Accursed
About this class
As an Accursed, you have had a power not of your own thrust upon you, either through the temptation of your own arcane research, slighting a powerful mage, or simply an unfortunate mishap. Accurseds have many origins, but all end up following the same principle with their curse’s power: If you can’t beat ‘em, join ‘em. However you have come into it, this power may be foreign to you, but it is now yours to wield.
Domains
Arcana
Starting stats
Hope feature
Class features
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Curse
You have been cursed by some manner of terrible magic. Detail the nature of this curse as an Experience and mark its value as +2. This Experience increases by +1 at each Tier. When you succeed on a roll utilizing your cursed Experience, the GM must make their next action roll using a d12 or lose 1 Fear. On a failure, your Duality Die with the higher result becomes a d8 on your next action roll.
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Jinxed
Minor misfortunes follow you wherever you go. Your mere presence can cause small inconveniences such as a mirror shattering, someone tripping on air, an article of clothing getting snagged, or a wagon’s wheel breaking.
Class items
- A symbol of superstition
- a mark of your curse
Character questions
Background prompts
- How did you come upon your curse?
- What changes has your curse caused in your life, and why do they scare you?
- What would you do to berid yourself of this curse?
Connection prompts
- I caused a significant problem for you when we met. What was it and how does it affect our current relationship?
- What aspect of my curse frightens you most?
- You are determined to help me with my curse, how do you intend to do that and why?
Subclass cards
Printable via header menu
Dreadweapon
Foundation
SPELLCAST TRAIT: Strength
Cursed Weapon: Select one of your starting weapons to be your Cursed Weapon. This weapon can never be unequipped and adds your Strength to all damage rolls made with it. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Malicious Accuracy: Your weapon seeks to fulfill its purpose. If your attack roll is just below your target’s difficulty (such as a 12 on a 13) you succeed against them.
Dreadweapon
Specialization
Advanced Cursed Weapon: Your curse grows stronger, increasing all damage rolls made with your cursed weapon by your next highest trait alongside your Strength. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Dismal Thirst: Clear a marked Hit Point when you deal Major damage to an adversary. If you deal Severe damage, clear 2 instead.
Dreadweapon
Mastery
Legendary Cursed Weapon: Your curse writhes and festers within your weapon. Add your three highest traits including your Strength to all damage rolls made with your cursed weapon. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Vorpal Accuracy: Your weapon rejects failure. When you fail an attack roll with Hope, instead of gaining that Hope you can spend it to reroll your Fear Die on that attack as a d20.
Relic Holder
Foundation
SPELLCAST TRAIT: Presence
Relic's Boon: Your curse grants you access to the following abilities:
Teleport to a spot within Close range you can see.
Push a target of your size or smaller to Close range.
Ignore an attack dealing Minor damage.
Up to a number of times equal to your Presence, spend a Hope to use one of these abilities and make your GM remove 1 Fear.
Relic's Bane: Once per long rest, when you make a roll with Fear, the GM immediately spends that Fear to make you subtract your curse's value from your next action roll.
Relic Holder
Specialization
Maligned Bargain: Once per long rest, make a Spellcast Roll (15). On a success, spend 2 Hope and use one of the following abilities:
Clear 3 Stress from yourself or an ally.
Gain a d8 advantage die on your next action roll.
Become Hidden until you make an action roll.
On a failure, your Relic's Bane immediately triggers at no cost to your GM.
Gifts within Curses: Whenever your curse changes one of your Duality dice into a d8, you can clear either a Stress or a Hit Point.
Relic Holder
Mastery
Empowered/Overpowered: You and your cursed relic have reached a fluctuating state of power over one another. When you take a rest, make a Duality roll. On a roll with Hope, you become Empowered and gain advantage until the GM spends a number of Fear equal to your Presence. On a roll with Fear, you become Overpowered and you gain disadvantage until you spend a total number of Hope equal to your Presence.
Malidicted Soul
Foundation
SPELLCAST TRAIT: Presence
Curse of Your Own: Gain access to a pool of tokens equal to your Presence called Scourge Tokens. You can Mark a Stress to spend a Scourge Token and cause a target you can see to also mark a Stress. If you do this to a target you’ve just made a successful attack against, they mark 2 Stress.
Soul's Burden: Your curse affects your very being. You become Vulnerable when you mark your second to last Stress.
Malidicted Soul
Specialization
See How It Feels: Once per long rest, when an attack from an adversary causes you to mark one or more Hit Points, you can make a Presence Reaction Roll against your attacker. On a success, spend a Scourge Token to cause the adversary to mark the same number of Hit Points as you did.
Additionally, when an adversary inflicts you with a condition, spend a Scourge Token to give them the same condition until you clear yourself of it.
