the closest
The specialized talents of your tadpole manifest creature, excluding you.
themselves, granting you additional powers and 3-4 The creature tries to use all of its movement. Roll
1d8 to determine the direction it travels.
abilities. In particular, your tadpole enjoys the sensation 5-6 The creature stands still and takes no actions.
of chaos. Whenever a mind flayer colony isn’t sure
what to do next, they often send in agents to create At the end of each of its turns, a creature can attempt
chaos and observe the results before making a decision. a new saving throw, ending the charmed condition on a
success.
Spread Madness
Starting at 3rd level, you erupt with psionic power and Chaotic Casting
cause incoherent sounds and images to manifest Starting at 17th level, you can expend 12 mastermind
themselves in the minds of creatures around you by points to create a magical chaos. Any creature within 60
expending 1 mastermind point. Each creature who can feet who can cast spells and who can see you must
see and hear you must succeed on a Wisdom saving succeed on a Constitution saving throw.
throw. On a failure, a creature cannot take reactions On a failure, start with their highest level spell they
until the start of its next turn. can cast and roll 1d6. On a 5 or 6, the spell is cast.
Otherwise, move onto the next spell and so on until a
Mental Shielding spell has been cast. Once a spell has been cast, move
Starting at 3rd level, your mind is more aware of onto the next creature who failed their saving throw
attempts of intrusion. You have advantage on saving and so on until all spells have been cast.
throws against effects that impose any of the following If a spell has any requirements, such as determining a
conditions: charmed, frightened, or stunned. target, the DM can determine this randomly. Spells
At 9th level, choose one of those conditions. You are with a material component that have a gold cost have
immune to that condition. At 17th level, choose no effect when cast.
another condition and become immune to that
condition as well.

10
Manifestation of Taming Mass Control
Starting at the 11th level, if a creature gains the
The specialized talents of your tadpole manifest incapacated, stunned, or charmed condition from one
themselves, granting you additional powers and of your class features, you can expend 4 mastermind
abilities. In particular, your tadpole enjoys the sensation points to make the effect permanent until you or one of
of controlling every situation, manipulating your allies attacks the target or casts a spell on them.
encounters like a chessboard, and using creatures like
mindless chattel. Enhanced Link
Starting at 17th level, in addition to your Telepathic
Short Term Thrall Link target, any creature that is incapacitated, stunned,
Starting at 3rd level, whenever you reduce a creature to or charmed by you also counts as being linked to you.
0 hit points, you can expend 2 mastermind points. If Additionally, as a reaction when any linked creature
you do, the creature does not become unconscious or ends their turn without using their action and bonus
die. Instead the creature gains temporary hit points action, or if they have movement remaining, you can
equal to twice your ceremorph level and obeys your do one of the following:
verbal or telepathic commands. If given no command,
it defends itself. At the start of each of its turns, the • Use any of their remaining movement.
creature loses 1 temporary hit point. If it is further than • Use their action, if it hasn’t been used this turn.
60 feet away from you, it loses all temporary hit points • Use their bonus action, if it hadn’t been used this turn.
instead. When the creature reaches 0 temporary hit If the creature is charmed or incapacitated and
points, it dies. unwilling to do this, make a contested Intelligence
Mind Blank check. If you lose, the feature fails.
Starting at 3rd level, whenever you deal psychic damage
to a target, you can expend 1 mastermind point. If you
do, the target must make an Intelligence saving throw.
On a failure, the target becomes iIncapacated until the
end of your next turn.
At 9th level, the target becomes stunned instead.

Mental Domination
Starting at the 6th level, any creature affected by your
Mind Blank can be given an order. Expend 2
mastermind points and give the creature a simple
command. Instead of becoming incapacatated or
stunned, the creature becomes charmed by you. Each
turn it must try to accomplish the given order. At the
end of each of its turns, it can attempt a Wisdom saving
throw, ending the effect on a success.

11
Covenborn The Threads of Fate
The tiefling awoke with a start, damp with sweat and Many covenborn see the world as constructed of a
clinging to her bedsheets. Her dreams were filled with thousand tiny strings, bonding each and every person
terrible visions: scenes of burning villages, clashing and object and place to each other. These strings are
steel, and a shadow that rolled over the sky and the threads of fate, and by manipulating them,
suffocated the land from above. She considered covenborn bring misery and misfortune to their
dismissing the visions as just that—figments of half- adversaries. Some covenborn take to this calling with
remembered nothings—but she knew she didn’t have glee, and see themselves as weavers or loomers of
that luxury. Her dreams were rarely wrong, and she fate itself.
had best prepare. However, misery needn’t be the end result of
In the back of the room, the elven woman allowed manipulating the threads of fate. Other covenborn take
her illusion to fade, much to the shock and awe of her great caution whose strings they pull upon, carefully
companions. She had been wearing this face for setting up a chain of events that bring misfortune to
months, bending her voice and the way she moved one but justice and good luck to many. These
until she was nothing like the woman underneath. But covenborn realize that fate is much more vast than any
she was tired, and they had earned her trust, so she one person can know, and see themselves only as a
allowed them to peek beneath the veil of her deception. small part of a large and storied tapestry of fateful events.
The dwarf wasn’t sure exactly why they were
standing over the sleeping form of their traveling Weird Magic
partner, but they felt drawn to the sight like a selkie to
the water. They listened to their instincts: cautiously, The oldest and strangest tradition of hags is “weird
they reached out and pulled—not with their hands, but magic”—the process of coaxing out the inherent
with their mind—and slowly but surely, they felt the magical properties in baubles, trinkets, and other
fabric of their partner’s dreams begin to twist in their oddities. Many cultures view this as a lesser or heretical
grip. They lurched back, surprised and a little guilty— form of magic than spellcasting, but those who practice
but that night would stay with them for years to come. it are keenly aware of its chaotic potential. Even
Not all hags fall naturally into their role as prophet covenborn that receive no training or guidance from
and witch of the weird. Some awaken to the power in hags or others of their kind feel drawn to the act of
themselves, and feel their transformation over the weird magic, performing it with the innate ease of a
stretch of months or years; others are cursed by deities, born natural.
devils, and other hags, their beauty robbed and
perverted. These creatures are referred to as
“covenborn.” No matter their origin, a covenborn is a
force even the fates must reckon with.

12
Creating a Covenborn A Taste For The Disgusting
When creating your covenborn, consider the nature of Though you may not crave the taste of flesh like a hag,
their transformation. Was their descent into hagdom you still feel certain changes in your tastes. You are still
always part of their blood? Were they cursed by fully capable of eating mundane foods, and travel
another for their vanity, or hubris? Or was it a simple rations are no less appetizing to you than they were
matter of being in the wrong place at the wrong time? before you discovered the secrets of your blood, but
Do they accept their transformation or resist it? Do you now long for certain bizarre ‘treats’.
they grieve for their lost beauty, or do they feel DISGUSTING TASTES
liberated from the lust and jealousy of others? Did they d6 Taste
ever feel beautiful to begin with? 1 Mold and mildew scraped off the pages of a
Covenborn feel an innate connection to the weird damp book is excellent when spread on toast.
magic hidden in baubles and misplaced things. Has your 2 A sachet of moldy berries, dirt, and twigs, tied
shut with a rat’s tail, makes for an excellent tea
hag always felt drawn to strange items, or is this a new bag. Steep in brown water for five minutes,
phenomenon? How does this connection express itself? serve promptly with stale crumpets.
Do the items speak to them, show them visions, burn 3 Aged cheese? Boring. Aged wine? Yawn. The
real delicacy is aged chicken. Hang a few thighs
with lights and colors, or is it subtle intuition? off the back of the wagon so the party won’t
know where the smell is coming from.
Twisted Aesthetics 4 You keep a carefully-tended composting jar in
your belongings, and add to it frequently,
making sure it gets plenty of time in the sun
Like hags, those of the covenblood tend to have an too. It’s your favorite condiment.
attraction toward the vile. They prize that which is 5 For some reason, anything thrown out of a
ugly, the same way ordinary people prize what is tavern or eaterie is better than what they put
on the table. Waste not, want not!
beautiful. You’re willing to do very strange things in the 6 Fresh water is disgusting to you. You have to
pursuit of what you consider fashion. maintain your own canteen when traveling. It’s
like your party keeps trying to poison you, with
TWISTED AESTHETICS all of this mosquito-larva-free stuff.
Trinkets
d6 Aesthetic
1 A mud pack is excellent for the skin. No, you
don’t wash it off.
2 Combing one’s hair backwards whilst inserting
Your weird magic allows you to draw the inherent
twigs and brambles to create a ‘rat’s nest’ is magical properties out of all manner of strange items.
not only stylish, but prone to attracting However, you don’t collect these bizarre trinkets solely
beneficial pests like spiders or small mice.
3 You wouldn’t be caught dead in plain clothes for their magical potential; in fact, you likely stumbled
without a hint of mold or bloodstains on them. on their power in the process of collecting them for
4 You’re very protective of your long nails, and their aesthetic appeal. In addition to your own weird
prone to crying if you break one. After all, it
takes a long time to grow them long enough to magic, you may carry some strange trinkets with you
curl in spirals! just because you enjoy them.
5 You like to get creative with your tongue-
dyeing. Different berries or mixtures may turn TRINKETS
it green, black, blue, or purple. For truly special d6 Trinket
occasions when you want to make a good 1 You like wearing necklaces and other jewelry
impression, you like to dye your tongue in made from beads and charms of questionable
stripes. origin. Some are glass, some are clay, and some
6 You tend to tug on your ears, nose, or other seem to be stranger materials, like the skulls of
skin in order to encourage it to stretch and small creatures, owl pellets, etc.
form wrinkles. Life’s too short to patiently wait 2 You favor a box that folds open into a tiny doll
to develop jowls. house, complete with furniture, accessories,
and little posable dolls. You have a tendency to
leave it set up with bizarre scenes unfolding, to
the discomfort of your allies.
3 You have a needlepoint kit. You have a
penchant for churning out encouraging
sentiments like ‘Bless This Burrow’ and ‘Live,
Laugh, Lacerate.’
4 Your deck of playing cards, though technically
a viable deck, features strange suits, and the
exquisitely detailed artwork can be described
as bizarre, crude, or even maddening.
5 You maintain a spoon collection. They range
from a tiny delicate stirring spoon taken from a
noble girl’s toy tea set, to a gnarled wooden
paddle used by a witch to stir her cauldron.
Wherever you travel, you always seek out a
new spoon to commemorate the event.
6 You like keeping a book collection, but those
are hard to travel with. Instead you just tear
the covers off of the books and keep those. It’s
honestly one of the more monstrous things
you do.

13
THE COVENBORN
—Spell Slots per Spell Level —
Proficiency Weird Spells
Level Features
Bonus Items Known 1st 2nd 3rd 4th 5th
1st +2 Twisted Claws, Unarmored Defense — — — — — — —
2nd +2 Spellcasting, Weird Magic 2 2 2 — — — —
3rd +2 Coven Blood, Dark Jinx (d6) 2 3 3 — — — —
4th +2 Ability Score Improvement 2 3 3 — — — —
5th +3 Extra Attack 3 4 4 2 — — —
6th +3 Dark Jinx (8) 3 4 4 2 — — —
7th +3 Coven Blood feature 3 5 4 3 — — —
8th +3 Ability Score Improvement 4 5 4 3 — — —
9th +4 Weird Revitalization 4 6 4 3 2 — —
10th +4 Dark Jinx (d10) 4 6 4 3 2 — —
11th +4 Coven Blood feature 4 7 4 3 3 — —
12th +4 Ability Score Improvement 5 7 4 3 3 — —
13th +5 — 5 8 4 3 3 1 —
14th +5 Coven Blood feature 5 8 4 3 3 1 —
15th +5 Dark Jinx (d12) 5 9 4 3 3 2 —
16th +5 Ability Score Improvement 6 9 4 3 3 2 —
17th +6 — 6 10 4 3 3 3 1
18th +6 Weird Resilience 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 11 4 3 3 3 2
20th +6 Invoke the Fates 6 11 4 3 3 3 2

Quick Build
You can make a covenborn quickly by following these
suggestions. First, Charisma should be your highest
score, followed by Strength or Constitution. Second,
choose the sage background.

Class Features
As a covenborn, you gain the following class features.

Hit Points
Hit Dice: 1d8 per covenborn level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per covenborn level after the 1st

Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Weaver’s tools

Saving Throws: Constitution, Charisma


Skills: Choose three from Arcana, Deception, Insight,
Nature, Perception, and Stealth

Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
• Your choice of a quarterstaff and a dagger or any
simple weapon
• Your choice of an explorer’s pack or a scholar’s pack
• Weaver’s tools

14
Twisted Claws Spellcasting Ability
Charisma is your spellcasting ability for your
Beginning at 1st level, your nails twist into long, jagged covenborn spells, since their power derives from the
claws, akin to those of a hag. Your claws are natural force of your will. You use your Charisma whenever a
weapons that deal 2d4 slashing damage on a hit. You spell refers to your spellcasting ability. In addition, you
are proficient in the use of your claws, and add your use your Charisma modifier when setting the saving
Strength modifier to attack and damage rolls with them. throw DC for a covenborn spell you cast and when
Unarmored Defense
making an attack roll with one.

Also at 1st level, you are bestowed with the tough, Spell save DC = 8 + your Proficiency Bonus +
your Charisma modifier
magical skin of a hag. While you are not wearing any
armor, your Armor Class equals 10 + your Dexterity Spell Attack modifier = your Proficiency Bonus +
modifier + your Constitution modifier. You can use a your Charisma modifier
shield and still gain this benefit.
Ritual Casting
Spellcasting You can cast a covenborn spell as a ritual if that spell
By 2nd Level, you have learned to draw foul magic has the ritual tag, you know the spell, and at least two
from the strangest corners of the planes and channel it other willing creatures are present to conduct the ritual
into spellcasting through sheer will. See chapter 10 of with you. The creatures must remain within 30 feet of
the Player’s Handbook for the general rules of you for the entire casting time of the spell, and do
Spellcasting and the end of this class description for the nothing but help you cast the spell. The creatures do
covenborn spell list. not need to be able to cast spells to help you in this way.

Casting Spells Spellcasting Focus


The Covenborn table shows how many spell slots you You can use weaver’s tools as a spellcasting focus for
have to cast your spells. To cast one of your covenborn your covenborn spells.
spells of 1st level or higher, you must expend a slot of
the spell's level or higher. You regain all expended spell Weird Magic
slots when you finish a long rest. In your travels, you have begun to feel drawn to strange
For example, if you are a 5th-level covenborn, you trinkets and objects—and further, you have learned to
have four 1st-level and two 2nd-level spell slots. With a draw out their inherent magical properties. This
Charisma of 14, your list of prepared spells can include process is called “weird magic”, and it is the ancient
four spells of 1st or 2nd level, in any combination. If tradition of hags and their covens.
you prepare the 1st-level spell witch bolt, you can cast At 2nd level, you gain two Weird Items of your
it using a 1st-level or a 2nd-level slot. Casting the spell choice. Your Weird Item choices are detailed at the end
doesn't remove it from your list of prepared spells. of the class description. Weird Items are considered
magic items, though they require no attunement. To
Spells Known of 1st Level and use a Weird Item, it must be in your possession. If a
Higher Weird Item is lost or destroyed, you can recreate it at
You know two 1st-level spells of your choice from the the end of a long rest spent with working your
covenborn spell list. weaver’s tools.
The Spells Known column of the Covenborn table Creatures other than you can’t use your Weird Items,
shows when you learn more covenborn spells of your as they lack the inherent connection to these trinkets
choice. Each of these spells must be of a level for which that you possess. When you die, a Weird Item becomes
you have spell slots. For instance, when you reach 5th mundane after a number of days equal to your
level in this class, you can learn one new spell of 1st or Charisma modifier have passed.
2nd level. When you gain certain covenborn levels, the number
Additionally, when you gain a level in this class, you of Weird Items you can have at once increases, as
can choose one of the covenborn spells you know and shown in the Covenborn table. Additionally, when you
replace it with another spell from the covenborn spell gain a level in this class, you can choose one of the
list, which also must be of a level for which you have Weird Items you possess and replace it with another
spell slots. Weird Item that you could gain at that level. A level
prerequisite refers to your level in this class, not
character level.

15
Coven Blood Weird Revitalization
At 3rd level, your transformation into a particular type At 9th level, you have become adept at channeling
of hag deepens, and you discover the nature of your weird magic to reinforce the depths of your will. As an
weird blood: Blood of the Dusk Hag, Blood of the action, you can destroy a Weird Item to regain one
Green Hag, and Blood of the Night Hag, all detailed at expended Jinx die. You lose use of the destroyed Weird
the end of the class description. The archetype you Item until you spend time recreating it, as normal.
choose grants you features at 3rd level and again at 7th,
11th and 14th level. Weird Resilience
Dark Jinx At 18th level, you have advantage on saving throws
made against spells and other magical effects.
Starting at 3rd level, you can place the bane of your will
on other creatures with ease, bringing them misfortune Invoke the Fates
and pain. As a bonus action while you are holding your
weaver’s tools, you can jinx a creature you can see At 20th level, you can turn to the fabric of fate itself,
within 60 feet of you. You form a thread of fate that attempting to bend it in your favor. When a creature
connects you to the creature, in the form of a Jinx you can see within 60 feet of you makes an attack roll,
die (a d6). ability check, or saving throw, you can use your
At any point in the next 10 minutes, when the reaction to twist the threads of fate, making a DC 20
creature makes an attack roll, ability check, or damage Charisma check. On a success, you can choose to
roll, you can use your reaction to sever the thread, replace the result of the roll with any number between
bringing misfortune to the creature. You roll the Jinx 1 and 20. The creature still adds any relevant modifiers,
die and subtract the result from the creature’s roll. You bonuses, or penalties to the roll, and you may select
can wait until after the roll is made to decide to sever which die to replace during advantage or disadvantage.
the thread, but you must declare your intention to do so If you succeed when using this feature, you can’t use
before the DM resolves the roll’s results. For instance, it again for another seven days. Otherwise, you can use
if the DM declares that the enemy attacks an object, you it again after you finish a long rest.

