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Accursed Soul

Wicked magic courses through your veins, tinging your soul


with malign power. Perhaps your ancestor was subject to an
ancient hereditary curse passed onto all of their offspring; or
perhaps they themselves were the one doling them out,
blackening their heart with malignant power. Whatever the
cause, this power is now yours to command, for better and for
worse.
This malignant magic very rarely leaves one untouched.
You can pick from or roll on the Accursed Marks table to
determine how this power has left its mark on you, or come
up with an appropriate effect yourself.
Accursed Marks
  d6   Mark  
1
When you make a verbal threat towards someone,

your voice noticeably echoes no matter the

surroundings.
2
You have an unhealing scar that visibly glows when

you cast any of your sorcerer spells.
3
One of your eyes is blinded or destroyed — but you

swear you can still occasionally see fleeting and

esoteric visions through it.
4
You feel dizzy and out of breath when standing in

holy or consecrated ground (though not enough to

have any mechanical effect).
5
You constantly hear whispering voices that incite

you to acts of malice and disproportionate

vengeance. Whether or not you listen is up to you.
6
Any curse word uttered by you will sometimes be

accompanied by a peal of thunder or a raven's cry,

whether you want it or not.
Blood Hex
Accursed Magic
1st-level Accursed Soul feature
1st-level Accursed Soul feature You can beckon the wicked magic within your blood to wrap
around others. The intensity of this magic is represented by
You learn additional spells when you reach certain levels in your Curse Die, which starts as a d4. Your Curse Die
this class, as shown on the Accursed Spells table. Each of increases in size when you reach certain levels in this class:
these spells counts as a sorcerer spell for you, but it doesn't at 6th level (d6), 10th level (d8), 14th level (d10) and 18th
count against the number of sorcerer spells you know. level (d12).
Whenever you gain a sorcerer level, you can replace one As a bonus action, you can curse a creature you can see
spell you gained from this feature with another spell of the within 60 feet. While a creature is cursed in this way, it
same level. The new spell must be an enchantment or a suffers from the following effects:
necromancy spell from the sorcerer, warlock, or wizard spell
list. Whenever the cursed creature makes an ability check, roll
your Curse Die and subtract the result from the roll.
Accursed Spells Whenever the cursed creature succeeds on an attack roll
Sorcerer Level Spells against you or fails a saving throw against a spell you cast,
1st bane, hex
it takes necrotic damage equal to a roll of your Curse Die.
3rd blindness/deafness, phantasmal force The duration of your Blood Hex is 1 minute. It increases
when you reach certain levels in this class; to 1 hour at 6th
5th bestow curse, enemies abound level, 24 hours at 10th level, 7 days at 14th level, and 30 days
7th blight, phantasmal killer at 18th level. It ends early if you die, if you choose to end it
(no action required), if you curse another creature with it, or if
9th contagion, dominate person remove curse or similar magic is cast on the target.
Once you use this feature, you can't use it again until you
finish a short or long rest, unless you expend 1 sorcery point
to use it again.
Art Credit
The Raven Witch by @natjonesart

Witch 2 by Bogdan Rezunenko   Additionally, when you curse a creature with your Blood
Hex, you can enhance the curse in one of the following ways:
Hex of Insight. The cursed creature's mind is torn open for
Accursed Sorcery you to scrutinize. You know the target's surface thoughts
6th-level Accursed Soul feature (as per detect thoughts) at all times, and you can cast
modify memory on it at will without expending a spell slot.
When you cast any spell of 1st level or higher from your Hex of Nightmares. The cursed creature is constantly kept
Accursed Spells feature, you can cast it by expending a spell awake and on edge by illusory phenomena. The target can't
slot as normal or by spending a number of sorcery points take short rests, and you can cast dream on it at will
equal to the spell's level. without expending a spell slot.
If you cast the spell using sorcery points, you can treat the Hex of Revealing. The cursed creature's soul is marked,
target of your Blood Hex as a valid target for the spell never to escape from your sight. You can see the true form
regardless of range, obstructions or line of sight, so long as of the target as if seeing through truesight, and you can
it's within 120 feet of you and you are aware of its location. cast scrying on it at will without expending a spell slot.
Resilient Curse One Thousand Needles
6th-level Accursed Soul feature 18th-level Accursed Soul feature
Your curses coil tightly around their targets. If a remove curse When your Blood Hex ends on a creature, you can use your
spell or similar effect attempts to end one of your curses reaction to violently release the curse's magic and rend the
(such as your Blood Hex), you become aware of this, and you target's soul asunder. The target must make a Charisma
can roll your Curse Die. If the result is higher than the level of saving throw against your spell save DC. On a failed save, it
the counteracting effect, it fails, and your curse can't be takes 6d12 necrotic damage and is paralyzed until the end of
removed by that effect for the next 24 hours. its next turn. On a successful save, it takes half as much
If the counteracting effect isn't a spell, treat its level as damage and isn't paralyzed.
equal to the proficiency bonus of its user. If you kill a creature with this damage, its soul is torn apart
and can't be brought back to life by any means short of a true
Soul Hex resurrection or wish spell, and you regain your use of this
14th-level Accursed Soul feature feature.
Your curse now binds itself completely to your target's soul. Otherwise, once you use this feature, you can't use it again
The damage dealt by your Blood Hex increases to two rolls of until you finish a long rest, unless you spend 7 sorcery points
your Curse Die and ignores damage resistances. to use it again.

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