Malidicted Soul
Mastery
Take You Down with Me: Once per session, when an adversary causes you to mark your last Hit Point, spend 3 Scourge Tokens to take the ‘Avoid Death’ death move and cause that adversary to mark 3 Hit Points. If this does not kill the adversary, they become Vulnerable and disadvantaged until you recover.
Additionally, once per long rest, if an adversary causes you to mark your last Stress, make a Reaction Roll using your Presence against that adversary. On a success, spend 3 Scourge tokens to cause them to mark their last Stress as well, regardless of their current number of Stress.
Accursed
As an Accursed, you have had a power not of your own thrust upon you, either through the temptation of your own arcane research, slighting a powerful mage, or simply an unfortunate mishap. Accurseds have many origins, but all end up following the same principle with their curse’s power: If you can’t beat ‘em, join ‘em. However you have come into it, this power may be foreign to you, but it is now yours to wield.
Domains
Arcana + Dread
Starting Evasion
11
Starting Hit Points
6
Class Items
- • A symbol of superstition
- • a mark of your curse
Accursed’s Hope Feature
Bad Luck : Spend 3 Hope to channel your misfortune into a dismal aura of Very Close range around you. Action rolls within this aura are made at disadvantage until one succeeds against you.
Class Features
Curse
You have been cursed by some manner of terrible magic. Detail the nature of this curse as an Experience and mark its value as +2. This Experience increases by +1 at each Tier. When you succeed on a roll utilizing your cursed Experience, the GM must make their next action roll using a d12 or lose 1 Fear. On a failure, your Duality Die with the higher result becomes a d8 on your next action roll.
Jinxed
Minor misfortunes follow you wherever you go. Your mere presence can cause small inconveniences such as a mirror shattering, someone tripping on air, an article of clothing getting snagged, or a wagon’s wheel breaking.
Accursed Subclasses
Choose either the Dreadweapon or Relic Holder subclass.
Dreadweapon
Wield a cursed weapon for greater power against your foes.
Spellcast Trait
Strength
Foundation Features
Cursed Weapon: Select one of your starting weapons to be your Cursed Weapon. This weapon can never be unequipped and adds your Strength to all damage rolls made with it. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Malicious Accuracy: Your weapon seeks to fulfill its purpose. If your attack roll is just below your target’s difficulty (such as a 12 on a 13) you succeed against them.
Specialization Feature
Advanced Cursed Weapon: Your curse grows stronger, increasing all damage rolls made with your cursed weapon by your next highest trait alongside your Strength. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Dismal Thirst: Clear a marked Hit Point when you deal Major damage to an adversary. If you deal Severe damage, clear 2 instead.
Mastery Feature
Legendary Cursed Weapon: Your curse writhes and festers within your weapon. Add your three highest traits including your Strength to all damage rolls made with your cursed weapon. You can mark a Stress to double this bonus or make a second attack roll against an additional adversary within range.
Vorpal Accuracy: Your weapon rejects failure. When you fail an attack roll with Hope, instead of gaining that Hope you can spend it to reroll your Fear Die on that attack as a d20.
Relic Holder
Possess the power of a cursed object in a fraught give and take.
Spellcast Trait
Presence
Foundation Features
Relic's Boon: Your curse grants you access to the following abilities:
Teleport to a spot within Close range you can see.
Push a target of your size or smaller to Close range.
Ignore an attack dealing Minor damage.
Up to a number of times equal to your Presence, spend a Hope to use one of these abilities and make your GM remove 1 Fear.
Relic's Bane: Once per long rest, when you make a roll with Fear, the GM immediately spends that Fear to make you subtract your curse's value from your next action roll.
Specialization Feature
Maligned Bargain: Once per long rest, make a Spellcast Roll (15). On a success, spend 2 Hope and use one of the following abilities:
Clear 3 Stress from yourself or an ally.
Gain a d8 advantage die on your next action roll.
Become Hidden until you make an action roll.
On a failure, your Relic's Bane immediately triggers at no cost to your GM.
Gifts within Curses: Whenever your curse changes one of your Duality dice into a d8, you can clear either a Stress or a Hit Point.
Mastery Feature
Empowered/Overpowered: You and your cursed relic have reached a fluctuating state of power over one another. When you take a rest, make a Duality roll. On a roll with Hope, you become Empowered and gain advantage until the GM spends a number of Fear equal to your Presence. On a roll with Fear, you become Overpowered and you gain disadvantage until you spend a total number of Hope equal to your Presence.
Background Questions
Answer any of the following, or create your own.
- • How did you come upon your curse?
- • What changes has your curse caused in your life, and why do they scare you?
- • What would you do to berid yourself of this curse?
Connections
Ask one of the following, or improvise.
- • I caused a significant problem for you when we met. What was it and how does it affect our current relationship?
- • What aspect of my curse frightens you most?
- • You are determined to help me with my curse, how do you intend to do that and why?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.