Coven Blood
can sever the thread after you know the damage total,
but must do so before you know if the item is broken.
Once you sever the thread, the Jinx ends and the Jinx The blood—and by extension, the transformation—of a
die is expended. covenborn reflects the nature of its curse. A covenborn
You can use this feature a number of times equal to cursed in the depths of its despair might find itself
your Charisma modifier (minimum of once). You infused with the tragic blood of a green hag;
regain any expended uses when you finish a long rest. meanwhile, a covenborn that discovers its weird magic
Your Jinx die changes when you reach certain levels through dreams and prophetic visions might carry the
in this class. The die becomes a d8 at 6th level, a d10 at blood of a dusk hag in its veins. As a covenborn’s
10th level, and a d12 at 15th level. transformation progresses and it learns to master its
curse, the call of its blood will deepen, lending it unique
Ability Score Improvement and fearsome powers akin to those of a hag.
When you reach 4th, 8th, 12th, 16th, and 19th level, When a covenborn gathers with other covenborn,
you can increase one ability score of your choice by 2, they are typically drawn to others of the same blood,
or you can increase two ability scores of your choice by forming a group called a coven. These covens range
1. As normal, you can’t increase an ability score above from guilds of arcanists and researchers to explorers
20 using this feature. and defenders of nature. Rarely, a hag will lead a group
Using the optional feats rule, you can forgo taking of covenborn as their mentor, forming a more
this feature to take a feat of your choice instead. powerful and unified coven than any three hags could
accomplish alone.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

16
Blood of the Dusk Coven Memory Glimpse. You glimpse a memory from the
creature’s mind. You can declare a specific memory you
Those who bear covenblood are infused with profane are looking for, or a type of memory, otherwise the
magical power, but none more in divination and DM determines the memory you find. This must be an
dreams than the dusk coven. The dusk coven prey on event that occured within the last 24 hours.
the dreams of individuals, choosing to take advantage Steal Breath. You lean over the creature and draw its
of their defenseless state to siphon memories or simply breath into you. This feature does not affect constructs
subsist on the magic of dreams. Their skin becomes or undead. The target takes 2d8 + your Charisma
distinctly weathered and grey-ish in tone, only modifier psychic damage, and you regain half as many
becoming flushed to its natural color for a brief period hit points. The creature immediately awakens if the
after feeding. damage does not reduce them to 0 hit points.
Dusk Blood Magic Future Correction
Starting at 3rd level, you learn an additional spell when At 11th level, your dreams allow you to see beyond the
you reach certain levels in this class, as shown in the present and influence the future. During a long rest
Dusk Blood Coven Spells table. The spell counts as a when you spend at least 4 hours sleeping, you weave
hag spell for you, but it doesn’t count against the this knowledge into your jinxes. You can choose to roll
number of hag spells you know. a number of d10s equal to your Charisma modifier and
DUSK BLOOD COVEN SPELLS note the total as your Jinx Pool. When you use your
Covenborn Level Spells bonus action to jinx a creature, choose a number of
3rd sleep points from this pool no greater than the size of your
5th silence Jinx die. When you use your reaction to sever the
9th gaseous form woven thread, instead of rolling your Jinx die, subtract
13th divination the number of points you chose from the creature’s
17th dream roll instead.
As an action, you can forsake the future as you’ve
Atropine Dream seen it. You take psychic damage equal to the amount
Starting at 3rd level, you lace your claws and weave remaining in your jinx pool, and regain an expended
your jinxes with a numbing agent. After dealing use of your Dark Jinx feature for every 5 points of
damage with your claws against a target that bears your damage you take (maximum equal to your Charisma
jinx, roll your Jinx die. If the result is greater than the modifier).
target’s remaining hit points, they fall unconscious for 1
minute and your jinx ends. A creature that is reduced to Sleepstep
0 hit points is unaffected by this unless they were dealt At 14th level, you can use the dreams of creatures as a
non-lethal damage. This unconscious state ends early if network to travel unbidden. You touch an unconscious
the sleeper takes damage or if someone uses an action creature as an action, disappearing into their mind as a
to shake or slap the sleeper away. Constructs, undead, cloud of gas. After 1 minute, you appear adjacent to
and creatures immune to being charmed aren’t affected another sleeping creature within 1 mile. This can either
by this feature. A creature that is immune to magical be a specific creature you choose, or you can declare a
sleep is instead stunned until the end of their next turn. location (such as a town by name) and the DM
The number of Jinx die you roll when determining if determines the exact location of the creature. The
the target falls unconscious increases as you gain levels creature whose dreams you exit from need not be
in this class. Two Jinx die at 7th level, three at 11th humanoid, a small critter or sentient object that dreams
level, and four at 14th level. also works for the purpose of this feature.
You can also pull 5 additional willing creatures into
Peer Past the Veil the dream with you, but must complete a long rest
At 7th level, you can project yourself into the dreams of before you can do so again.
sleeping creatures. As an action, you touch a creature
that is unconscious and choose one of the following
options.
Dream Seed. You plant a memory of yourself within
the target’s mind. This can be a pleasant memory, after
which, when the creature is conscious, they are
charmed by you for the next 24 hours or until you or
your allies deal damage or take a harmful action against
the creature; or a nightmarish one, after which, when
the creature is conscious, they are frightened by you for
the next 24 hours.

17
Blood of the Green Coven
Lurking in swamps and withered woods and preying
upon the empathy of others, those who carry the blood
of the green coven are known for their deceit, as well as
their craving for the suffering of others. Their voices
betray their green skin and gnarled appearance,
sometimes sounding sweet, sometimes powerful, but
always working to lure the unsuspecting into their
traps. There is no sweeter sound to the green coven
than the lamentations of one brought to the lowest
point of hopelessness.

Green Blood Magic


Starting at 3rd level, you learn an additional spell when
you reach certain levels in this class, as shown in the
Green Blood Coven Spells table. The spell counts as a
hag spell for you, but it doesn’t count against the
number of hag spells you know.
GREEN BLOOD COVEN SPELLS
Covenborn Level Spells
3rd illusory script Amphibious
5th pass without trace Additionally at 3rd level, you can breathe and speak
9th meld into stone normally underwater.
13th hallucinatory terrain
17th mislead Shadow Stitch
Starting at 7th level, as a bonus action while holding
Morbid Mockingbird your weaver’s tools, you can make a melee attack
Beginning at 3rd level, you master the ability to mimic against a creature within 5 feet of you. On a successful
sounds with your voice, from a fair maiden crying for hit, that creature’s shadow is stitched to the ground,
help, to the growl of a hungry dragon. You gain their movement is reduced to zero, and they cannot
advantage on Charisma (Deception) and Charisma take reactions until the start of your next turn. Shadow
(Performance) checks when mimicking the Stitch does not work in total darkness.
vocalizations of other creatures. In order to accurately
mimic the voice of a specific person, or the sounds Commiseration
made by a specific creature, you must have heard the At 11th level, when using your Jinx feature, you make a
person speaking, or heard the creature making the play on the creature’s empathy. The jinxed target must
sound, for at least one minute. A successful Wisdom succeed on a Charisma saving throw against your spell
(Insight) check contested by your Charisma save DC or be charmed by you for the next hour. This
(Deception) check allows a listener to determine that charm effect ignores immunity. While charmed in this
the effect is faked. way, the creature takes pity on you and will not attack
you or target you with harmful abilities or magical
effects, and you have advantage on ability checks to
interact socially with the creature. If harmed by you, or
asked to do something contrary to its nature, the target
ceases to be charmed in this way. When the spell ends,
the creature knows it was charmed by you. Triggering
the effect of the jinx or allowing it to lapse does not
break the charmed effect.

Weird Embroidery
Beginning at 14th level, as a bonus action while holding
your weaver’s tools, you may expend a usage of Jinx to
stitch the shadow of a creature that you can see within
30 feet. This creature is restrained for up to an hour, or
until they succeed on a Charisma saving throw against
your spell save DC. The creature can repeat this saving
throw at the end of each of their turns, ending the
effect on a success.

18
Blood of the Night Coven Birthed in Flame
Also at 3rd level, your blood has been touched by a
Those who awaken the covenblood of the night have, fiend. You have nightly dreams of the glories of hell and
in some way, been touched by fiends. Whether this the demon wastes, granting you valuable insight in
curse comes from direct interaction, sharing ancestry manipulating your own body. You gain resistance to
with them, or a random mutation from interacting fire damage. When you cast a spell that deals damage,
with the weave doesn’t matter, for better or for worse you can choose to have that spell deal fire damage
their blood is mixed with a fiend’s. instead of it’s normal damage type. You can use this
ability a number of times equal to your Charisma
While some within this coven choose to succumb to modifier (minimum of 1) per long rest.
the effects of their co-mingled blood, many actively
seek to fight against it, using their newfound powers to Fiend-Friend
fight against that which cursed them. Few are so By 7th level, your influence with fiends has grown. You
equipped to battle the fiendish influences in the world can speak, write, and understand both Infernal and
as the coven blood of the night. Abyssal. You have advantage on Charisma checks
against fiends, and on saving throws against charm
Night Blood Magic effects cast by fiends. When you successfully save
Starting at 3rd level, you learn an additional spell when against a charm effect cast by a fiend, you may move 10
you reach certain levels in this class, as shown in the feet in any direction without provoking an attack of
Night Blood Coven Spells table. The spell counts as a opportunity.
covenborn spell for you, but it doesn’t count against the
number of covenborn spells you know. Pain of Fire
NIGHT BLOOD COVEN SPELLS At 11th level, you learn to empower your jinxes with
Covenborn Level Spells the scorn of fire. You ignore the fire immunity and
3rd hellish rebuke resistance of creatures who you are connected to
5th Aganazzar’s scorcherXGtE through your Jinx feature.
9th summon lesser demonsXGtE
13th wall of fire Mistress of Fire
17th infernal callingXGtE At 14th level, your body personifies the glory and
power of fire. You gain a number of abilities that show
your control over flame.
• You gain immunity to fire damage.
• Once per short or long rest, you can cast investiture of
flame without expending a spell slot or components.
• When you cast a spell that deals fire damage, you can
reroll any 1’s on the damage die once.

19
Claw of Atropos
When you hit a creature connected to you by a Jinx die
with your Claw attack, add your Charisma modifier to
the damage it deals.

Dormant Chrysalis
As an action, you can crush this chrysalis and cast
polymorph on a creature you can see without expending
a spell slot or material components.
Once you use the chrysalis in this way, you must
recreate it before you can use it again.

Eye of the Familiar


This petrified eye has an unusual sway over beasts of
the Feywilds. Over the course of 1 hour, you can use
this eye to cast the find familiar spell without expending
a spell slot or material components. When you cast the
spell in this way, the familiar that appears is always
considered a fey.
Weird Items Additionally, while you are seeing through your
familiar’s senses, you can use your Dark Jinx feature to
At 2nd level, covenborn gain the ability to draw out the place a Jinx on a creature within 60 feet of the familiar
magical properties of trinkets and baubles, turning that it can see, even if that creature isn’t within 60 feet
them into Weird Items. If a Weird Item has of you or within your sight.
prerequisites, you must meet them to create it. You can If this eye is destroyed, the familiar disappears
create the Weird Item at the same time that you meet instantly, and can’t be summoned again until you
its prerequisites. A level prerequisite refers to your level recreate the eye again.
in this class.
Jar of Death Slugs
Animal Effigy Prerequisite: 5th level
When you create this effigy, choose one beast to model
it after. As an action, you can crush this effigy and cast This jar is full of ravenous slugs. You can make a ranged
the conjure animals spell without expending a spell slot attack roll with the jar as a thrown weapon with a
or material components, summoning one of the chosen normal range of 20 feet and a far range of 60 feet. On a
beast. You do not have to concentrate on the spell when hit, the creature takes 3d6 piercing damage and is
it is cast in this way. The maximum CR of this beast is covered in slugs for 1 minute. Until a creature uses its
equal to one-fourth your level in this class (rounded action to remove the slugs, the target takes an
down). additional 1d6 piercing damage at the beginning of each
Once you use the effigy in this way, you must recreate of its turns. The effect ends early if the creature takes
it before you can use it again. fire damage.
Once you use the jar in this way, you must recreate it
Beacon Beetles before you can do so again.
These two scuttling beetles are connected by a weak
but persistent psychic link. As an action, you can touch Peering Eye
a creature to embed the beetle in its skin. Two As an action, you can peer through this petrified eye,
creatures with beetles embedded in their skin can seeing the world as if you were standing in the eye’s
communicate telepathically while they are within 120 space. If you are within 120 feet of the eye, you can
feet of each other. The creatures must share a language cause it to rotate, giving you a full view of its
to communicate in this way. surroundings. You are blinded to your own senses
The beetle can only be removed by you, a remove curse when you look through the eye in this way.
spell, or a dispel magic spell. If this eye is destroyed by anyone but you, you are
blinded for 1d6 rounds.

20
Ribbon of the Steed Shard of Living Glass
Prerequisite: 9th level As an action, you can smash this shard of glass on the
Over the course of 1 minute, you can affix this ribbon ground and cast the cloud of daggers spell without
to a Medium or Large nonmagical object to transform expending a spell slot or material components. When
it into a magical mount. You determine the appearance cast in this way, the spell creates a cloud of glass shards
of the mount: a statue might spring to life, a tree might that respond to your commands. You can move the
twist itself into a wooden horse, or a broom might cloud up to 30 feet in any direction as a bonus action on
levitate off the ground but otherwise remain each of your turns until the spell ends. If this
unchanged. movement brings the cloud into a creature’s space, that
The mount is a construct with 10 (3d6) hit points, creature doesn’t take damage until the start of its turn.
immunity to poison and psychic damage, resistance to Once you use the shard in this way, you must recreate
bludgeoning, piercing, and slashing damage from it before you can use it again.
nonmagical attacks, a walking speed of 60 feet, and a
flying speed of 40 feet. It obeys your verbal commands Vermin Bone
(no action required), but can only take the Dash, As an action, you can snap this bone to conjure a
Disengage, or Hide actions. The mount is suitable to swarm of vermin that surround you for 1 minute or
carry one Medium creature or two Small creatures, but until you lose concentration, as if concentrating on a
only you are able to direct it, unless you explicitly give spell. The swarm surrounds you in a 10-foot radius,
another creature permission to control the mount. and can consist of rats, insects, worms, or some other
If the ribbon is removed or destroyed, the object Tiny creature of your choice. For the duration, you
becomes mundane again. gain the following benefits:
• The swarm aids your movement, allowing you to
Seed of Snaring Thorns ignore difficult terrain.
Prerequisite: 12th level • You have advantage on attack rolls against creatures
As an action, you can throw this seed to cast the in the swarm’s area.
grasping vine spell without expending a spell slot or • Any creature that moves within the swarm on its
material components. When cast in this way, the vine turn or starts its turn there takes 1d10 necrotic
created by the spell is lined with razor-sharp thorns. damage as the swarm razes it.
When a creature fails its saving throw against the spell, Once you use the bone in this way, you must recreate
you can choose to deal 3d8 piercing damage to the it before you can use it again.
target if you wish.
Once you use the seed in this way, you must recreate
it before you can use it again.

21
Guardianship
The bound spirit is an enduring defender, designed to
protect a locale for ages. Entire generations of acolytes
have been brought up, trained, served, and passed on in
a temple, while the bound spirit still guards their halls.
You were built for a purpose, regardless of how long or
how briefly you were able to fulfill it.

GUARDIANSHIPS
d6 Guardianship
1 You were installed as the guardian of a temple,
protector of the faithful.
2 Your dedication was to a druid circle.
3 You were tasked with the protection of a
treasury filled with coins and valuables.
4 You were the guard of a prison designed to
hold the worst offenders, including powerful
mages.
5 You were guardian of a castle, sworn to
protect the royal line in perpetuity.
6 Nothing. Your purpose remained unfulfilled
after your creation.

Dissonance
Bound Spirit As a bound spirit, you no longer require many of the
I’ve seen many people swear loyalty and necessities of life, such as air, or sustenance. You can
profess dedication to a cause. I cannot count how many people still attempt to emulate these acts, either for your own
I have seen die for their beliefs. But, nothing compares to comfort, or to try to put others at ease, however, they
those who choose to live for their beliefs, to dedicate an no longer come easy to you, and may instead be more
eternity to them, sworn to a single-minded goal. off-putting.
—Roam, cleric of Selune

Eternal life is a subject of intense debate. There are DISSONANCES


those who consider it a curse rather than a boon, and d6 Dissonance
those who would sacrifice anything for it. The fear of 1 Instead of sleeping, you lay still for six hours,
perfectly unmoving, eyes open but unblinking.
death is not solely the territory of the short-lived races, You make an occasional ‘snore’ that is more
either, and nearly every mortal being finds themselves akin to the creak or groan of a settling
foundation.
pondering that mortality at some point. The bound 2 You take meals with your allies, but you do not
spirit is a person who has chosen to walk a unique path, consume the food, instead pushing bits of it
exchanging the frailties of their mortal body for one against your lips until the food is mashed, and
then disposing of it later.
made of iron, stone, or ensorceled flesh that can be 3 On occasion, to seem as though you still
stitched or replaced on demand. breathe, you inhale deeply and let out an
When this exchange is made willingly, it is often out exaggerated sigh. It makes a faint, hollow
whistling noise.
of loyalty to a cause. However, not all bound spirits 4 You drink with your companions, but the water
choose their path. Some bound spirits have become or ale dribbles down your chin, or leaks from a
enslaved to their containers by accident, or were crack or seam in your side.
5 Your nights are restless and you have a skewed
forcibly installed in their new bodies by someone who sense of the passage of time. You are
thought they could control their spirit. sometimes surprised when your companions
Your character may have come from any walk of life wake ‘so soon’ after a full night’s rest, and at
other times you worry if they’ll ever wake
before becoming bound. Consider how they may view again after an hour or two.
the changes in their body, their new outlook on life and 6 You have maintained your senses even if
death, and how willingly or unwillingly their transition you’ve lost your appetite, and still crave the
taste of food, even if you wind up spitting it out
was made. after you’ve chewed it to a fine mash.

22
Voice Poison Breath
At 1st level, you gain the ability to use an action to
As a bound spirit, you speak with a voice that does not exhale a large cloud of poisonous gas in a 15-foot cone.
necessarily come from air being blown across vocal Each creature in that zone must make a Constitution
cords, but instead from more arcane or strange sources. saving throw (DC = 10 + your proficiency bonus),
Your voice may be one of the few things that resembles taking 2d6 acid damage on a failed save or half as much
your original form, or it may have transformed as on a success. If the saving throw is failed by 5 or more,
drastically as the rest of you. the creature becomes poisoned. You can use this feature
GUARDIANSHIPS twice, and you regain all expended uses of it when you
d6 Guardianship finish a long rest.
1 Your voice seems disembodied, as if it floats This damage increases to 4d6 at 5th level, 6d6 at 10th
somewhere around you, but is not coming
directly from your body. level, and 8d6 at 15th level.
2 The voice that echoes out of your body sounds
muffled, as if buried deep under metal, stone,
or flesh.
Enormous Reach
3 Your voice wavers and sounds as though it’s At 7th level, your proficiency with fighting enemies
rattling. The feeling of your body gently beyond your reach increases greatly, as you learn to by
vibrating as you speak is palpable. reshape your body. If you move 5 feet or less this turn,
4 You have difficulty controlling your volume.
Your voice booms even when you attempt to you may use a bonus action to increase the reach of
speak in a whisper. your bound weapon by 5-foot. Any attacks you hit with
5 Your voice sometimes cracks and vanishes, and using this extended range deal an extra weapon die of
when it returns, it almost sounds like a
different person is speaking. damage, however until the start of your next turn your
6 Your voice does not match your appearance at AC is reduced by 4.
all, being as ill-fitting as a tiny voice coming
from a giant, a booming voice coming from a
mouse, or a crass and loud dwarf shouting Sentient Breath
from the frame of a tiny elven girl. At 14th level, you have gained the ability to stay
connected with your gaseous shape enough to control
Bound Body it. It now forms to fill a 5-foot-diameter sphere lasting
for 1 minute, and as a bonus action you can move it up
At 1st level, the bound spirit gains the Bound Body to 15 feet. Creatures that are completely within the
feature. The following options are available to a bound cloud at the start of their turn must make the
spirit in addition to those offered in the original Cursed Constitution saving throw or take the damage outlined
Classes: the Iron Golem and the Mimic Bound. in the Poison Breath ability.
A moderate wind (at least 10 miles per hour)
Iron Golem disperses the cloud after 4 rounds. A strong wind (at
Iron golems are often deemed the mightiest of all the least 20 miles per hour) disperses it after 1 round.
golems, forged for battle to sunder the ground beneath
their feet, cleave enemies, and leave devastation within Towering Invulnerability
their wake. The iron golem comes armed with Beginning at 18th level, you emboldened the alloys
enormous blades, and an internal system to exhale across your body, becoming a near unstoppable force.
poisonous fumes. They are the last, and often only, line Using your action, your spirit enhances the adamantite
of defense, unbreakable thanks to the strongest of to gain the following benefits for 1 minute:
metals that form their towering bodies. • You become immune to the following damage types:
fire, poison, psychic; bludgeoning, piercing, and
Iron Form slashing.
Because your body is entirely iron, you are ill-suited for • You are immune to the charmed, exhaustion,
wearing any additional armor. You have a base AC of frightened and paralyzed conditions and from being
18 + your proficiency bonus (your Dexterity modifier knocked prone.
doesn’t affect this number). You gain no benefit from • Your base AC is increased to 25.
wearing armor. However, whenever you take the Dash • You may use your Poison Breath ability as a bonus
action, you only gain 15 feet of extra movement due to action.
your lumbering form. You have a sword bound to one
of your arms. This weapon cannot be removed and Once you use this feature, you can’t use it again until
deals 1d10 slashing damage and has the reach and you finish a long rest.
versatile properties (1d12).
“Blood and flesh all suffer with age.
My form can be reforged or reinforced; I am tireless. The
perfect defender. I am yet to find a detriment to my bound
soul.”
—The Bulwark, Bodyguard

23
Mimic Bound Immutable Imitation
Also at 1st level, choose the form of a container that is
Usually, apex predators are thought of as large, no larger than the natural size of your race. This could
indomitable forces who throw their might around to be an amphora, barrel, chest, or other mundane object.
terrorize and dominate their ecosystem. Yet, there is Features of this object are always present in your
strength in subtlety. Mimics are monstrous creatures humanoid form, such as a tattoo of a latch or thick
that take the form of everyday mundane objects, bands of metal strapping around your neck and waist.
awaiting the perfect opportunity to strike. This As a bonus action on your turn, you can shift between
aptitude is born of a singular and innate sense of your humanoid form and a form indistinguishable from
survival and subsistence. the object.
The physiology of a mimic is a mystery to most. When you shift into your object form, you also take
Capture a mimic alive, and it wants to stay in its the Hide action as part of the bonus action. Any
immutable form. Slay one, and it reverts immediately. creature that didn’t see you transform has disadvantage
This barrier of research has led powerful mages to on Wisdom (Perception) and Intelligence
attempt to create sentient, intelligent, or at least (Investigation) checks to detect you. In addition:
subservient mimics through rituals and alchemy. The
mimic bound is the result of such experiments. Rather • Your AC is equal to 10 + your Constitution modifier
than start from scratch, transmuters and necromancers + your Dexterity modifier.
work to imbue a humanoid form with the subtle power • You have resistance to psychic and poison damage
of a mimic. (and are immune to the poisoned condition,
suppressing its effects while in this form but not
Pseudopod removing it completely.)
Starting at 1st level, your form allows you to make your • You can’t cast any spells.
Constructed Nature attack with a pseudopod at a range • Your speed becomes 10 feet.
of 10 feet.
The only actions you can take in this form are to use
your bonus action to change back into your humanoid
form or to make an attack with pseudopod. Once per
turn, you can deal an extra 1d8 damage to one creature
you hit with a pseudopod attack from this form. The
attack must be against a creature that you are hidden
from. You don’t need to be hidden from the creature if
another enemy of the target is within 5 feet of it, that
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll. The amount of extra
damage increases as you gain levels in this class,
becoming 2d8 at 5th level, 3d8 at 9th level, 4d8 at 13th
level, and 5d8 at 17th level.

Demistomach
At 7th level, you act as an extraplanar container while
in your object form. The container has an interior
space considerably larger than its outside dimensions,
roughly 3 feet in diameter at the mouth and 10 feet
deep. Your extraplanar space can hold up to 1500
pounds, not exceeding a volume of 128 cubic feet. The
weight of your contents does not affect your overall
weight. If your container becomes overloaded, you
suffer a level of exhaustion and regurgitate the last
items ingested until you are no longer overloaded. If
your body is destroyed, or you die, the contents spill
forth and fill the area around you.
To add objects to your extraplanar space, you must
use your action and pseudopod to consume the object.
To retrieve an item, you must use your action to
regurgitate it. Another creature can’t add objects into
your extraplanar space unless you allow them to.

24
Pseudopod Grappling Acid Spray
Also at 7th level, when you attack with your pseudopod Prerequisite: Iron Golem
on your turn, you can use a bonus action to attempt to Your Poison Breath ability is replaced with Acid Spray,
grapple the target. which sprays a 5-foot wide line of acid 25 feet long.
Each creature in that area must make a Dexterity saving
Devour throw (DC = 10 + your proficiency bonus), taking the
At 14th level, you can attempt to devour a creature you damage specified in the Poison Breath ability on a failed
have grappled as an action. If you are in your humanoid save or half as much on a success.
form, you partially transform a toothy opening to draw In addition, any nonmagical weapon made of metal
the target into. The target must make a Strength saving or wood that is hit by the acid begins to corrode,
throw (DC equal to 8 + your proficiency bonus + your gaining a -1 penalty to all damage rolls using that weapon.
Strength modifier). On a failed save, the creature is
restrained by your mouth. A creature that is restrained Additional Arms
this way can use their action to repeat the saving throw, Prerequisite: Flesh Golem, Iron Golem, Suit of Armor
ending the restrain on a successful save.
While a creature is restrained this way, you can use You can attack twice, instead of once, whenever you
your bonus action to continue consuming them, take the Attack action.
dealing 2d10 piercing damage. When a restrained
creature is reduced to 0 hit points and killed, its body Ice Breath
falls lifeless in your mouth. You can use your action to Prerequisite: Iron Golem
devour their body, storing it in your internal Your Poison Breath ability is replaced with Ice Breath,
demiplane. You regain a number of hit dice equal to the which releases a 15-foot cone of cold.
creature’s CR (rounded down). If this would bring you Each creature in that area must make a Constitution
above your maximum amount of hit dice, you can roll saving throw (DC = 10 + your proficiency bonus),
the remaining hit dice and gain that many temporary taking the damage specified in the Poison Breath ability
hit points. on a failed save or half as much on a success.
In addition, any creature that takes damage has their
Soul Capture movement speed reduced by 10 foot until the end of
At 18th level, you can draw the souls of others into their next turn.
your container’s demiplane. When you use your Soul
Escape feature, the body left behind is your object form. Magical Resistance
If any creature moves to within 10 feet of your body, Prerequisite: Flesh Golem, Iron Golem, Mimic Bound,
you can use your reaction to snap back to your form Suit of Armor
and make a pseudopod attack against the triggering You may use a reaction to gain advantage on saving
creature. In addition, when you are possessing a throws against spells and other magical effects, until the
creature, you can use your action to attempt to pull start of your next turn. This feature can be used only
their soul into your body. Make a contested Charisma once per short rest.
check. If you fail, the possession ends early. However, if
you succeed, you drag the spirit of the creature you had Reinforcement
possessed into your demiplane. Its body falls lifeless to Prerequisite: Mimic Bound, Suit of Armor
the ground. While trapped this way, you can
You gain a +2 bonus to your AC.
communicate with the creature’s spirit telepathically. It
must answer your questions truthfully, as if under the
effects of the zone of truth spell. The only action the
Shifting Armaments
Prerequisite: Iron Golem
spirit can take on its turns is to attempt to break free,
repeating the contested Charisma check and returning The blade bound to your hand can be shaped according
to its body if it wins. A creature’s spirit is automatically to your will. As a bonus action you may alter your blade
released after 10 days have passed. to one of the following:
• Blade. Your bound weapon now deals slashing
Body Augmentations damage.
At 3rd level, the bound spirit gains the Body • Point. Your bound weapon now deals piercing
Augmentations feature. Here are new options for that damage.
feature, in addition to those offered in the original • Maul. Your bound weapon now deals bludgeoning
Cursed Classes. damage.
If a body augmentation has a prerequisite, you must
meet it to learn the augmentation. You can learn the
augmentation at the same time that you meet its
prerequisite. A level prerequisite refers to your level in
this class.

25
Your floraspawn character may fall anywhere on the
spectrum of a person who is becoming one with nature
or a plant who only vaguely remembers how to be a
person. The death one suffered before their
transformation may have a deep impact on where they
lie on that spectrum, and may inform their outlook on
humanoid creatures and civilization as a whole.

Attracting Nature
Nature is woven into every fiber of your being, and
many peaceful creatures begin to perceive you as flora
rather than a humanoid. Whereas an ordinary person
may drive away wildlife by their scent or sounds, you
may have to do some real work to keep animals from
Floraspawn nipping at your foliage. Or, alternatively, you may walk
comfortably among these creatures, providing them
“Under the right circumstances, everyone can shelter and a modest amount of nourishment.
flourish and blossom into the perfect version of themselves.
With me, I guess it is just a little more literal!” NATURAL ATTRACTIONS
d6 Attraction
—Nedla Summerboot, Floraspawn Florist 1 Bees and other pollinators.
2 Birds.
Floraspawn are connected to the natural world in a way 3 Caterpillars and butterflies.
that is unique only to themselves. While druids and 4 Aphids and pests.
rangers may speak with plants and animals, floraspawn 5 Spiders.
understand the fertility of soil, the purity of the rain, 6 Woodland herbivores, like deer.
and the changing of the seasons in a way that few other
creatures could. Though the bodies of floraspawn are Scent
transformed and not replaced, keeping all of their racial
traits, the metamorphosis can be profound. Nearly all Whether covered in fungus, made of wood and bark, or
floraspawn arrive at their power through death, losing sprouting blossoms from your skin, you are very much
their lives before being revived by nature’s power. In engulfed in nature. This change in your body has been
this way, some floraspawn may feel alien to others of accompanied by changes to your scent, which may be as
their race, as they are less and less the people they were, strong as any perfume one might wear.
and more and more a part of nature. SCENTS
Nature is, for the most part, a neutral entity. At their d6 Scent
core, most plant’s only goal is to survive and propagate. 1 You smell sweet, like fresh honey.
Some floraspawn may take this literally, seeking to 2 You carry the delicate scent of roses.
introduce others to the spores, seeds, or magic that 3 You have a pungent, musty smell, like mold.
transformed them. Other floraspawn may seek to 4 You smell strongly of sweetness and spice, like
propagate their existence in other ways, by spreading cloves.
5 You have a foul, rotting smell, like a stinkhorn
knowledge, accumulating fame, or making a palpable mushroom.
impact on the world. 6 You smell like fresh cut grass.

26
Voice of Nature In the case that a creature survives the effects of the
alraune’s nectar, there have been known cases of such
Through synthesis, you collect nutrients and energy creatures transforming into alraune themselves. The
from soil, water, and sunlight, and thus you are always metamorphosis of such a creature happens rather
connected to the forces of nature around you. This quickly, taking full effect within a tenday. The creature
connection provides you with certain unique traits or that survives the alraune’s nectar grows petals, typically
senses. of a similar coloring and style to the alraune from
VOICES OF NATURE which it drank the nectar. Limbs become more stalk-
d6 Voice like. Petals may sprout from the waist or stomach area
1 The cycle of life is evident in your every and droop downward, or from the head like hair. In
movement. Tiny weeds, wildflowers, or fungi
spring up on the ground trailing your some cases, the entire face and head of the creature
footsteps, flourishing for only a few seconds becomes more flower-like.
before withering and dying. The newly transformed creature is now able to create
2 You have a sense of what nature craves or
what troubles it. With some accuracy, you can their own nectar to lure prey its way, though this
intuit the quality of the soil, the length of a creature’s nectar may not be as strong as the alraune
drought, or the stress of an infestation by the who created them, at least not for a very long time.
cries of the flora.
3 You enjoy collecting potted plants and you talk
to them as if they were friends. Your plants do Nectar Reservoir
seem to be visibly perkier and healthier after Starting at 1st level, you have a small amount of nectar
you’ve had a good long chat.
4 There is nothing you hate more than seeing a that collects somewhere on your body, covered lightly
harvest taken before it is fully ripe. Though by grown petals. The nectar is not internal (like blood)
you respect the circle of life and the but your petals can obscure its location. The nectar
dependence of living creatures on their food
source, you also feel as though even plants concentrates as a liquid that can be gathered into a
should be allowed to live to the fullest. container, about a pint (⅛ gallon) of liquid. If your
5 You show the same fondness and respect for nectar reservoir is emptied, it refills when you complete
earthworms or ants that most people do for
dogs or cats. You’d stop a marching army to a long rest.
make sure they didn’t crush a centipede Nectar removed from your reservoir loses any class
crossing the road.
6 Your greatest luxury in life is to take a mud
features that affect it after 1 minute. Nectar cannot be
bath. It’s so comforting and relaxing that you returned to your reservoir to regain its features. If your
imagine that one day, even nobles will be doing nectar is removed from your reservoir in its entirety (1
it.
pint or ⅛ gallon) and contained in a watertight
container (such as a pitcher), any features that affect
Way of the Wood your nectar are extended to affect the container with
At 1st level, the floraspawn gains the Way of the Wood the collection of your nectar, but only for up to 1
feature. The following options are available to a minute. An aura is a 10-foot radius from the nectar’s
floraspawn in addition to those offered in the original container, and a creature who fails a saving throw
Cursed Classes: the Alraune and the Corpse Flora. against the nectar’s effects is affected by the nectar and
its container, instead of you as the source.
Alraune Your nectar begins with one feature, Nectar Aura,
and gains more features as you gain levels in this class.
Alraune are humanoid creatures who resemble flowers Some of your nectar features require your target to
or root plants, such as mandragoras, rafflesias, or make a saving throw to resist the feature’s effect. The
hibiscus. The creation of alraune happens through saving throw for your Nectar features will also use your
ingestion of an alraune’s succulent nectar. Cautionary Synthesis Pool Save DC. Your new Pool Save DC is
tales tell of unsuspecting explorers being lured into a calculated as follows:
garden by the alluring scent or whimsical, melodious Pool Save DC = 8 + your proficiency bonus +
humming of an alraune disguised as a wondrously your Charisma modifier.
beautiful flowering plant. When the explorer parts the
petals to find the pool of glistening nectar, the desire to Nectar Aura. While in your reservoir, your nectar
drink from it becomes almost overwhelming. gives off a scented aura in a 10-foot radius from
Once a creature drinks from the alraune’s nectar, they yourself. A creature who cannot smell is not affected by
might fall victim to the ill effects of its toxins, such as this aura. Any creature within your nectar aura must
paralysis, or even death. The alraune might consume succeed on a Constitution saving throw or suffer
the creature for sustenance while it is paralyzed or disadvantage on weapon attacks against you while they
dying, or on rare occasions, the alraune might simply remain within the nectar aura.
wait to see if the creature can survive the effects of
the nectar.

27
Enticing Nature Sweet-Scented Coating. You cause the nectar
Beginning at 1st level, your transformation into a floral coating your weapon to be loaded with sweet
entity makes you enigmatically enticing. You gain pheromones. If you hit a creature with a melee weapon
proficiency in the Persuasion and Performance skills. attack while your weapon is coated with Sweet-Scented
nectar, the creature is compelled not to hurt you. For 1
Alluring Nectar minute, the creature has disadvantage on attack rolls
At 3rd level, you can cause your nectar to charm that target you.
creatures within your nectar aura. As an action, you can
expend 6 points from your synthesis pool to infuse your Toxic Nectar
nectar aura with a sweet scent. The expended points At 14th level, if a creature spends 1 minute or longer
from your synthesis pool are consumed. They do not within your nectar aura, they must succeed on a
become temporary hit points and are lost. Any creature Constitution saving throw or be compelled to drink
currently within your nectar aura must succeed on a from your nectar.
Constitution saving throw or be charmed by you for 10 The creature takes 4d10 poison damage and is
minutes or until they are moved out of your nectar aura. poisoned from drinking your nectar. If you expend 20
points from your synthesis pool, the creature is also
Nectar-Infused Weapons paralyzed after drinking your nectar. The expended
At 7th level, as a bonus action, you can coat your points from your synthesis pool are consumed. They do
weapon in your nectar. Choose an effect for the nectar not become temporary hit points and are lost.
to have on your weapon from the options listed below.
The nectar gives the effect to your weapon for a Powerful Nectar
duration of 1 minute. You can use this feature a number At 18th level, the aura of your nectar is increased to a
of times equal to your Constitution modifier (minimum 20-foot radius. Any creature who ingests your nectar
1). You regain all expended uses of this feature when must succeed on a Constitution saving throw or begin
you complete a long rest. to die as the power of your nectar has reached toxic
Toxic Nectar Coating. You cause the nectar coating levels. The creature suffers one level of exhaustion for
your weapon to be filled with toxins. If you hit a each hour that passes after consuming your nectar.
creature with a melee weapon attack while your Resting does not reduce levels of exhaustion gained
weapon is coated with Toxic Nectar, you deal an from this feature. The process of dying from the nectar
additional 2d8 poison damage.You can expend 10 can only be stopped by magic such as the greater
synthesis pool points to increase the damage by 1d8 restoration spell. Creatures that are immune to
poison damage for every 10 points that you expend. exhaustion are still affected by this feature.
The expended points from your synthesis pool are
consumed. They do not become temporary hit points
and are lost.
Blinding Nectar Coating. The nectar coating your
weapon will invade a target’s nervous system, causing
temporary blindness. If you hit a creature with a melee
weapon attack while your weapon is coated with
Blinding Nectar, the target must succeed on a
Constitution saving throw or be blinded for 1 minute.

“Apparently asking someone


if they’re a tree-shaped elf or an elf-
shaped tree is considered impolite in
some circles.”
—Volo

28
Corpse Flora Rotting Form
At 7th level, you have become accustomed to rot and
The corpse flower is an affront to life: a rotting, decay. You are resistant to necrotic damage.
necrotic plant that hates the living and absorbs the flesh Additionally, when you absorb corpses into your
of the recently deceased to sustain itself. On occasion, a form, you break down some of the body instantly,
corpse flower attempts to infect a creature that isn’t gaining a burst of vitality. When you absorb a corpse
dead. Most of the time, this fills the creature with with your Harvest the Dead feature, your synthesis pool
poison and decay, killing it and raising it as a thrall immediately gains 2d6 temporary hit points.
under the plant’s control; however, a rare few creatures
refuse to give in to the call of death, escaping the Corpse Thrall
clutches of the corpse flower. These creatures undergo At 14th level, you can infuse corpses with your essence,
a slow and tremendously painful transformation, reanimating it. As an action, you can touch the corpse
becoming a fusion of plant and animal, life and death—a of a Small or larger creature that has been dead for no
corpse flora. longer than 24 hours and choose any number of
As a corpse flora, you feel a hunger for the flesh of temporary hit points. Your synthesis pool loses the
living creatures. When you succumb to this hunger, chosen amount, and the corpse returns to life as a
you feel your body strengthening with the power of zombie or skeleton (your choice) with temporary hit
rot, gaining access to powerful poisons and control points equal to the chosen amount. Constructs and
over undead thralls. undead can’t be raised in this way.
A corpse raised by you obeys your verbal commands,
Harvest the Dead acting at the end of your turn on initiative. You can
Starting at 1st level, you learn to break down and control a number of corpses up to your Constitution
absorb the flesh of living things. You gain a new way to modifier (minimum of one). If you try to raise another
activate your Synthesis feature. As an action, you can corpse when you are controlling the maximum number,
touch the corpse of a Small or larger creature that has the oldest corpse dies when the new one is raised.
died in the past 24 hours and absorb it into your form, The corpse lasts for 24 hours or until its temporary
activating your Synthesis regeneration. When you hit points are reduced to 0, at which point the corpse is
absorb a corpse, any items or equipment it is wearing reduced to ashes and can’t be raised in this way again.
or carrying are ejected onto the ground at your feet.
You cannot absorb a construct or creature that was Grave Form
undead in this way. At 18th level, you have become one with rot and decay.
You are immune to necrotic damage, and your hit point
Halt Necrosis maximum can’t be reduced by any means.
Also at 1st level, you can delay death and rot’s claim on Additionally, the amount of temporary hit points you
the living. You know the spare the dying cantrip. regain immediately when you absorb a corpse increases
Wisdom is your spellcasting ability for this spell. to 4d6.
At 7th level, this feature improves. You know the
gentle repose spell, and can cast it as a ritual without
the need for material components.

Stench of Death
At 3rd level, your body is suffused with the stench of
the dead, allowing you to sicken living creatures. As an
action, you can spend 5 temporary hit points from your
synthesis pool to create a 10-foot radius halo of rot
centered on you. When a creature enters the area for
the first time on its turn or starts its turn there, it must
succeed on a Constitution saving throw or take poison
damage equal to your Constitution modifier (minimum
of zero) and be poisoned until the beginning of its next
turn. Once a creature succeeds on its saving throw
against the halo, it can’t be poisoned by it again for
24 hours.
Your pool cannot regenerate hit points while the halo
is active. At the beginning of each of your turns, the
halo consumes another 5 temporary hit points from
your synthesis pool. The halo lasts for 1 minute, until
dismissed as a bonus action, or until your pool can no
longer supply the cost of the halo.

29
While liches are almost universally evil people, your
lich doesn’t have to be. Given the concept of a curse,
your lich may not have fully understood what they
were undertaking, or may have had their undeath
thrust upon them. While it can be hard to justify
stealing the souls of others to prolong one’s own life, a
well-meaning lich may limit their soul-stealing only to
those who would visit harm upon others.

Phylactery
A lich’s phylactery can take on many forms. While the
traditional forms are amulets or small boxes, these are
only the most common examples. Even a Pathway of
the Wastes lich, whose phylacteries are made of their
own internal organs placed in jars, has some creative
leeway with the design of their phylactery so long as
Lich they are sealable containers. The primary requirement
of a phylactery is that it is an object that can carry
"People get all kinds of ugly ideas about silver-etched arcane sigils of naming, binding,
undeath, darling. All those musty tombs, and sinister immortality, and dark magic, on their interior.
deathtraps. What they don't tell you, sweetie, is that you're PHYLACTERIES
allowed to be dead and relevant. You could stand to lose that d6 Phylactery
cloak, for one thing, they fell out of fashion quite some time 1 Your personal phylactery takes the form of a
before I died and even I'm not talented enough to reanimate mundane looking clay jar, sealed with a large
cork and capped with a scrap of burlap. Inside,
THAT trend." the jar is encrusted with silver sigils and
—Desdemona, Couture Lich jewels, and the interior shines with a sickening
light.
2 Your choice of phylactery is a mourning ring,
Good things come to those who wait, but better things like the kind used to carry a pinch of cremation
are earned by those who plot and bide their time. ashes, or a locket of hair of the deceased.
Inside your locket, however, are the arcane
Patience is an important virtue, but the lich etchings that preserve your own life.
understands that the waiting itself is not the important 3 Your phylactery is a small wooden chest with
part, but instead, they value the preparation and metal bracing. It has been ensorceled to
appear as a small mimic, with nipping teeth to
planning that that comes with waiting for the proper keep away any fingers that might investigate
time to act. Though impatient and over-eager liches its contents. Beyond this illusion, the interior
of the box is decorated with sigils carved into
assuredly exist, they are few and far between, as the actual teeth.
process of becoming a lich and maintaining one’s 4 Your preference is a phylactery that you can
undeath is not a quick one. hide in plain sight. You have chosen a crystal
ball, which you may frequently use for
Though one might imagine that liches have no room performing tricks and focus illusions upon.
for vanity, having accepted a rotting corpse for a body From the outside, the ball appears filled with
in exchange for nigh-immortality, this is a shallow storm clouds, but when you will them to calm,
the silver etchings within can be seen.
perception. Many liches choose to adorn themselves 5 Your phylactery resembles a small crate of
with the kind of finery that can only be collected over a scrolls, packed tightly enough together to
span of decades or centuries, sometimes setting large resemble a honeycomb. Each rolled slip of
paper within the crate is etched with arcane
gemstones into their hollow eye sockets, or cladding symbology, and their order of placement is
their gaunt and skeletal figures with luxurious robes. quite specific.
Even newly formed, “young” liches may seek out this 6 You prefer a very ornate phylactery. Yours is a
box so heavily encrusted with jewels, etchings,
kind of ornamentation to make up for their otherwise seals, strips of paper, and gold and platinum
decrepit appearances. ornamentation, one might have difficulty
figuring out how to open it.

30
Eerie Keepsakes Immortal Pathway
The preservation of life is vital to most liches. In At 3rd level, the lich gains the Immortal Pathway
addition to the phylacteries that preserve their own feature. The following options are available to a lich in
existence, many liches keep souvenirs like phylacteries addition to those offered in the original Cursed Classes:
of memory. Even as their bodies degrade, they work to the Pathway of the Phylactery and the Pathway of the
preserve what was once considered an important part Shadow.
of their identity. Or, they seek to create the idealized
body they did not have in life. Pathway of the Phylactery
EERIE KEEPSAKES The pathway of the phylactery is not one that is often
d6 Keepsake willingly chosen, it is for those who become a living
1 You were always proud of your hair. You phylactery for a powerful lich. They become a
maintain it and brush it every day, even if it’s
no longer attached to your head. container for trapped souls, to be the lifeforce of some
2 A tattoo reminds you of your wild youth, and far away lich who knows of their every move and
beloved memories. Even as your skin wrinkles, action. However, it does have some benefits. There are
sags, and rots away, you keep that tattoo as a
stretched leathery patch on your sleeve. those who know how to tap into the souls that live
3 You always wanted green eyes. You’re just inside them, using them for their own gain. It is
waiting for one more to complete your set. entirely possible that they become even more powerful
4 Once upon a time, you envied the bright and
cheerful smiles of others, and were than the lich had intended. What a surprise that’ll be.
uncomfortable with your own. Now, you have
the option of smiling with whatever teeth you
choose. Though perhaps you should have a few
Mirror of Their Soul
less rows of them, or perhaps less jagged When you choose this pathway at 3rd level, the true
ones… lich that uses you as a phylactery continually works to
5 You keep a collection of fingers on a string ensure souls are trapped within you. This occasionally
around your wrist to remind you of the people
they once belonged to. However, you’ve grants you information from the lich. You can choose
forgotten them anyway, so now you just make to gain advantage on any Intelligence check. You may
up stories about each of them.
6 You have a few extra phylacteries on hand.
only use this feature a number of times equal to your
They aren’t yours. Intelligence modifier per long rest.
At the end of every long rest, your phylactery gains
Eccentricities
1d4 additional souls. In addition, health gained using
Soul Consumption is increased to 1d6. As a phylactery,
It takes a special kind of special to desire lichdom. there is a 10% chance that one soul may be consumed
Whether you were an eccentric person in life, or these by the true owner of the phylactery, if the owner true
oddities came to the surface when faced with the owner of the phylactery is killed, they reappear within
realities of trying to preserve your life through magic, 1d8 days of being killed beside you.
you have developed some unusual behaviors.
ECCENTRICITIES Exchange of Souls
d6 Eccentricity
At 3rd level, if your phylactery is full, you may
1 You can memorize vast fields of knowledge,
exchange the soul with a suitable creature that dies
but your ability to recall it is lacking. You often within 60 feet of you. Before the exchanged soul is
remember facts long after they would’ve been freed you may choose one of the following options:
useful.
2 You’ve always had a particular fondness for • Harvest the soul to grant 1d10 + your lich level
extra-small versions of things. Their diminutive
cuteness fills you with joy! Miniature books, temporary hit points.
tiny familiars, shrunken heads… • Ask the soul three questions, to the effect of a speak
3 Your own body is like a lump of moldable clay with dead spell.
to you. You see nothing wrong with inserting
pieces of carved bone in your face to give • Your next spell deals an additional 1d6 necrotic
yourself higher cheekbones or embedding damage.
precious gems in your eyes in the pursuit of
fashion. You may use this feature a number of times equal to
4 You hate it when anyone interrupts you talking your Intelligence modifier per short or long rest.
to yourself. After all, you’re your best sounding
board.
5 What’s the point in living forever if you outlive Soul Entrapment
your own legend? You feel compelled to At 6th level, you may use an action to make a melee
inscribe your name on things to perpetuate
your own fame, even if no one else in the world spell attack against a creature within 5 feet. If this attack
would understand the context. Your own name hits, the creature must succeed on a Wisdom saving
is your favorite battlecry.
throw against your spell save DC or have their soul
6 You have a hollow space in your rib cage that
you treat like a pocket, to carry around books, trapped within you for 1 hour. A creature with their
a coin purse, or something more mundane, like soul trapped is considered unconscious. Any damage
a needlepoint project to pass the time.
dealt to the trapped soul’s body allows them to repeat

31
the saving throw to try and escape. In addition, half of Shadow Sight
the damage inflicted to the body is also dealt to you as Starting at 3rd level, shadows become like portals to
the trapped soul feels pain and thrashes about. your eyes. As an action you can see and hear through
At the start of their turn while their soul is trapped, any area of dim light as though you were standing at
you have the option to reduce their maximum hit any point within it. You must be able to see the area of
points by 1d10. If you do, the creature has a chance to dim light from where your body is physically located.
repeat the Wisdom saving throw to escape. If their Additionally, provided you’ve captured at least 1 soul
maximum hit points are reduced to 0, they are killed charge in your phylactery since your last long rest, you
and their soul is claimed by the phylactery. You may use can peer into the shadowfell by looking through areas
this ability once per long rest. of darkness. While doing so, you gain the blinded and
deafened conditions, but you can see and hear the area
Open the Phylactery around your mirror location in the Shadowfell. If
At 14th level, you may open the phylactery inside you you’re on the Shadowfell plane, you can use this trait to
in order to release the souls to drain power from see the same location but on the material plane.
others. As an action, you can consume any number of
charges in order to temporarily release some souls Shadow Sublimation
trapped within you. For each soul released, choose a Starting at 6th level, if you are in an area of dim light or
target creature. Any creature can have multiple souls darkness and you cast a spell, you can use a number of
targeting them. At the start of a target creature’s turn, soul charges from your phylactery equal to the level of
they make a Wisdom saving throw against your spell the spell. If you do, you can target any creature, object,
save DC. On a failure their maximum hit points are or location that is also in an area of dim light or
reduced by 1d6 per soul, or half as much on a success. darkness that you can see within 120 feet, even if they
If a creature is reduced to 0 hit points by this feature, would be out of range for that spell.
their soul and all the other souls are returned to the Additionally, provided you’ve captured at least 1 soul
phylactery. You may use this ability only once, and charge in your phylactery since your last long rest, you
regain use after you finish a long rest. can cast spells that require a verbal component without
speaking, or cast spells that require a somatic
Pathway of the Shadow component without moving. For spells that have both,
The shadowfell is a realm full of mysteries and secrets. you can only remove one component or the other, but
To the novice, it seems like a lifeless desolate landscape not both. You must be in an area of darkness to use this
and that wouldn’t be far from the truth. For a being class feature.
who is willing to root themselves to this forlorn place,
obscure knowledge awaits. Shadow liches are one Master of Shadows
example of these beings, corrupting their phylactery Starting at 14th level, your mastery over shadows is
with shadowstuff. complete. You gain the following benefits:
• You can access your phylactery as long as you are in
SHADOW LICH SPELLS an area of dim light or darkness.
A number of new shadow-based spells, tailored to the theme
of the Pathway of the Shadow lich, have been added to the • You can expend 7 soul charges from your phylactery
class’s spell list and made available to all liches. You can find as an action, teleporting yourself to the mirror
this updated list in the Spells chapter.
location on the Shadowfell or the material plane.
• You can cast spells of 1st level or higher from the
Tied to the Shadows Shadowfell to the material plane (or vice versa) by
Starting at 3rd level, having bound part of your expending a number of soul charges equal to the level
phylactery with the Shadowfell, you can access your of the spell from your phylactery.
phylactery provided you are within an area of darkness. • You can collect souls from the material plane even
Additionally, provided you’ve captured at least 1 soul while on the Shadowfell.
charge in your phylactery since your last long rest, you • Souls collected from the Shadowfell give you two
have a dark nimbus around you. This nimbus turns soul charges.
bright light into dim light, and dim light into darkness
in a 5-foot radius centered upon you. While this
nimbus exists, you gain a darkvision of 60 feet. You can “You do not become a lich if you’re easily
suppress or resume this effect as a bonus action. haunted by the wailing of souls, over time you can ignore it
almost entirely. Almost. A small sacrifice for greater good,
that’s what I have to tell myself.”
—Torrig Baneaxe, Mayor of Afflicton

32
Your lycanthrope could be wild and free, or struggle
to baffle down their instincts and primal callings,
creating a dissonance that makes it difficult for them to
achieve full mastery of their power. This helps add a
new layer of drama to their personal story arc, allowing
them to come to terms with their lycanthropy as they
gain levels and power.

Wild Tendencies
Though you are not a wild animal, and you do not
always show the obvious signs of your lycanthropy,
certain aspects of your animalistic side still bleed into
your humanoid life. Others may view them as simply
eccentric traits, but to those who know of your
lycanthropic curse, these tendencies become more
obvious.
WILD TENDENCIES
d6 Tendency
1 Your taste in food has changed; you prefer
things raw, if not still moving.
2 Your sense of smell isn’t drastically better in
your humanoid form, but you still feel the urge
to sniff things.
3 You have a strong instinct to chase anything
that runs.
4 You are territorial about anything that belongs
to you.
5 You have developed a strong denning or
nesting instinct, and you like to build small and
cozy shelters to curl up in.
6 You are highly motivated by food and your
friendship is easily won with a few treats.

Lycanthrope Kinship
“See, I thought raising a child was tough. Some lycanthropes feel a certain kinship with the
I don’t think anything can prepare you for a child that turns animals they transform into, while others feel put off
into a wolf at night. Teething issues had a new meaning.“ by them. The relationship between a lycanthrope and
—Vono Greybark, Deputy Warden their cousins within nature can be a strange one at times.

Though no two people are the same, one can generally KINSHIPS
assume certain commonalities between adventurers d6 Kinship
who walk similar paths. For example, most druids have 1 You are not a beast yourself, but you have a
a lot in common with other druids, and bards may find deep understanding and feeling of closeness
toward the beasts you transform into. You
themselves at home in the company of other bards. The cannot bring yourself to harm them or permit
same cannot necessarily be said of lycanthropes. While harm to be done to them.
one might imagine that a wererat and a werebear have 2 Your lycanthropic transformations have given
you a better insight into a certain breed of
few common interests between them, the same could beasts, and you are apt to use this information
be said for a pair of werewolves; the way that one came to your advantage when hunting them.
into their lycanthropy, their treatment by society, and 3 You find yourself more at peace among
animals than people, feeling as though their
their willingness to hide or embrace their curse, can all thoughts, instincts, and intentions are more
have a profound impact on a lycan. pure. Given the choice, you’d rather your time
with them than in humanoid society.
Regardless of how a lycanthrope feels about their 4 You despise the creatures that you resemble
curse, the rise of the moon is an inescapable and you take out your hatred of your own
inevitability, and the way one deals with their lycanthropy upon them. Given an opportunity
to hunt or drive them away, you will take it.
impending transformation is often informed by other 5 Your lycanthropy comes so naturally that you
aspects of their life. When primal instincts take over, sometimes forget you are in your humanoid
some lycanthropes become the truest versions of form. You are prone to approaching your kin
beasts even when you are not transformed,
themselves, free of the decorum and behaviors thrust and are shocked if their reaction is negative.
upon them by society. They can pursue their passions 6 Though you feel a strong kinship with the
with reckless abandon or allow their emotional wounds beasts, you do your best to ignore it. Even
when they approach you peacefully, you feign
to bleed openly rather than hiding them away. anger or annoyance to try to drive them away.

33
Hearing The Call Calling of the Werebat
Every lycanthrope experiences their primal calling Creatures of darkness, but not dark of heart,
differently. For some, it is a painful experience, and for lycanthropes bitten by the bat find it easier than most
others it is blissful. This can have a strong impact on to hide their nature. Having a natural affinity for the
the way they view their transformation. night means they can ply their trade when most of the
THE CALLINGS world is sleeping. Adept in the arts of stealth and with a
d6 Calling considerable extra sensory perception, they often find
1 You view the moon as your enemy. Your primal employment as spies, scouts, and even assassins.
calling feels like a wild creature clawing at the
back of your mind, scraping at its cage, trying
to break free. You struggle to maintain control. Primal Calling
2 You have accepted your transformations as a When you use your transformation feature at 1st level,
part of your life and you do what you can to your animal form is a giant bat. In your hybrid or
prepare for them. You hide away from the
moon when it is inconvenient, you lock giant bat forms, you gain a bite attack. You are
yourself away in secrecy, and do your best to considered proficient with this attack as well as with
hide from those you might endanger. slings and rapiers. You are proficient in Intelligence
3 Your lycanthropy is something you hope to
learn to control. You separate yourself from saving throws.
others when you change in order to
experience the transformation unhindered
and hopefully learn to master it.
Bat Flight
4 You try to ignore your curse. Your primary When your primal form improves at 6th level, gain a
strategy is to pretend it doesn’t exist. You don’t flying speed of 30 feet. You have blindsight out to 60 feet.
take steps to prepare yourself for it, because
then you’d have to wrestle with everything
else that comes with the process. Anti Coagulant
5 Letting yourself be taken over by the power of At 12th level, you gain a claw attack which does 1d6
the moon is a joyous event and there is no slashing damage. When a creature takes damage from
better feeling for you than giving in. You long
to run free through the woods, following your your claw or bite attack, they must succeed on a
instincts and answering the call of the full Constitution saving throw. The DC for this saving
moon.
6 You are generally unaware of your
throw is 8 + your proficiency bonus + your
transformations. When you become fully Constitution modifier. If a creature fails this save they
taken over by the lunar call, you black out. take 1d4 necrotic damage at the start of each of their
When you awaken later, you realize that
something strange has happened, but you feel turns for 1 minute. The target can repeat the saving
better trying to forget about it and going on throw at the end of each of their turns, ending the
about your day. effect on themselves on a success.

Scout of the Night


Primal Calling At 18th level, your blindsight increases to 120 feet and
At 1st level, the lycanthrope gains the Primal Calling you have advantage on Wisdom (Perception) checks to
feature. The following options are available to a detect hidden creatures. Also, you have advantage on
lycanthrope in addition to those offered in the original Intelligence (Investigation) checks made to discern
Cursed Classes: the Calling of the Werebat, the Calling illusions and other magical effects.
of the Werebison, the Calling of the Wereshark, and
the Calling of the Werewyvern.

34
Calling of the Werebison Calling of the Wereshark
Of the more unique forms of lycanthrope, the While it is hard for the wereshark to resist the lure of
werebison is content to be passive while not blood, many manage to live relatively normal or
threatened. When provoked however, they attack with mundane lives. Adept in water and tending toward
the rampage of a stampeding bull. Their speed and more dangerous careers, a Wereshark’s entire form is
stamina are nearly unparalleled, and their sharp horns bred for killing.
can pierce even the toughest armor. While this curse If a wereshark wants to completely forsake their
can cultivate deep loyalty in the lycanthrope, if you capacity for killing, they’ll avoid any instance in which
anger them, get out of the way and keep moving! they encounter blood. For, while they can achieve a
veneer of docility and normalcy in everyday life, once
Primal Calling they smell blood, their primal urge to hunt is nearly
When you use your transformation feature at 1st level, overwhelming.
your animal form is an auroch. In your hybrid or
auroch forms, you gain a gore attack. You are Primal Calling
considered proficient with this attack as well as with When you use your transformation feature at 1st level,
whips and crossbows. You are proficient in Strength your animal form is a shark. In your hybrid or shark
saving throws. forms, you gain a bite attack. You are considered
proficient with this attack as well as with tridents and
Rampage of the Form javelins. You can breathe underwater while in your
When your primal form improves at 6th level, you can hybrid or shark forms. You are proficient in Charisma
empower your gore by charging. If you move at least 20 saving throws.
feet straight toward a target and then hit it with your
gore attack on the same turn, the target takes an extra Taste for Blood
2d8 piercing damage. If the target is a creature, it must When your primal form improves at 6th level, your
succeed on a Strength saving throw with a DC of 8 + swim speed increases by 30 feet. You gain blindsight
your proficiency bonus + your Strength modifier or be out to 30 feet. Your melee attack rolls against any
knocked prone. creature that has less than it’s maximum hit points deal
an additional 1d6 damage. This damage increases by
Stampede of One 1d6 at 11th level (2d6 total) and again at 17th level
At 12th level, your movement speed increases by 20 (3d6 total).
feet. As long as you move at least 30 feet during your
turn, opportunity attacks have disadvantage against you. Predator’s Fury
At 12th level, when you take damage from a weapon
attack, your swim speed is doubled, and your walking
Hybrid Juggernaut speed increases by 10 feet until the end of your next
At 18th level, creatures make their saving throws turn. You cannot gain the benefits of this feature more
against your charge at disadvantage. than once per turn. Your blindsight increases to 60 feet,
When you move you can choose to double your and you have advantage on Wisdom (Perception)
movement speed until the end of your next turn. For checks that rely on smell.
every 10 feet beyond 20 feet you move in a straight line
toward a target, your gore deals an additional 2d8 Hunter of the Deep
damage. You can use this ability again when you finish At 18th level, your swim speed increases another 30
a short or long rest. feet. When you make an attack against a creature that
has less than it’s maximum hit points, you critical strike
on an 19-20 and when you score a critical hit with a
melee weapon attack, you can roll one of the weapon’s
damage dice one additional time and add it to the extra
damage of the critical hit.

“Ripping off clothes? Panting noises?


Throwing themselves at anything with a pulse? Ma'am, you
are describing half the town, you'll need to be more specific."
—Anastasia Bilge, Occult Detective

35
Calling of the Werewyvern Draconic Pedigree
Starting at 12th level, while in your hybrid or animal
Rare within the realms are tales of lycanthropes capable form, you can take the Disengage action as a bonus
of shifting not into beast, but into dragon. These are action. You gain resistance to poison.
fearsome creatures who stalk the skies, silently gliding Additionally, when you hit with your sting attack, you
on moonlit nights and attacking unsuspecting travellers can choose to deliver a powerful poison. The target
caught alone. Their form is generally a more slender, must make a Constitution saving throw or become
lithe build when compared to a full grown wyvern, but poisoned for 1 minute. The DC for this saving throw is
their temper is no less fierce. 8 + your proficiency modifier + your Wisdom
Primal Calling modifier. At the end of each of its turns, a creature may
attempt saving throw again, ending the condition on
Starting at 1st level, when you use your
a success.
Transformation feature instead of an animal form you
can become a wyvern wyrmling (see below). You Full Potential
gain a natural sting attack that deals 1d6 piercing At 18th level, when you shapeshift, your type is now
damage. You are considered proficient with this attack, dragon instead of beast.
as well as with tridents. You are proficient in Wisdom Additionally, when you take your animal form, you
saving throws. While in your hybrid form, if you’re not gain the following benefits:
wearing armor, your AC becomes 10 + your Dexterity Your size is Large instead of Medium.
modifier + your Wisdom modifier. The save DC for your poison increases by 2.
Aerial Acrobatics You gain a claw attack and a bite attack in addition to
your sting attack. If you use your Attack action to attack
Starting at 6th level, while in your animal or hybrid
with one of your natural attacks, you can use your
forms, your fly speed becomes 30. Additionally, you are
bonus action to make an additional attack with each of
resistant to poison damage and have advantage on
your other natural attacks.
saving throws against poison. Your sting attack gains
the reach weapon property.

Wyvern Wyrmling
Medium beast, unaligned

Armor Class 11
Hit Points 6 (1d6 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 16 (+3) 5 (-3) 14 (+2) 7 (-2)

Skills Perception +4
Senses passive Perception 14
Challenge 0 (10 XP)

Keen Sight. The wyvern wyrmling has advantage on Wisdom


(Perception) checks that rely on sight.

ACTIONS
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Give a great deal of thought to your revenant’s goal,
which is at the heart of why they were not able to die.
Your revenant’s purpose does not need to be an all-
consuming obsession, but it should still inform their
personality and decisions. Though they may be willing
to take a detour, no revenant would ever be willing to
fully abandon their dedication to whatever brought
them back to unlife; to do so would be akin to losing a
part of one’s soul.

Quirks of Unlife
Though death no longer holds you, it has still stolen
many things from you. As you walk the world unliving
and unchained, you have lost some of the traits that
once made you seem so alive to others.
QUIRKS OF UNLIFE
d6 Quirk
1 Your skin always feels cold.
2 Your gaze is glassy, and sometimes it appears
to others as though you are looking through
them.
3 Though your body still needs sustenance to
function, you don’t know thirst or hunger and
must be reminded to take care of yourself.
4 You pay little attention to your own gaping
wounds, unless they are imminently
endangering your existence.
5 You only blink once every five minutes or so.
6 When tired or distracted, you have a tendency
to shuffle and groan, resembling the undead
rather than the unliving.

Sworn Enemies
Be it a foe responsible for your demise, or simply one
that plagued you during your previous lifetime, there
are certain enemies you cannot abide. Your sworn
Revenant enemy could be a specific person, those who pursue a
particular walk of life like thievery, or possibly an
“Before death you have a bucket list of things entire species.
you want to do, you know, see the world, slay a dragon, that
sort of thing. After death… It gets so much easier. Mine only SWORN ENEMIES
reads one thing now - revenge.” d6 Sworn Enemies
—Gwen Morello, Revenant, Lycanthrope Slayer 1 You are obsessed with learning more about
your foe, and what makes them tick. You
collect books, stories, and knowledge about
Unlike the typical revenant recorded in the notes of them, all the better to hunt them with.
2 You have a visceral reaction to your foe. Even
monster hunters, the revenants of which we speak are the mention of them can stiffen your back and
not limited to a single year in which to achieve their curl your lip into a snarl.
goals. Furthermore, these goals need not be as simple as 3 Signs of your foe make you feel sick. You
cannot stand the smell or sight of them and
taking revenge on their murderer, but instead can feel queasy just talking about them for long.
involve sweeping changes in the world, like restoring 4 Even the suggestion of your foe’s presence
the works of a library that was burned, or protecting an makes you twitchy. Your fingers curl and you
feel ready to jump at a moment’s notice.
ousted royal bloodline until it can be restored to the 5 You talk excessively about your foe. Even if
throne. A revenant’s unlife can be every bit as fulfilling you have already shared all of your knowledge
as their life was, if not more, now that they have about them, you continue to go on about the
depth of your hatred for them.
freedom from the mortal coil. 6 You see a semblance of your foe in everything.
Unlife touches each person differently, and no two Any tracks, sounds, or signs that could possibly
people react the same. Some are deeply changed, while be construed as resembling your foe will be
interpreted as a clear sign of them.
others retain most of their original personalities. Some
are as calm and serene as the grave itself, while others
take their new found durability as an excuse to be
reckless.

37
Memories Route of the Chosen
Your previous life may feel as though you left it ages While other revenants are sustained by their own will,
ago, or it may burn as vividly in your mind as though you have been rescued from death by the will of
each event happened only yesterday. Memories can be another, more powerful entity. Your contract has been
strange and fickle things for ordinary people, and even forged, willingly or not, in exchange for the
stranger still for revenants. opportunity to walk the world again and seek your
MEMORIES vengeance. You have become a part of a deity’s grand
d6 Memory agenda.
1 The moment of your death does not leave your
memory for long, and every time you sleep, Sworn Prey
your last glimpses of your dream are reliving
the moment your life came to an end before At 3rd level, the deity that raised you from death has a
you wake. vendetta against a particular type of creature. When
2 You remember your childhood more vividly you gain this feature, choose one of the following
than anything that happened to you as an
adult. You are drawn to anything that reminds creature types: aberrations, celestials, elementals, fey,
you of your youth, your childhood home, or the fiends, or undead. The chosen creature type is your
children you were friends with. sworn prey, and you gain the following benefits:
3 Your memories feel like out-of-body
experiences. You often do not realize you’re • When using your Prey feature on your sworn prey,
seeing the events through the eyes of
someone other than yourself, until you see you learn an additional characteristic.
yourself in them. You do not know why your • When making a Wisdom (Survival) check to track a
memories always seem to be second-hand.
creature, you automatically learn the creature’s type if
4 You don’t remember the actual event of your
death. Though you are certain it must have it is your sworn prey.
been traumatic to necessitate your undeath,
you cannot recall exactly what happened to
you at all.
Zealous Revitalization
5 Your memories feel so vivid that you Starting at 6th level, your deity invigorates you when
sometimes are surprised to realize that you you act according to their will. When you reduce a
are, in fact, unliving. It seems like only creature to 0 hit points, you gain temporary hit points
yesterday that you were so full of life!
6 You are fully amnesiac and remember nothing equal to your Wisdom modifier (minimum of one). If
of your life prior to your undeath. Events the creature is your sworn prey, you gain twice as many
sometimes spark brief recollections, but you
feel as though you’re never getting the whole temporary hit points.
picture.
Divine Wrath
Route of Retribution At 11th level, your strikes are suffused with divine will.
At 3rd level, the revenant gains the Route of The first time you hit a creature with a weapon attack
Retribution feature. The following options are available on each of your turns, the attack deals an additional 1d8
to a revenant in addition to those offered in the original radiant or necrotic damage (your choice when you gain
Cursed Classes: the Route of the Chosen and the Route this feature). If the target is your sworn prey, every
of the Unfulfilled. attack you make deals this additional damage, not just
your first attack each turn.

Providence
At 15th level, you can beckon to the deity that raised
you for guidance. You can cast the commune spell once
without expending a spell slot or material components.
Once you cast the spell in this way, you can’t do so
again until you finish a long rest.

Fear of the Divine


At 18th level, you have become a beacon of divine awe.
When a creature that is frightened of you can see you at
the beginning of its turn, it takes radiant or necrotic
damage (the same as your Divine Wrath feature) equal
to half your revenant level.

38
Route of the Unfulfilled "I've tried ending it myself, you know.
It doesn't work. One time I convinced a dragon to eat me,
The powerful magic that compels beings to obey the but I just ended up waking up half-way through the process
demands of cruel masters usually dies when the target - it was so much worse than you would think. The smell
of their enchantment does. Rarely, perhaps even still haunts me."
stubbornly, that magic continues to perpetuate within, —The Headless Knight
generating just enough power to keep the reborn
going. With their death, they no longer need to obey
the siren call of magic that once forced them to act, but
they continue to feel its presence all the same.

Failed Geas
Starting at 3rd level, lingering magical energies in your
body show you the mark of enchantment. If any
creature suffers from the charmed condition, they glow
brightly to your sight and you learn the same
information about them as though they were your prey,
provided they are within 60 feet.

Faceless Stranger
Starting at 6th level, you can hide your identity from
others as long as their mind is currently befuddled. As
long as you are conscious, you constantly benefit from
the alter self spell, but only the change appearance
effect and only in the eyes of your prey and creatures
who have the charmed condition.
You can use your action to force a creature within 5
feet of you to make a Wisdom saving throw (DC = 8 +
your proficiency bonus + your Wisdom modifier). On a
failure, they become charmed by you. The creature
regards you as an interesting stranger who poses no
threat. This lasts as long as you are concentrating on
the effect (like concentrating on a spell) and you can see
each other.
Additionally, you deal 1d6 more damage to your prey
or creatures charmed by you. This increases to 2d6 at
the 11th level, and 3d6 at the 17th level.

Obey
Starting at 11th level, you can give a creature who is
charmed a command as a bonus action. They must
succeed on a Wisdom saving throw (DC = 8 + your
proficiency bonus + your Wisdom modifier) or follow
the directive as long as they remain charmed.
The creature can choose to make a new saving throw
at the end of each of its turns. On a failure, they suffer
2d6 psychic damage. On a success, they are no longer
charmed. If the target is your prey, it has disadvantage
on this saving throw.

Distracting Aura
Starting at 15th level, you can use the Help action to
provide an ally advantage when attacking your prey,
even if that prey isn’t within 5 feet. You can charm
creatures with your Faceless Stranger trait at a range of
15 feet.

Friends are Foes


Starting at 18th level, charmed creatures count as prey
for all of your abilities.

39
Your Sire
Most vampires don’t simply appear out of thin air; it is
a curse that is passed on when a vampire chooses to
take one into their eternal servitude. Some are prolific
about the creation of vampire spawns, while others
consider it a blessing only granted to those worthy.
Regardless, your vampirism certainly came from
somewhere.
YOUR SIRE
d6 Sire
1 Your sire was a noble seeking to raise an army,
but they were assassinated before their plans
could come to fruition, leaving you and your
vampiric kin free to your own devices.
2 You were an undying servant. After a couple of
centuries of boredom, your master decided to
free you from their service.
3 You were turned by a vampire who was
nearing the end of their own life and cared
naught for their immortality any longer. They
turned you, and instructed you in all the ways
of your being before they sought their own
end and left you as their heir.
4 Your sire was lonely, tired of spending an
eternity watching everyone around them grow
old and die. However, when they realized that
controlled puppets didn’t make for good
friends, they freed you from your bond to
them.
5 You were turned by a stranger, who set you
free almost immediately with no instruction or
guidance on how to navigate your new found
blessings and curses.
6 You never had a sire. Your vampirism came
from another source like an arcane item, a deal
with a devil, or the influence of a dark god.
Vampire Preferred Feeding Style
“I cannot put it to words how blood tastes.
Imagine the finest vintage of wine and that delightfully There are various ways to hold a knife and fork, and
warm feeling of a hearty meal, all merged into one. It’s while some take great care to use the right spoon for
intoxicating. It's a good thing I ate before you arrived.” each course of a meal, others use it to shovel food into
—Blanchefleur Slate, Innkeeper their gullets. A vampire can enjoy their crimson feast in
any number of ways, and some may consider the way in
Few monsters have been so romanticized as the which they consume to be just as important as what is
vampire. Most imagine them as beautiful creatures, as being consumed.
opposed to a gaunt and rotting lich or zombie. They’re
often thought of as elegant, powerful, and seductive,
but the attraction to these qualities often blinds people
PREFERRED FEEDING STYLES
d6 Style
to the other side of the coin. Vampires have a 1 A dignified prick of the fangs at the neck or
propensity toward obsession, and their romantic nature wrist is enough to draw a meal from. You’re not
is often a veil to hide their controlling nature. Though a beast, and you needn’t make things messy.
2 There is nothing quite like ripping into flesh
most stories of vampires are cautionary tales, it can be and drinking all of the life one has to offer; it’s
easy for people to latch onto the shallower ideals. But positively invigorating.
do not be fooled: at their core, they are still monsters. 3 Blood that pumps through a racing heart is
ideal. There is no more exquisite seasoning
Your vampire needn’t be as monstrous as the than terror.
vampires of legend. Your vampiric adventurer is most 4 You see no reason to give up your civility
likely a new, ‘young’ vampire who has only recently simply because you’re a vampire. Blood
drained into a cup or bowl is ideal.
come into their power, or only recently been freed 5 Blood is not only a meal, but a comfort and a
from the control of a sire. Without decades or centuries luxury. You would bathe in it if you could,
of time to form obsessions or learn to manipulate though it takes quite a lot to fill a tub.
others for their own pleasure, they may instead be 6 The most delicious sanguine is that which is
freely given. Without lies, enchantments, or
more interested in the hunt for blood than the hunt for manipulation, the best blood is offered by a
power or adoration. friend, a lover, or a dedicated follower.

40
Guilty Pleasures Spellcasting
When you reach 3rd level, you learn to express your
What good is living forever if you’re not enjoying your curse in the form of spells.
life? With an eternity to look forward to, one could Cantrips. You learn two cantrips of your choice from
easily become bored if they let themselves slip into the warlock spell list. You learn an additional warlock
monotony. Many vampires seek pleasures beyond the cantrip of your choice at 10th level.
ordinary. Some of these pleasures may be seen as Spell Slots. The Blood Ritual Spellcasting table
strange or taboo, while others are no different from shows how many spell slots you have to cast your spells
mortal pleasures, though taken to the extreme. of 1st level and higher. To cast one of these spells, you
GUILTY PLEASURES must expend a slot of the spell's level or higher. You
d6 Guilty Pleasure regain all expended spell slots when you finish a long
1 While blood is your primary source of rest.
nutrition, that doesn’t mean you don’t enjoy
food. On the contrary, you see no reason not to For example, if you know the 1st-level spell shield
enjoy regular feasts upon every delicacy one and have a 1st-level and a 2nd-level spell slot available,
can imagine.
2 Your body remains unchanged though your
you can cast shield using either slot.
soul ages with each passing decade and you Spells Known of 1st Level and Higher. You know
have become obsessed with youth. You are three 1st-level warlock spells of your choice, two of
fascinated by toys, nursery rhymes, and
children’s games. One could easily accuse you which you must choose from the conjuration,
of childish behavior. enchantment, and necromancy spells on the warlock
3 It’s all about the hunt. Whether pursuing a spell list.
bounty, a meal, or simply for sport, there is no
greater joy than to track down a mark that is The Spells Known column of the Blood Ritual
doing everything in their power to evade you. Spellcasting table shows when you learn more warlock
You equate all things in life to hunting.
spells of 1st level or higher. Each of these spells must be
4 Art is the next best thing to immortality. You
consider yourself a true patron of the arts, a conjuration, enchantment, or necromancy spell of
collecting paintings and sculptures, studying your choice, and must be of a level for which you have
great sonatas, collecting designer clothing, and
so on. You enjoy paying artists in their lifetimes spell slots. For instance, when you reach 7th level in
to create great works and you will keep their this class, you can learn one new spell of 1st or 2nd
legend alive long after they are gone from this level.
world.
5 Your vampirism has not robbed you of your The spells you learn at 8th, 14th, and 20th level can
faith. Your dedication to your deity remains come from any school of magic.
absolute even if the tenants become twisted in Whenever you gain a level in this class, you can
your mind to justify your own existence. You
consider yourself among the most pure of replace one of the warlock spells you know with
believers, and draw others to worship through another spell of your choice from the warlock spell list.
you as their sacred leader.
6 As a vampire, you are a noble outcast. It is your
The new spell must be of a level for which you have
greatest pleasure to provide shelter to the spell slots, and it must be a conjuration, enchantment,
broken, the beaten, and the damned. You seek or necromancy spell, unless you're replacing the spell
to create a collection, nay, a family of those
that society considers freaks. You surround you gained at 3rd, 8th, 14th, or 20th level from any
yourself with a royal court of the different and school of magic.
twisted. Spellcasting Ability. Charisma is your spellcasting
ability for your warlock spells, since your spells require
Dark Path you to shape your curse with your force of will. You use
At 3rd level, the vampire gains the Dark Path feature. your Charisma whenever a spell refers to your
The following options are available to a vampire in spellcasting ability. In addition, you use your Charisma
addition to those offered in the original Cursed Classes: modifier when setting the saving throw DC for a
the Path of the Blood Ritual and the Path of the Strigoi. warlock spell you cast and when making an attack roll
with one.
Path of the Blood Ritual Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
While most vampires see their curse as an affliction of
the body, a rare few see it as a magical ailment and turn Spell attack modifier = your proficiency bonus +
your Charisma modifier
to the arcane arts to master their powers. These
vampires learn to channel their curse into magic,
drawing on a profound well of dark energy to cast
spells of a profaned and unusual nature, akin to those of
a warlock.

41
BLOOD RITUAL SPELL SELECTION
The warlock spell list is limited, especially when only
considering spells from the conjuration, enchantment, and
necromancy schools. By including the expanded spell list
provided within Xanathar’s Guide to Everything, you can relax
these restrictions. Additionally, the soul drain and syphon
blood spells provided in the spells chapter are especially
suited to the Path of the Blood Ritual vampire.

BLOOD RITUAL SPELLCASTING Esoteric Link


Vampire Cantrips Spells —Spell Slots per Spell Level — At 10th level, your mastery of necromancy allows you
Level Known Known 1st 2nd 3rd 4th to peer into the minds of those you’ve created. As an
3rd 2 3 2 — — — action, you can perceive the world through the senses
4th 2 4 3 — — — of a creature created by your Spawning feature, seeing
5th 2 4 3 — — — through its eyes and hearing through its ears. While
6th 2 4 3 — — — perceiving the world in this way, you are blinded and
7th 2 5 4 2 — — deafened to your own senses.
8th 2 6 4 2 — — Additionally, while your spawn is within 30 feet of
9th 2 6 4 2 — — you, you can spend 1 blood point to cast a spell through
10th 3 7 4 3 — — it, causing the spell to originate from the spawn instead
11th 3 8 4 3 — — of you. If the spell requires the target to be within your
12th 3 8 4 3 — — line of sight, seeing a creature through your spawn’s
13th 3 9 4 3 2 — senses counts as having line of sight. Also, if the spell
14th 3 10 4 3 2 — targets the caster, you can cause the spell to target the
15th 3 10 4 3 2 — spawn instead of you by casting it in this way.
16th 3 11 4 3 3 —
17th 3 11 4 3 3 — Dark Protection
18th 3 11 4 3 3 — At 13th level, you can use your curse to shield yourself
19th 3 12 4 3 3 1 from harm. When a creature or effect you can see deals
20th 3 13 4 3 3 1 damage to you, you can expend a spell slot to reduce the
Blood Magic damage by an amount equal to your Charisma modifier
+ (4 × the slot’s level). You cannot use this feature while
Also at 3rd level, you learn to draw the arcane essence
out of blood, casting spells using the vitality of other in direct sunlight, nor to reduce any damage caused by
creatures. When you cast a warlock spell, you can your curse.
expend blood points to cast the spell instead of
expending a spell slot. The Blood Point cost is equal to
Blood Ward
At 17th level, your body is wrought with dark power,
the level of the spell.
warding you against magic. You have advantage on
Dark Warrior saving throws against spells and other magical effects.
At 7th level, you can effortlessly weave magic into your
combat. When you use your action to cast a cantrip,
you can make a bite or claw attack as a bonus action. "Beauty. Immortality. A cast iron reason
never to go out in daylight again. Can you really call it a
curse?"
—Escher

42
Path of the Strigoi Ambush
At 10th level, you draw upon your ancient knowledge
The Strigoi are the grandfathers of vampires, and can to ambush your prey. When you use your claws to take
be truly considered vampires in name only. They lack the Attack action on your first turn in combat, you can
most of the charisma of the modern vampires, instead choose to leap up to your movement speed at a creature
relying on brute strength and savagery to feed. before making your attack. If this claw attack hits, you
Although they are technically vampires, some legends may make an additional attack with your claws as part
say that they are also the progenitors of werewolves, of the same action.
and even fairies. But that can’t possibly be true, can it?
Whelm
Monster Progenitor At 13th level, you learn to harness your feral might to
At 3rd level, your beastly nature fully manifests. As an whelm your opponents. By spending 1 blood point as
action, you assume a savage form, growing thick wiry an action, you utter a commanding howl. Each creature
hair over your body and sharper, sickle-like claws. You within a 30 ft radius of you must make a Wisdom
gain the following features until you revert to your saving throw using your Bloodthirst save DC. On a
original form as a bonus action: success, nothing happens. On a failure, choose one of
Rending Claws. Your Claw attack now deals 1d6 the following effects:
damage. Dominate. Each creature’s speed is reduced to 0 until
Powerful Bite. When you make a Bite attack, you the end of your next turn.
can instead attempt to grapple the creature. You Fear. Each affected creature is frightened of you until
maintain this grapple with your mouth. You cannot the end of your next turn.
speak while maintaining this grapple.
Nightmare Composure. You lose your Sunlight Alpha
Aversion feature while in this form, but you are At 17th level, your true nature manifests. Your
vulnerable to silvered weapons. Additionally, you transformed Bite attack now deals 1d10 piercing
cannot regain blood points while in this form. damage and you no longer have to revert to your
normal form to feed. Additionally, when you use your
Elder Speed Spawning feature, you can expend 1 extra blood point
At 7th level, you learn how to use your superior speed to grant your Vampire Spawn the ability to ignore its
to your advantage. By spending 1 blood point, you can Sunlight Hypersensitivity trait at the cost of inflicting
take the Dash or Hide action as a bonus action. vulnerability to damage from silvered weapons.

43
Spells Scrying
Seeming
Counterspell
Dispel Magic
This chapter lists the magic spells of all adventurers Synaptic StaticXGtE Fear
found in Cursed Classes: Even Cursier, as well as new Telekinesis Fireball
spells that are unique to this book and its classes. Spells Gaseous Form
marked in superscript are referenced outside of the Cleric Spells Hypnotic Pattern
Player’s Handbook. The CC2 tag refers to spells Lightning Bolt
3RD LEVEL Magic Circle
presented later in this chapter, while XGtE references Displace CurseCC2 Plant Growth
spells from Xanathar’s Guide to Everything, and UA Remove Curse
refers to Unearthed Arcana. 4TH LEVEL Speak with Dead
Out of Body ExperienceCC2 Speak with Plants
Bard Spells Magic Missile Root-SightCC2 Vampiric Touch
Sleep Weird ElixirCC2
1ST LEVEL Storm of FlumphsCC2 9TH LEVEL
Claws of DarknessCC2 Soul BindCC2 4TH LEVEL
Scimitar of ShadowsCC2 2ND LEVEL Arcane Eye
Blur Covenborn Spells Blight
2ND LEVEL Calm Emotions Charm Monster
Kreshenk’s Shadow Crown of Madness 1ST LEVEL
Communication SporesCC2
MaskCC2 Darkness Armor of Agathys
Confusion
Net of ShadowsCC2 Hold Person Bad OmensCC2
Greater Invisibility
Kreshenk’s Shadow Burning Hands
3RD LEVEL Phantasmal Killer
MaskCC2 Cause Fear
Blend With ShadowsCC2 Polymorph
Mental BarrierUA Chaos Bolt
Guardian ShadowCC2 ProphecyCC2
Mind ThrustUA Charm Person
Ring of ThornsCC2
Net of Shadows Claws of DarknessCC2
4TH LEVEL Root-SightCC2
Phantasmal Force Comprehend Languages
Out of Body ExperienceCC2 Shadow of Moil
Psychic ResonanceCC2 Detect Magic
Shadow SpidersCC2 Shadow SpidersCC2
Shatter Detect Poison and Disease
Shadow TheftCC2 Shadow TheftCC2
Telekinetic SlamCC2 Disguise Self
Shadow WallCC2 Stone Shape
Thought ShieldUA Dissonant Whispers
Wings of GloomCC2 Entangle
Fog Cloud 5TH LEVEL
5TH LEVEL 3RD LEVEL Animate Objects
Hellish Rebuke
Shadow SprayCC2 Blend With ShadowsCC2 Cloudkill
Hex
Clairvoyance Cone of Cold
Inflict Wounds
7TH LEVEL Fear Contagion
Ray of Sickness
Mantle of ShadowsCC2 Haste Dominate Person
Silent Image
Shadow BlightCC2 Hypnotic Pattern Fated DoomCC2
Speak with Animals
Major Image Geas
9TH LEVEL Tasha’s Hideous Laughter
Mind BlastCC2 Hallucinogenic SporesCC2
Soul BindCC2 Unseen Servant
Nondetection Hold Monster
Witch Bolt
Protection from Energy Insect Plague
Ceremorph Spells Psionic BlastUA 2ND LEVEL Legend Lore
Psychic LanceCC2 Alter Self Modify Memory
CANTRIPS (0 LEVEL)
Blade Ward Augury Scrying
Firebolt 4TH LEVEL Blindness/Deafness
Friends Compulsion Crown of Madness Druid Spells
Guidance Confusion Darkness
Dimension Door 4TH LEVEL
Mage Hand Hold Person Communication SporesCC2
Message Ego WhipUA Invisibility
Greater Invisibility Wings of GloomCC2
Mind SliverUA Maximilian’s Earthen
Minor Illusion Hallucinatory Terrain Grasp
Out of SyncCC2 Melf’s Acid Arrow 5TH LEVEL
Shocking Grasp Hallucinogenic SporesCC2
Phantasmal Killer Phantasmal Force
Stoneskin Protection from Poison
1ST LEVEL Summon MinionCC2 Scorching Ray Lich Spells
Bane
Burning Hands See Invisibility CANTRIPS (0 LEVEL)
CatapultXGtE 5TH LEVEL Spike Growth Chill Touch
Cause FearXGtE Bigby’s Hand Suggestion Control Flames
Charm Person Geas Web Dancing Lights
Command Greater Mind BlastCC2 Fire Bolt
Dissonant Whispers Hold Monster 3RD LEVEL Frostbite
Id InsinuationUA Intellect FortressUA Bestow Curse Infestation
Lesser Mind BlastCC2 JauntCC2 Call Lightning Light

44
Mage Hand Melf’s Acid Arrow Scrying 5TH LEVEL
Mending Mind Spike Seeming Shadow SprayCC2
Message Mirror Image Shadow SprayCC2
Minor Illusion Misty Step Soul TrapCC2 Warlock Spells
Poison Spray Net of ShadowsCC2 Synaptic StaticXGtE
Prestidigitation Phantasmal Force Teleportation Circle 1ST LEVEL
Ray of Frost Ray of Enfeeblement Wall of Force Scimitar of ShadowsCC2
Shocking Grasp Scorching Ray 2ND LEVEL
Spare the Dying See Invisibility 6TH LEVEL Kreshenk’s Shadow
Toll the Dead Shadow Blade Arcane Gate MaskCC2
Soul DrainCC2 Circle of Death Soul DrainCC2
1ST LEVEL Spider Climb Create Undead Syphon BloodCC2
Absorb Elements Syphon BloodCC2 Disintegrate
Alarm Web Eyebite 4TH LEVEL
Armor of Agathys Harm Displace CurseCC2
Arms of Hadar 3RD LEVEL ScatterXGtE Out of Body ExperienceCC2
Bane Animate Dead Soul CageXGtE Shadow SpidersCC2
Burning Hands Bestow Curse Shadow WallCC2
Cause Fear Blend with ShadowsCC2 7TH LEVEL Wings of GloomCC2
Chromatic Orb Clairvoyance Crown of StarsXGtE
Claws of DarknessCC2 Counterspell Delayed Blast Fireball 5TH LEVEL
Color Spray Dispel Magic Etherealness Soul TrapCC2
Command Displace CurseCC2 Finger of Death
Comprehend Languages Enemies AboundXGtE Mantle of TwilightCC2 7TH LEVEL
Detect Magic Erupting EarthXGtE Mirage Arcane Mantle of TwilightCC2
Disguise Self Fear Plane Shift Shadow BlightCC2
Dissonant Whispers Feign Death Power Word Pain
9TH LEVEL
Earth Tremor Fireball Prismatic Spray
Soul BindCC2
Expeditious Retreat Fly Reverse Gravity
False Life
Feather Fall
Gaseous Form
Guardian ShadowCC2
Shadow BlightCC2
Teleport
Wizard Spells
Find Familiar Life TransferenceXGtE 1ST LEVEL
Fog Cloud Magic Circle 8TH LEVEL Claws of DarknessCC2
Ice Knife Melf’s Minute Meteors Antimagic Field Scimitar of ShadowsCC2
Identify Speak with Dead Earthquake
Jump Stinking Cloud Feeblemind 2ND LEVEL
Mage Armor Tongues Maddening DarknessXGtE Kreshenk’s Shadow
Magic Missile Vampiric Touch Power Word Stun MaskCC2
Protection from Evil and Net of ShadowsCC2
Good 4TH LEVEL 9TH LEVEL Syphon BloodCC2
Ray of Sickness Arcane Eye Gate
Scimitar of ShadowsCC2 Banishment Power Word Kill 3RD LEVEL
Shield Blight Psychic ScreamXGtE Blend With ShadowsCC2
Silent Image Compulsion Soul BindCC2 Shadow GuardianCC2
Tasha’s Hideous Laughter Death Ward Time Stop
Witch Bolt Dimension Door Weird 4TH LEVEL
Otiluke’s Resilient Sphere Wish Displace CurseCC2
Out of Body ExperienceCC2 Out of Body ExperienceCC2
2ND LEVEL
Arcane Lock Shadow of MoilXGtE Ranger Spells Shadow SpidersCC2
Shadow SpidersCC2 Shadow TheftCC2
Blindness/Deafness 1ST LEVEL
Shadow TheftCC2 Shadow WallCC2
Blur Scimitar of ShadowsCC2
Shadow WallCC2 Wings of GloomCC2
Cloud of Daggers
Crown of Madness Stoneskin
Wings of GloomCC2
Sorcerer Spells 5TH LEVEL
Darkness Shadow SprayCC2
Darkvision 1ST LEVEL
5TH LEVEL Soul TrapCC2
Detect Thoughts Scimitar of ShadowsCC2
Earthbind Antilife Shell
7TH LEVEL
Enlarge/Reduce Cloudkill 2ND LEVEL
Mantle of TwilightCC2
Flaming Sphere Danse MacabreXGtE Net of ShadowsCC2
Shadow BlightCC2
Gentle Repose Dominate Person
Hold Person EnervationXGtE 3RD LEVEL 9TH LEVEL
Knock Hold Monster Blend With ShadowsCC2 Soul BindCC2
Kreshenk’s Shadow Legend Lore
Negative Energy FloodXGtE 4TH LEVEL
MaskCC2
Planar Binding Wings of GloomCC2
Levitate

45
Spell Descriptions Scimitar of Shadows
1st-level conjuration
These spells are organized by spell level and presented
in alphabetical order. Casting Time: 1 action
Range: 5 feet
1st Level Spells Components: V, S
Duration: 1 minute
Bad Omens You shape nearby shadows into the form of a simple or
1st-level divination martial melee weapon. This weapon looks like the
Casting Time: 1 action mundane version, but weighs nothing and deals cold
Range: 30 feet damage instead of its usual damage type, plus additional
Components: V, S, M (a crumpled tea leaf) necrotic damage equal to your spellcasting modifier.
Duration: Concentration, up to 1 minute
Storm of Flumphs
You twist the fate of a creature within range towards 1st-level conjuration
destruction. The target must succeed on a Charisma
saving throw or be cursed for the duration. Whenever Casting Time: 1 action
the cursed creature is hit with a weapon attack, it takes Range: 60 feet
1d6 psychic damage in addition to the attack’s normal Components: V,S,M (an eyestalk from a flumph)
damage. Duration: Concentration, up to 1 minute
A remove curse spell can end this effect early. Somehow, you’ve learned the secret to summoning a
At Higher Levels. When you cast this spell using a swarm of these small aberrations. When you cast this, a
spell slot of 2nd level or higher, the additional damage swarm of tiny flumphs spring into existence in a 10-
increases by 1d6 for every two slot levels above 1st. foot radius. Any creature that starts its turn within this
radius must make a Constitution saving throw or be
Claws of Darkness poisoned for 1 minute. Creatures that are poisoned in
1st-level illusion this way can make another Constitution saving throw
Casting Time: 1 minute at the end of its turns, ending the effect on a success.
Range: Touch
Components: V, S, M (a claw dipped in ink) 2nd Level Spells
Duration: Concentration, up to 10 minutes
Touching a willing creature, the claw melts and
Kreshenk’s Shadow Mask
2nd-level enchantment
becomes a black pool that travels from your hand, along
the length of the creature’s limbs. These shadow claws Casting Time: 1 action
are long extensions of the creature’s own arms. Until Range: Touch
the spell ends, that creature adds your spellcasting Components: S
modifier to their unarmed damage and the reach of Duration: 10 minutes
their unarmed attacks increases by 5 feet. Pulling the target’s shadow around their body, it covers
them as a dark disguise. The target has their features
Lesser Mind Blast blurred by the magic of the spell, making it impossible
1st-level evocation to recall their features. This does not interfere with the
Casting Time: 1 action target or their ability to function in any way.
Range: Self (15-foot cone)
Components: V,S Net of Shadows
Duration: Instantaneous 2nd-level conjuration
You magically emit a wave of psychic energy in a 15- Casting Time: 1 action
foot cone. Each creature inside the area of effect must Range: 60 feet
make an Intelligence saving throw. On a failure, the Components: V, S, M (a small web made of thread)
creature takes 2d6 psychic damage and is stunned until Duration: 1 minute
the end of your next turn. On a success, the creature You reach out magically, causing the target’s shadow to
takes half damage and is not stunned. reach out and restrain them like a mass of writhing
At Higher Levels. When you cast this spell using a shadowed ropes. The target must succeed on a
spell slot of 2nd level or higher, the damage increases Dexterity saving throw or become restrained and prone
by 1d6 for each slot level above 1st until the spell ends. As an action, the target or any
other creature can attempt a Strength (Athletics) check
against your spell save DC to end the effect. You can
end the effect as a bonus action.

46
Psychic Resonance Telekinetic Slam
2nd-level evocation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 30 feet
Components: V,S Components: V,S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You reach out telekinetically and strike a resonance You slam down on a point within range with your
throughout the body of a single creature within range. psychic power. Every creature in a 15-foot radius of the
The target creature must make a Constitution saving point must make a Dexterity saving throw. On a
throw. On a failure, the creature takes 2d10 psychic failure, they take 3d6 bludgeoning damage and are
damage and whenever they take damage on their turn knocked prone. On a success, they take half damage and
from a weapon attack, they take an extra 1d4 psychic are not knocked prone.
damage. On a success, the creature takes half damage At Higher Levels. When you cast this spell using a
and nothing further happens. spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 3rd.
Soul Drain
2nd-level necromancy 3rd Level Spells
Casting Time: 1 action
Range: 30 feet Blend with Shadows
Components: V, S 3rd-level transmutation
Duration: Concentration, up to 1 minute Casting Time: 1 action
You target a creature that you can see within range, Range: Self
attempting to drain the very essence of their soul. The Components: S
target must succeed on a Constitution saving throw or Duration: 10 minutes
have their hit point maximum reduced by 2d10, and on Transforming your body and all of your equipment
each of your turns for the duration, you can use your into a shadow, you become two-dimensional and blend
action to reduce their hit point maximum by 1d10 into another shadow. While in this form you cannot be
automatically. found without the assistance of magic. You cannot
At Higher Levels. If you cast this spell using a spell interact with any object or creature, but you can still
slot of 3rd level or higher, the hit point maximum talk. Spells and attacks cannot target you, but if a spell
reduction increases by 1d10 for each slot above 2nd level. or effect includes the shadow you are blended with, it
affects you as well.
Syphon Blood At Higher Levels. If you cast this spell using a spell
2nd-level necromancy slot of 4th level or higher, the duration increases by 10
Casting Time: 1 action minutes for each spell slot above 3rd.
Range: 30 feet
Components: V, S Displace Curse
Duration: Instantaneous 3rd-level abjuration
You draw out the blood of one target within range. Casting Time: 1 action
Make a ranged spell attack. On a hit, the target takes Range: Touch / 30 feet
3d6 necrotic damage and must make a Constitution Components: V, S
saving throw. On a failed save, the target's health is Duration: 1 minute
reduced by half the necrotic damage dealt and you At your touch, all the curses affecting one creature or
regain that many hit points. object end. For the next minute, you may designate
At Higher Levels. If you cast this spell using a spell another creature or object within 30 feet to be cursed. If
slot of 3rd level or higher, the damage increases by 1d6 the target is a creature, it must make a Wisdom saving
for each slot above 2nd level. throw or suffer the effects of the curse for 1 minute. A
remove curse spell ends this effect.

47
Guardian Shadow Psychic Lance
3rd-level conjuration (ritual) 3rd level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S, M (a pair of scissors) Components: V,S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Using your scissors, you carefully separate your shadow You lash out at a creature within range with a blistering
which animates on its own. The shadow obeys your lance of psychic energy, attempting to telekinetically
commands, and acts independently of you until the nail them to the ground. The target creature must make
spell ends. The shadow has your statistics, but does not a Dexterity saving throw. On a failure, the creature
have access to any of your feats, class features, or takes 5d10 force damage and its speed is reduced to 0
equipment. Instead, it has its own equipment that is a for the duration of the spell. On a success, the creature
shadowy version of your own, functioning as the takes half damage. An affected creature can repeat the
mundane versions of those items as well as the saving throw at the end of each of its turns, ending the
following benefits: effect on a success.
• The shadow’s AC is equal to your spell save DC
• The shadow has the same number of hit points as
Weird Elixir
3rd-level transmutation
you.
• The shadow has resistance to all damage types except Casting Time: 1 hour
force, poison, psychic and radiant damage. Range: Touch
• The shadow is vulnerable to radiant damage. Components: V, S, M (a glass container, and
• The shadow is immune to poison and psychic powdered jade worth at least 100 gp, which the spell
damage. consumes)
• The shadow is immune to all conditions except Duration: Instantaneous
grappled, paralyzed, and restrained. You touch a glass container and store a spell in it as a
At Higher Levels. If you cast this spell using a spell potent brew. Choose a spell of 3rd level or lower and
slot of 5th level or higher, the duration of this spell cast it as part of creating the elixir. The spell must have
becomes “Concentration, up to 1 hour”. a target of “Self”. The spell being stored has no
If you cast this spell using a spell slot of 7th level or immediate effect when cast in this way. Instead, it
higher, the duration of this spell becomes appears in the glass container as a magical liquid, the
“Concentration, up to 8 hours”. appearance of which reflects the nature of the spell. A
If you cast this spell using a spell slot of 9th level or creature can identify what spell is stored in the elixir
higher, the duration of this spell becomes with a successful Intelligence (Arcana) check against
“Concentration, until dispelled”. your spell save DC.
If cast using a 9th-level slot every day for a year and a When the elixir is consumed, the stored spell is cast
day, the duration becomes “Until dispelled”. on the drinker, using your spellcasting ability modifier
if required. If the spell requires concentration, the
Mind Blast drinker must concentrate as if it were casting the spell.
3rd-level evocation An unused elixir lasts for up to 24 hours, after which
it disappears.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: Self (30-foot cone) spell slot of 4th level or higher, you can store any spell
Components: V,S of up to the same level as the slot you use in the elixir.
Duration: Concentration, up to 1 minute
You magically emit a rippling wave of psychic energy in 4th Level Spells
a 30-foot cone. Each creature inside the area of effect
must make an Intelligence saving throw. On a failure, Communication Spores
the creature takes 3d8 psychic damage and is stunned 4th-level divination
for 1 minute. On a success, the creature takes half Casting Time: 1 action
damage and is not stunned. A stunned creature can Range: Self (10-foot radius)
repeat the saving throw at the end of its turns, ending Components: V, S, M (clump of tongue mushroom)
the effect on a success. Duration: 1 hour
You release a puff of spores around you. The spores
only affect creatures with an Intelligence of 2 or higher.
Affected creatures can communicate telepathically with
one another while they are within 30 feet of each other.

48
Out of Body Experience Prophecy
4th-level necromancy 4th-level divination
Casting Time: 1 action Casting Time: 10 minutes
Range: Self Range: 30 feet
Components: V, S Components: V, S, M (a crystal worth at least 500 gp)
Duration: Concentration, up to 10 minute Duration: 8 hours
You temporarily remove your soul from your body for You reach into the fates for knowledge about the
up to the duration. While outside your body, it ceases future. Choose three allies you can see within range.
to move. As a disembodied soul, you have incorporeal Each creature rolls a d20 and saves the result as a
movement allowing you to move through creatures and “prophecy”. At any point before the spell ends, the
objects as if they were difficult terrain. You have a fly creature can replace a roll of the d20 with their
(hover) speed of 40 feet. You take 1d10 force damage if prophecy. The spell then ends for that creature.
you end your turn inside an object. A creature can only hold one prophecy at a time. If it
In addition, you become resistant to the following is targeted with this spell again while holding a
damage types: acid, fire, lightning, thunder; prophecy, it loses that prophecy and rolls again for the
bludgeoning, piercing, and slashing from nonmagical new casting of the spell.
attacks. However, as a soul you may not cast spells or
take the attack action. Once the duration is up, your Ring of Thorns
soul instantly returns to your body. 4th-level conjuration
At Higher Levels. If you cast this spell using a spell Casting Time: 1 action
slot of 5th level or higher, the duration increases by 10 Range: 60 feet
minutes for each spell slot above 4th. Components: V, S
Duration: Concentration, up to 1 minute
Out of Sync
4th-level abjuration You create a ring of thorny vines that wrap themselves
around you for the duration. When a creature within 5
Casting time: 1 action feet of you hits you with a melee weapon attack, the
Range: 30 ft thorns lash out at it, dealing 1d8 piercing damage.
Components: V,S, M (a pocket watch that is either 1 Additionally, when you cast this spell, choose a
second too fast or too slow) creature you can see within range. Thorny vines shoot
Duration: Concentration, up to 1 minute from your ring and lash at the creature. The target
You harness the power of your mind to shove a must make a Dexterity saving throw, taking 5d8
creature within range in between dimensions. The piercing damage on a failed save or half as much
target creature must succeed on a Charisma saving damage on a successful one. On each of your turns until
throw or the creature is pushed out of sync, suffering the spell ends, you can use your action to lash a creature
disadvantage on Dexterity checks and saving throws within range in this way again.
and halving their speed for the duration. Roll a d20 at At Higher Levels. When you cast this spell using a
the beginning of each of the creature’s turns for the spell slot of 5th level or higher, the damage increases by
duration of the spell. On a roll of 11 or higher, the spell 1d8 for each slot level above 4th.
functions as normal. On a roll of 10 or lower, the spell
ceases to function for this round, or until you roll an 11
or higher. If you roll a 1, the spell ends immediately.

49
Root-Sight Shadow Theft
4th-level divination 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 15 feet
Components: V, S, M (embedded root of a tree) Components: V, S, M (a pair of scissors)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You touch the branch of a tree. Once before the spell Using your scissors, you separate the shadow of
ends, you have blindsight out to 3 miles. While another creature within range, which animates on its
concentrating on this spell, you are aware of your own. The shadow obeys your commands, and acts after
surroundings and can perceive the effects of events you on your initiative. The shadow has the statistics of
happening within range. the target, but does not have access to feats, class
features, or equipment. Instead, it has its own
Shadow Spiders equipment that is a shadowy version of the targets,
4th-level conjuration functioning as the mundane versions of those items as
Casting Time: 1 action well as the following benefits:
Range: 40 feet • The shadow’s AC is equal to your spell save DC
Components: V, S, M (a spider’s egg sack) • The shadow has the same number of hit points that
Duration: Concentration, up to 1 minute the target does when you cast the spell.
You crush the egg sack in your hand, and target the • The shadow loses all resistances, vulnerabilities, and
shadows surrounding a creature of your choice within immunities except as noted below.
range. The shadows become a swarm of spiders that • The shadow has resistance to all damage types except
begin crawling all over the target. Whenever the target force damage or damage it is vulnerable or immune to.
tries to cast a spell or make an attack roll, they must • The shadow is vulnerable to radiant damage.
make a Constitution saving throw. The spell or attack • The shadow is immune to poison and psychic
is lost on a failure and this spell ends. damage.
At Higher Levels. If you cast this spell using a spell • The shadow is immune to all conditions except
slot of 5th level or higher, this spell ends after the grappled, paralyzed, and restrained.
creature fails an additional saving throw for each slot
level above 4th. Shadow Wall
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A square of black silk)
Duration: Concentration, up to 10 minutes
A wall made of shadow springs into existence at a point
you choose within range. The wall appears in a vertical
barrier and can be angled as you choose. It can be free
floating or rest on a solid surface. You can form it into a
hemispherical dome or a sphere with a radius of up to
10 feet, or you can shape a flat surface made up of ten
10-foot-by-10-foot panels. Each panel must be
contiguous with another panel. The wall is 1/4 inch
thick, is immune to all damage, and lasts for the
duration. The wall blocks visibility for all creatures
except those you choose within 10 feet when casting
the spell.
Creatures who walk through the wall must succeed
on a Wisdom saving throw or they are filled with a
great sadness, becoming Incapacitated until the start of
their next turn.

50
Summon Minion If this damage reduces a target to 0 hit points, the
4th-level conjuration target is cursed, falling into a catatonic state. It is
rendered unconscious until the curse is broken,
Casting Time: 1 action
requiring no food or water to sustain itself. The curse
Range: 60 feet
can’t be broken by a dispel magic spell, but it can be
Components: V,S, M (a bone from the creature you
ended by a remove curse or greater restoration spell.
summon)
Duration: Concentration, up to 10 minutes Greater Mind Blast
You utter eldritch curses, summoning a humanoid or 5th-level evocation
beast from your aberrant reserves. You choose the Casting Time: 1 bonus action
creature’s type, which must be one of challenge rating 5 Range: Self (60-foot cone)
or lower, such as an intellect devourer or a gith’yanki Components: V,S
warrior. The creature appears in an unoccupied space Duration: Concentration, up to 1 minute
you can see within range, and the creature disappears
when it drops to 0 hit points or when the spell ends. You erupt with psychic rage in a 60-foot cone. Each
Roll initiative for your minion. When you summon creature in the area of effect must make an Intelligence
it, and on each of your turns, you can issue a verbal or saving throw. On a failure, they take 6d8 psychic
telepathic command to it (no action required), telling it damage and are paralyzed for 1 minute. On a success
what it must do on its next turn. If you issue no they take half damage and are not paralyzed. A
command, it uses its turn to take the Dodge action. paralyzed creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
Wings of Gloom
4th-level transmutation Hallucinogenic Spores
5th-level enchantment
Casting Time: 1 action
Range: Self Casting Time: 1 action
Components: V, S, M (a raven’s feather) Range: 120 feet
Duration: Concentration, up to 10 minutes Components: V, S
Duration: Concentration, up to 1 minute
Thick black shadows billow up around you like clouds.
These begin to thin out, fitting your body like a skin- You create a cloud of hallucinogenic spores that form in
tight suit of armor with large black wings. Until the a 20-foot-radius sphere centered on a point within
spell ends, you gain a fly speed of 60 feet, you have range. The cloud spreads around corners and lasts for
advantage on stealth checks unless you’re in an area of the duration or until a wind of moderate or greater
bright light, and as a reaction when you take damage speed disperses it.
during this time, you can reduce the damage to 0 and When the cloud appears, each creature in it must
the end the spell immediately. make a Constitution saving throw or be poisoned for 1
When the spell ends, you fall if you are still aloft minute. Each poisoned creature is incapacitated while it
unless you can stop the fall. hallucinates. The creature may repeat the saving throw
at the end of each of its turns, ending the effect on itself
5th Level Spells on a success and becoming immune to the spell’s effects
for 24 hours. A creature must make this saving throw
Fated Doom when it enters the spell’s area for the first time each
5th-level divination turn or ends its turn there if it is not already immune to
the effect.
Casting Time: 1 action The cloud moves 10 feet directly away from you in a
Range: 90 feet direction that you choose at the start of each of your turns.
Components: V, S, M (a focus worth at least 1,000 gp,
such as a mirror, orb, or crystal)
Duration: Concentration, up to 1 minute
You foretell tidings of doom for up to three creatures
that can hear and understand you within range. Each
creature must succeed on a Charisma saving throw or
be frightened for the duration.
A creature frightened in this way takes 2d10 psychic
damage at the beginning of each of its turns. A
frightened creature can repeat its saving throw at the
end of each of its turns, ending the effect on itself on
a success.

51
Jaunt 7th Level Spells
5th-level conjuration
Casting Time: 10 minutes Shadow Blight
Range: 10 feet 7th-level evocation
Components: V,S,M (a petrified central beholder eye, Casting Time: 1 action
worth at least 1,000 gp) Range: 100 feet
Duration: Instantaneous Components: V, S, M (onyx dust worth 1,500 gp)
You learn how to focus your psychic potential to rend Duration: Concentration, until dispelled
space to your liking. As part of casting this spell, you You cause all the shadows surrounding a target within
must spend 10 minutes in a meditative ritual to focus range to become wrapped tightly by them, as though
your psychic energy. At the end of this ritual, you name they were wrapped in silk cloth. At the start of each of
a place that you have physically seen within the past its turns, the creature must succeed on a Constitution
week within 10 miles of you. You and up to five willing saving throw or take 1d8 cold plus 1d8 necrotic damage
creatures that you see within range are instantly as the shadows leech their life force away. Creatures
transported there. killed by this spell raise up as shadows that cannot
attack you until 24 hours have passed. You do not
Shadow Spray otherwise have control over these creatures.
5th-level evocation
Casting Time: 1 action 9th Level Spells
Range: Self (60-foot cone)
Components: V, S, M (a handful of tears) Soul Bind
Duration: Instantaneous 9th-level abjuration (ritual)
A wave of negative energy erupts from your hand and Casting Time: 1 minute
rushes outwards. Each creature in a 60-foot cone must Range: 30 feet
make a Wisdom saving throw. A creature takes 4d4 Components: V, S, M (a body in which to store the
cold damage plus 4d4 necrotic damage on a failed soul; made of flesh, stone, iron, and humanoid shaped)
saving throw, or half as much on a successful one. Duration: Until dispelled
Additionally, creatures who fail this saving throw You target a creature that has died within the last
become incapacitated, weeping uncontrollably as they minute. The creature’s soul is removed from their body
are overcome with sadness. and placed into a target body that you can see within
At Higher Levels. If you cast this spell using a spell range. The target gets to make a Wisdom saving throw
slot of 6th level or higher, the cold and necrotic damage or be bound by the spell. While affected by the spell,
increase by 1d4 each, for each spell slot above 5th. the creature doesn’t need to breathe, eat, or drink, and
it doesn’t age. It retains its alignment, Intelligence,
Soul Trap Wisdom, Charisma, proficiencies, and languages.
5th-level necromancy However depending on the body the soul is placed in, it
Casting Time: 1 action will have the remaining statistics of one of the
Range: 30 feet following: mimic, iron golem, stone golem,
Components: V, S, M (a small humanoid shaped idol) gargoyle, flesh golem, or animated armor.
Duration: Concentration, up to 1 hour The ritual can be cast again to return a trapped soul
into its original body, assuming the body has been
You target one creature that you can see within range preserved by a gentle repose or similar effect.
to temporarily trap their soul away. The creature must
succeed a Wisdom saving throw or have their soul
trapped away. While a creature has their soul trapped,
they are considered unconscious. Any damage dealt to
the creature’s body instantly ends this spell's effects.
At the start of your turn, while you are concentrating
on this spell you may choose to reduce the creature’s
maximum hit points by 1d12. If you do, the creature
has a chance to repeat the Wisdom saving throw to
escape. If their maximum hit points are reduced to 0,
they are killed.
At Higher Levels. If you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d12
for each slot above 5th level.

52
Magic Items Collar of Lunar Control
Wondrous item, rare (requires attunement by a lycanthrope)
The light that shines in an adventurer’s eyes when they
open a chest of treasure is like nothing else. Any pile of This oversized silver band has a number of spikes
loot could be filled with coin, jewels, or something far lining the inside. While attuned to this collar, you can
more spectacular. Could it be a sword that burns like a choose to automatically succeed a Lunar Sensitivity
torch? Perhaps a seemingly bottomless bag for carrying check to unwillingly transform into your beast or
all of their goodies? Or, maybe a wand of some hybrid form. If you do, you suffer 1d4 piercing damage
extraordinary power? from the collar.
Of course, every adventurer knows they might wind Curse. While you are transformed into your hybrid
up with a cursed item, like a ring that sinks its teeth or beast form, any damage from silvered weapons you
into their knuckle and won’t let go, or a pair of slippers receive forces you to make a Wisdom saving throw.
that scream loudly when you take a step. Still, the The DC for this save equals 10 or half the damage you
potential rewards are usually worth the risk, and even a take, whichever number is higher. Failing the save
cursed item’s usefulness may outweigh its flaws. forces you to transform back into your humanoid form.

Barkbite Shield Coven’s Seeing Eye


Armor (shield), rare Wondrous item, rare
This shield is made from a dark gnarled root that spirals As a bonus action, you can hold the eye up to your face
around itself to form a shield and handle. While and gain truesight for one minute. Invisible creatures
equipped, you have a +1 bonus to your AC in addition within 30 feet of you that you can see with this
to the shield’s normal AC. In addition, you may cast the truesight must succeed on a DC 12 Wisdom saving
entangle spell on a creature within 15 feet of you with a throw or become frightened of you. After using the eye
spell save DC of 14. Once you use this feature, it can’t this way, it can’t be used again until the next dawn.
be used until the next dawn. Curse. At the start of a frightened creature's turn, roll
Curse. Once wielded, the shield’s roots grip and bind a d20. On a 1-4, you and the target creature must each
to your arm. Not easily removed, attempting to remove succeed on a DC 10 Wisdom saving throw or suffer
the shield requires you to make a DC 15 Strength 3d10 psychic damage.
saving throw, taking 28 (5d10) bludgeoning damage on
a failed save, or half as much on a successful one. Crystalised Ceremoprh Necklace
Wondrous item, rare (requires attunement by a ceremorph)
Chalice of Dark Sustenance Encased in solid gemstone, a illithid tadpole is entirely
Wondrous item, uncommon frozen and tied to a necklace. While you are attuned to
This stone cup has three humanoid skulls engraved into this necklace, you can use the Helpful Nudge
its side, each one with elongated fangs. As a bonus mastermind ability an additional time before needing a
action, you can raise the cup in a toasting gesture to short rest. In addition, your bonded creature may add
have the chalice slowly fill with blood. The chalice can’t +1 to any Dexterity checks, saving throws, or
be used this way again until the next dawn. initiative rolls.
Curse. The blood is provided by a devil, and drinking Curse. For as long as you are attuned to this necklace,
the blood is to sign an unwritten contract. A fiend will an elder brain within 10 miles knows your intentions,
keep track of how often the chalice appears. When the movements, and actions.
devil appears, the drinker of the blood is automatically
under the effects of a geas spell, and must do as the
fiend commands.

53
Cursed Eye of Rotting Insight Emphatic Orb
Wondrous item, uncommon Wondrous Item, very rare (requires attunement)
This simple necklace chain coils around an oversized This orb has 5 charges for the following properties. It
green eye. While wearing this necklace, you can target regains 1d4 charges daily at dawn. If you expend the
a creature you can see within 30 feet and force it to orb’s last charge, roll a d20. On a result of 1, the orb
make a DC 14 Charisma saving throw. If the creature crumbles into ashes and is destroyed.
fails, it takes 2d6 necrotic damage and you learn one Sense Negative Emotions. You can expend 1 charge and
fact or secret about the target as described by the DM. use an action to peer into the orb’s depths and speak its
The target automatically succeeds if it is immune to command word. For 10 minutes after speaking the
being charmed. Once you use this feature, it can’t be orb’s command word, you have advantage on Wisdom
used again until the next dawn. (Insight) checks. The orb grants you superior
Curse. Due to the curse on the eye, anytime you learn emotional sensing power, as well as the power to cause
a fact or secret, it is always about something that would other creatures to feel certain emotions, as described
lead you to dislike or hate the creature. below. You can more strongly feel the negative
emotions of creatures within 10 feet of you for the
Dagger of the Night duration. Your negative emotions, such as fear, anxiety,
Weapon (dagger), rare (requires attunement by a vampire) sadness, anger, and disgust, as well as the negative
You gain a +1 bonus to attack and damage rolls made emotions of creatures within 10 feet of you, are
with this magic weapon. When you hit a creature with amplified for the duration.
this blade, as a bonus action you can absorb the blood Cause Strife. You can expend 2 charges and awaken a
from the dagger to regain 1 blood point and deal 1d6 sense of panic in one creature you can see within 60
necrotic damage to the creature. If the creature is feet of you. The target must succeed on a DC 15
unaware of your presence, you instead regain 2 blood Wisdom saving throw or become frightened of you for
points and deal 3d6 necrotic damage. 1 minute. The frightened target can repeat the saving
Curse. The dagger heightens your sensitivity to throw at the end of each of its turns, ending the effect
sunlight, causing all damage dealt against you while in on itself on a success.
direct sunlight to deal an additional 2 radiant damage. Exert Emotion. You can expend 2 charges and cause a
creature to feel a certain emotion. Choose one creature
Dead Man’s Noose you can see within 60 feet of you. The target must
Wondrous item, rare (requires attunement of a revenant) succeed on a DC 15 Wisdom saving throw or be
affected by one of the emotion options you choose:
This noose is frayed, blackened by dirt and long dried
blood. While holding the noose, you may target a • Anxiety. The target becomes fretful and anxious.
creature you’ve targeted as prey that can see you and They suffer disadvantage on Dexterity checks for 1
force it to succeed on a DC 14 Wisdom saving throw or minute.
become frightened of you. In addition, you may use a • Sorrow. The target bursts into sorrowful tears and
bonus action to make a grapple attack using the noose blubbering. They can not coherently speak through
against a creature you’ve identified as prey. This attack their tearful outburst, which lasts for one minute.
has advantage. The target cannot complete spells that require a
Curse. The noose still holds the cursed spirit of a verbal component for the duration.
revenant; for as long as it is in your position you are • Anger. The target is overwhelmed with feelings of
unwilling to part with the noose, keeping it on your rage and anger. They must spend their next turn
person at all times. Every night you have a 20% chance attacking the creature nearest to them, even if they
of having a nightmare related to the noose. When you must spend their entire movement to do so and even
awake you suffer 1 point of exhaustion. if the creature nearest to them is an ally of theirs.
• Disgust. The target is consumed by feelings of
disgust. They are knocked prone, and vomit violently
until the end of their next turn. All attack rolls and
skill checks the creature makes until the end of their
next turn are made with disadvantage while they vomit.
Arcane Focus. A sorcerer, warlock, or wizard can use
the emphatic orb as a spellcasting focus, as described in
chapter 10 of the Player’s Handbook.
Destroying the Orb. The emphatic orb appears fragile,
but it is impervious to most damage. A disintegrate
spell or the damage from a +3 magic weapon is
sufficient to destroy the emphatic orb.

54
Enchanter’s Golem Gemstone Hag-Hexed Ring
Wondrous item, rare (requires attunement by a bound spirit) Ring, very rare (requires attunement)
This fist-sized gemstone slots into the chest of any While wearing this ring, your appearance is changed,
bound spirit, locking into place as if perfectly crafted. as if by the Change Appearance effect of the alter self
While attuned to it, you may select an additional body spell. Your appearance becomes more hag-like. You
augmentation (that you meet the prerequisites for). have a hunch to your posture, and your skin becomes
Curse. When using the body augmentation gained by sallow and covered in warts. Your face becomes elderly
the gem, there is a 20% chance that you become in appearance with severe wrinkling. Your fingernails
stunned until the start of your next turn. While become more claw-like.
stunned, you begin to see memories of another soul, a Curse. Once you don this ring, you can’t doff it unless
golem who worked in the service of an enchanter until you are targeted by the remove curse spell or similar magic.
they were destroyed unfulfilled.
Helm of the Forgotten Knight
Finder of Monsters Wondrous item, rare (requires attunement)
Wondrous item, rare (requires attunement) This masked helm is without markings, free of dents
This device mimics a compass. However, it depicts and signs of battle. While attuned to the helm, it
images of monsters being slain behind the glass and whispers guidance to you in the heat of battle. This
uses a miniature blade to point. There is a small gem- grants you a +2 bonus to any Strength or Dexterity
lined recess in the middle. If blood of a creature is saving throws made during combat. In addition, you
placed inside this recess, you can track the creature. have advantage on Wisdom (Perception) checks.
Afterward, the recess closes and the blood cannot be Curse. There is a soul trapped within the helm, and
removed, until the creature is slain. each time you fall asleep or enter trance you must
While blood is inside you may locate that creature, or succeed a DC 15 Wisdom saving throw or the soul
the nearest creature of a specific kind, similar to the takes over your body for four hours. You have
effects of a locate creature spell. However, no amount of disadvantage on this saving throw.
running water will stop your ability to track them and
if you are outside of 1,000 feet, you can learn their Kobold Gem of Fortuitous Flight
direction once every hour. Wondrous item, uncommon
Curse. The moment a creature's blood is placed in the This fist-sized gem has a crude depiction of wings
device, you feel the urge to hunt the creature to the carved into one flat side. While holding this gem, you
ends of the earth. At the end of 24 hours, if you have can speak its command word to gain a flying speed of
not slain the creature, you suffer 1 point of exhaustion. 30 feet until the start of your next turn. Once you use
This point remains regardless of how much you rest, this feature, it can’t be used again until the next dawn.
however it vanishes the moment you are within 60 foot Curse. When flying with this feature, there is a 50%
of the tracked creature. chance of it automatically failing once you pass 20 feet
above ground.
Font of Desires
Wondrous item, rare Lumberjack’s Axe of Lycanthrope
The engravings around the side of the font all depict Slaying
images of natural beauty, nature, humanoids, and Weapon (greataxe), rare
animals. When filled with water, the water turns a This otherwise unassuming woodchopping axe bears a
glistening golden hue. number of dents in the blade. When you deal damage
You may submerge your head underwater to cast the to a lycanthrope while using this axe, you deal an
scrying spell, which will last for 1 minute. However, if additional 4d8 slashing damage that ignores all resistances.
you choose a creature as the target that you desire, the Curse. While you are within 60 feet of a lycanthrope
creature’s Wisdom saving throw DC is reduced by 5. in hybrid form, you must use your entire movement to
Once the font has been used this way, it can’t be used chase the lycanthrope. In addition, if you become
again until the next dawn. afflicted with lycanthropy, you suffer 1d6 psychic
Curse. While using the font, roll a d20. On a result of damage any time you attempt to hold the axe.
3 or less you must succeed on a DC 15 Wisdom saving
throw or feel charmed by the font, compelled to keep
your head underwater. You will continue to keep your
head submerged until you drown or are otherwise
removed from the font.

55
Mask of the Dead
Wondrous Item, rare (requires attunement)
While you are attuned to this mask, you can use it to
collect the memories of the dead and replay them in
your mind when you wear the mask on your face.
Absorb Memory. When you place this mask on a
corpse that has died within the last 2 years, it absorbs
the memories of the moments leading up to the corpse’s
death. It can only absorb 10 minutes of memory,
leading up to the corpse’s exact moment of death. It
takes 10 minutes for the mask to absorb the memories.
If the mask does not remain on the corpse’s face or skull MASK OF
for the full 10 minutes, the memory transfer is THE DEAD
incomplete, and cannot be attempted again for 7 days.
The mask can only hold one memory at a time.
View Memory. Once the mask has absorbed the
memory of a corpse, you can wear the mask and view
the memory. You perceive the memory as if you were
the corpse that the memory was taken from. You see
the corpse’s death as if it is happening to you while
viewing the memory with the mask on. You are unable
to remove the mask for the full duration of the memory
viewing. Once the memory is viewed in its entirety,
you fall unconscious for 1 minute, and the mask is
empty and can receive a new memory from a new corpse.

Remnants of Failure HELM OF THE


Wondrous item, rare (requires attunement by a lich) FORGOTTEN
KNIGHT
A green paned lantern, most of its side now shattered,
this was once a phylactery. You can choose to place
souls into this phylactery, increasing the maximum
number of soul charges you can store by 4. In addition,
any souls consumed from this phylactery grant 1d6 +
your Intelligence modifier instead.
Curse. If four or more souls are kept within the
phylactery for longer than 24 hours, its soul charge
capacity will increase by one every dawn. Once the
capacity reaches 7, on the next dawn it is full, a lich’s
body begins to reform nearby. You lose your
attunement to the remnants of failure as the lich
regains control of it.

Sanguine Needle
Wondrous item, uncommon
This delicately designed needle has a built-in container
for storing blood. You can make a melee weapon attack
with the sanguine needle to deal 1 piercing damage to a
creature. You may then use your bonus action to drain
blood from the creature. The blood is magically stored,
stopping it from drying out or congealing.
Any creature can then empty the needle as a bonus
action to drink the blood inside. A vampire will regain COVEN’S
a day’s sustenance from drinking it, and regain 1 SEEING EYE
expended blood point.

56
Scythe of the Ever-Harvest Vengeful Woodcutter’s Axe
Weapon (scythe), rare (requires attunement by a barbarian) Weapon (handaxe), rare (requires attunement)
While you wield this scythe, your rage does not end if Magic Weapon. The vengeful woodcutter’s axe is a
you haven't attacked a hostile creature or taken damage magic weapon that grants a +2 bonus to attack and
since your last turn. You also maintain your composure, damage rolls made with it.
appearing as if you are not raging at all. Curse. Whenever you deal damage to a tree or plant
Curse. At the start of each combat, you must succeed creature with this axe, roll a d6. On a result of 6, an
on a DC 14 Wisdom saving throw or each turn you go awakened tree magically appears in the nearest
without dealing damage with the scythe causes you to unoccupied space near you. It is hostile toward you and
suffer psychic damage equal to 1 + the number of turns will attack you until either you or it are killed.
without dealing damage.
Wand of Spores
Soul Shawl Wand, rare (requires attunement of a floraspawn)
Wondrous item, rare (requires attunement by a hag) This wand is covered in spores and fungal growths that
This stitched cloak was once a hag’s soul bag. Now occasionally pulsate. The wand has 7 charges for the
repurposed, it still bears the essence of its past usage. following properties. The wand regains 1d6 + 1
When a creature dies within 30 feet of you, you can use expended charges daily at dawn.
your reaction to capture its soul within the soul shawl. Blindness/Deafness. While holding this wand, you
Only one soul may be within the soul shawl at a time. can use an action to expend 2 charges, causing a 10-foot
For as long as the soul is trapped within, you can use a area to fill with spores and causing blindness or
bonus action to bolster yourself using the soul’s life deafness as per the blindness/deafness spell (save DC 14).
experience. Make your next ability check with Confusion. While holding this wand, you can use an
advantage. If you don’t use this benefit before the start action to expend 4 charges to cast the confusion spell at
of your next turn, it is lost. 4th level.
Once per day, you may communicate with the soul, Blight. While holding this wand, you can use an
however it can only respond in a sentence or two and action to expend 7 charges to cast the blight spell at 4th
will likely be very cryptic. level. After using the wand to cast this spell, it instantly
Curse. The shawl slowly corrupts the soul claimed crumbles to ash.
inside, turning them bitter and evil. Each time the soul Curse. Any creature that dies after being hit by any
shawl is used with a soul inside, roll a d20. On a result of spell from this wand eventually raises as a myconid.
5 or less the soul vanishes. It was deemed corrupted These myconids still recall memories of their past life
enough to be delivered to the Nine Hells. and actively detest the owner of the wand.

VENGEFUL
WOODCUTTER’S
AXE

57
Backgrounds d8
1
Personality Trait
I see strange patterns in things that seem
Everyone starts somewhere. Even if your story truly random to other people.
began when you became an adventurer, who you are as 2 Manners and polite body language seem
a person was still built over the years prior. Whether pointless to me.
3 I gauge the standpoint of everyone else in the
you have carried your affliction since birth, or were room before I speak.
struck with it at the beginning of your adventurers, 4 I find it extremely difficult to read the
your background still colors your life and personality. expressions of those without tendrils on their
face.

Illithid Exile
5 I’m continually surprised when people think of
me as an individual.
6 Even the simplest magic is bizarre and
Suitable for ceremorphs. confusing to me.
7 I have an idiom for every situation.
You were once part of an illithid colony, one cog in a Unfortunately, they only make sense in Deep
grand psychic machine waging war on the rest of Speech.
existence. You lived an eventful life there—one full of 8 Nothing is equal to me. I think of everything in
terms of superior and inferior.
fear, paranoia, and self-serving ambition. But as the
process of ceremorphosis progressed, you felt less and
less suitable for the hive. Something was wrong, and to d6 Ideal
your horror, everyone knew it. 1 Liberty. No creature should be subservient to
Skill Proficiencies: Deception, Insight another. (Good)
2 Revenge. I will destroy my former masters—
Languages: Deep Speech, Undercommon and anyone else who gets in my way. (Evil)
Equipment: An abacus, an illithid mantle and mucus- 3 Self. I am unique, and I refuse to be anything
proof robes, a pair of goggles, a bauble recognizable but myself. (Any)
only to illithids, and a pouch containing 10 gp 4 Life. All living things, not just illithids, deserve a
chance to thrive. (Neutral)
5 Rebellion. Tyrants, be they monarchs or
Reason for Exile hiveminds, must be toppled. (Chaotic)
As soon as your difference was found out by your 6 Order. Harmony is worth pursuing, even if
mind flayers have perverted its execution.
illithid peers, you were cast out of the colony to (Lawful)
complete your transformation alone. Roll on the table
below to determine why you were exiled, or work with d6 Bond
your DM to find another reason. 1 I remember shreds of my former life, and will
do anything to discover the rest.
d6 Reason for Exile
2 I was exiled with another ceremorph. We will
1 You showed empathy for a non-illithid never hurt each other the way the colony hurt
creature, hiding it from the wrath of the hive us.
mind. 3 I have seen beauty in the Underdark, and I
2 You questioned a direct order from the elder want to protect it from the wrath of the hive.
brain. 4 An illithid helped me escape the colony.
3 You held onto your attachments from your Someday I will come back to help them escape
previous life, refusing to let them fade as you too.
transformed. 5 I must find a way to reverse my ceremorphosis
4 You accidentally exposed the colony to a gith so I can return to the family I left behind.
raiding party, risking the destruction of the 6 I am haunted by the acts that the elder brain
hive. forced me to commit, and will atone for them
5 You secretly continued to worship a non- forever.
illithid deity.
6 You refused to take psionic slaves, believing
the practice was wrong. d6 Flaw
1 I’m incapable of making decisions without
Feature: Walk the Hiveroad consulting others.
During your time in the illithid colony, you learned to 2 I know what lingers in the dark, and it terrifies
me to no end.
use the Hiveroad, a network of secret caves and tunnels 3 After being a part of the hivemind, I can’t trust
that traverse the underground. You know how to my own thoughts.
recognize the hidden entrances of the Hiveroad and can 4 When I deem someone superior to me, I follow
their orders without question.
use them to travel through any region where illithids
5 I am ruthless when it comes to achieving my
have built colonies in half the normal time. goals—a trait that remains from my days in the
colony.
Suggested Characteristics 6 I am desperate to be accepted by my peers.
Illithid exiles share many of the traits common to full-
fledged mind flayers, with a key bond or belief that
differentiates them. Some illithid exiles also retain traits
from their past lives, leading to a strange hybrid of the
mundane and alien.

58
Dabbler d8 Personality Traits
1 I fall in and out of interest in projects with ease.
Suitable any cursed class, as well as sorcerers and warlocks 2 I like magic or mechanics because I can expect
Be it magical, mechanical, or any other material, you've consistent results. People not so much.
3 I always expect things to go wrong. I’m seldom
always been fond of taking things apart to figure out properly prepared for them, but I always
how they work. Your curiosity will always get the expect it.
better of you and there's no use trying to avoid it. Be 4 Anything worth doing is worth doing poorly;
it’s better than not doing it at all!
forewarned that tinkering with scrolls or potions may 5 I’m a perfectionist, and if I can’t do it perfectly, I
inflict you with a curse, deciphering an eldritch book probably won’t finish it at all. If my
might bind you to an otherworldly menace, tinkering concentration is broken, there’s no point in
trying to get it back.
with strange armor may find your soul locked inside 6 The best way to get me to do something is to
one, or wild botanical experiments may see you infested tell me that I’m incapable.
with spores. But, every strange twist in life is just a new
opportunity to experiment, even on yourself. d6 Ideal
Skill Proficiencies: Investigation, Sleight of Hand 1 Revolution. New discoveries can change the
Tool Proficiencies: Tinker’s tools and one other type world for the better. (Lawful)
2 Chaos. I just want to see sparks fly. (Chaotic)
of artisan’s tools.
3 Infamy. Being known for your discoveries is
Equipment: A set of tinker’s tools, traveler’s clothes, a almost as good as being feared for them. (Evil)
disorganized pile of notes bound with twine, a box of 4 Optimism. Screwing up is the first step to
tiny drawers for organizing objects like pretty pebbles becoming skilled at something. (Any)
5 Self-Sacrifice. Studying whatever afflictions
or bits of string, and a pouch containing 5 gp befall me can help others. (Good)
6 Independence. Nobody can tell me not to.
Feature: Beginner’s Luck (Chaotic)
Once per long rest, if you are using a tool you are
proficient in to try something you have never done d6 Bond
before, you have advantage on the roll 1 I mended my best friend's broken toy when we
were children, and I've never stopped wanting
Suggested Characteristics
to put smiles on faces.
2 A fire was started when I was mixing potions
Dabblers of any age view the world with the same haphazardly, and it will be difficult to atone for
wide-eyed wonder as a child, and like a child, they the damages I caused.
3 One of my most valuable possessions is a book
interact with their world through constant of extensive notes I keep on my findings.
experimentation. A dabbler is unlikely to accept that 4 I spent my youth fixing broken equipment to
something is the way it is at face value, either keep my family's business running. I'll do
anything to support my family.
mechanically or socially, and does not hesitate to push 5 One of my ramshackle creations hurt someone
any limits they approach. once, and I'm apprehensive of anyone
interacting with my work.
6 I only remember waking up after an explosion,
possibly of my own making. Now I'm trying to
figure out who I was before it happened.

d6 Flaw
1 Even if I know it's a trap, I can't help wanting to
trigger it to see what it does.
2 A tiny taste of a potion may be enough to tell
what it is, but I can't truly know its
characteristics without pouring it on things,
rubbing it between my fingers, smelling it,
dilluting it in water, etc.
3 You call it kleptomania, I call it saving it to
tinker with later.
4 I sometimes stare at people uncomfortably
while lost in thought.
5 The age, rarity, and value of an item means
nothing to me when I'm inspired to tinker.
6 I'm overly confident in my ability to put things
back together.

59
Credits Looking for even more
Cursed Classes: Even Cursier was brought to life by the
collective efforts of many writers.
Cursed Classes?
Steve Fidler designed the Blood of the Dusk Coven The Cursed Classes family has grown to include a
for covenborn, and Mimic Bound for bound spirit. number of cursed subclasses and adventures. Be sure to
Bryan Holmes designed the Manifestation of check out these Cursed Classes related products also
Madness and Manifestation of Taming subclasses for available on the Dungeon Master’s Guild.

Cursed Classes:
ceremorph, the Pathway of Shadow for lich, the Calling
of the Werewyvern for lycanthrope, and the Route of
the Unfulfilled for revenant, as well as writing magic The Hamlet of
spells.
E. R. F. Jordan designed the core covenborn class,
Afflicton
Corpse Flora for floraspawn, the Route of the Chosen The Hamlet of Afflicton is a
for revenant, and the Path of the Blood Ritual for haven for those individuals
vampire, as well as writing magic spells and the Illithid cursed or otherwise afflicted.
Exile background. Inside this supplement there
Ryan Langr designed the Blood of the Night Coven are sidekicks for every
for covenborn, and the Calling of the Werebat, Calling Cursed Class, descriptions of
of the Werebison, and Calling of the Wereshark for 9 buildings inside Afflicton,
lycanthrope. Ryan also served as an editor. and 24 unique encounters to
Jackson Lewis designed the core ceremorph class, integrate into any campaign!
and the Path of the Strigoi for vampire, as well as
writing magic spells. Curse of Hearts
Ashley May designed the Blood of the Green Coven Curse of Hearts is a high-
for covenborn, as well as writing the Dabbler stakes, low-brow adventure
background. Ashley also served as layout designer, fluff which takes open-minded (or
writer, and artist of the ceremorph on page 11. open-casketed) characters for
Isaac A. L. May was project coordinator, as well as the night of their lives at
writing fluff and miscellenous mechanics throughout Chateau Ravenloft, home of
the book. Isaac also served as an editor. Vasili von Holt and his legion
Robyn Nix designed the Alraune for floraspawn. of boy toy vampire thralls.
Robyn also designed magic items. Will you slay your way to
Matthew Whitby designed the Manifestation of dawn, play matchmaker for
Aberrant Offspring for ceremorph, the Iron Golem for the lovesick dead, or fall prey
bound spirit, and the Pathway of the Phylactery for lich. to a vampiric curse?
Matthew also designed magic spells and items.
Dana Braga produced the cover art, as well as art for
ceremorphs on pages 4 and 5, covenborn on pages 12
Alternative Titles for
and 14, Mimic Bound on page 24, Alraune on page 28, Cursed Classes: Even Cursier
Werewyvern on page 36, and Retribution revenant on During the production of Cursed Classes: Even Cursier,
page 38. many different names and subtitles were thrown
around for the project. Here are just a few of the fine
Special Thanks titles that were left on the cutting room floor.
Thank you to Alex Clippinger and Jacob S. Kellogg for • Strahd’s Book Of Dummy Thicc Curses
their work on the first Cursed Classes book. Though • Chicken Classes For The Cursed Soul
they were unable to rejoin us for the sequel, their • More Cursed, More Classes
influence is still seen and felt through the lich and • Cursed Classes 2: This Time With Feeling
vampire classes. • The Curse Strikes Back
Thank you to Oliver Clegg and Matthew Whitby for • Cursed Classes II: Tokyo Drift
working with is to produce their cursed adventures, as • Cursed Classes Part Deux: The Recursening
well as providing quotes from their NPCs to be used • 2Cursed 2Classy
throughout the book.
Additional art sourced from Pixabay, Pexels, and
Unsplash.
Discover other products by
Cursed Classes: Even Cursier authors...
WHOOPS!
WE'VE GONE
AND DONE
IT AGAIN.
From some of the greatest visionaries of
the Dungeon Master’s Guild, comes a
supplement so strange, you won’t
believe how mechanically sound it is.

Bolster your game with 20 new cursed


subclasses, along with the terrifying
new Ceremorph and Covenborn classes.
This book has tentacles, brain
devouring, face melting and more! This
book also includes a copy of the Cursed
Classes Reference Document, so you
can enjoy all of the book’s content
without any additional purchases.

We also shoved a ton of spells and


magic items in here too, because we
really have no idea where to stop. Join
us as we dance back and forth over the
line between madness and mystery!

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