Wizard
Base Class: Wizard

Any learned arcane scholar knows about curses, and many more know to avoid them if you know what's good for you. But to some seekers of knowledge, curses are simply another school of magic to become its master. Cursed magic comes in many forms but is widely known for items that have been enchanted with a curse, the lesser known comes in forms such as hexes and banes. Wizards that seek the path of cursed magic are risk takers, but they must determine for themselves if the risk is worth the outcome. 

Cursed Tome

2nd-level Cursed Magic feature

Beginning when you select this path at 2nd level, you perform a dark ritual that twists your spellbook with cursed magic. The spellbook you use as part of this ritual becomes a Cursed Tome. Your tome works in the same manor as a spellbook would, but you gain access to Cursed Spells as long as you carry it with you. 

  • The gold and time you must spend to add Cursed Spells into your spellbook is halved. For you. a Cursed Spell is considered any spell that place or remove curses, or applies other similar afflictions. Speak to your DM about which spells can be used for your Cursed Tome.
  • Your Cursed Tome has the spells bane, contagion, hex, and harm written in it as a result of the ritual and are added to the wizard spell list for you. These spells are considered Cursed Spells. 

Invoke Curse

2nd-level Cursed Magic feature

Using your Cursed Tome, you can invoke its dark magic as an action on a creature or object that you can see within 30 feet of you, which becomes cursed. You decide which effect to apply as you invoke this curse, choosing from the Place Curse table. If the option requires a save, it is made against your spell save DC. If you target a creature, they are cursed for 1 minute and can repeat their saving throw at the end of each of their turns, ending the curse on a successful save. If you target an object, the object becomes a cursed item for 1 hour. You can use this feature once plus a number of times equal to your proficiency bonus, regaining all uses after completing a short rest. 

​Place Curse
Curse of... Result
Weakness A target creature makes a Constitution saving throw. On a failed save, the targets Strength and Dexterity scores are reduced to an amount equal to your Intelligence modifier + your Proficiency bonus. 
Pestilence A target creature makes a Constitution saving throw. On a failed save, the target becomes vulnerable to piercing and slashing damage as their skin is ravaged with disease.
Greed A target object of medium size or smaller becomes cursed for 1 hour. While cursed in this way, creatures that hold the object refuse to part with it. 
Wrath A target creature makes a Wisdom saving throw. On a failed save, the creature regards all other creatures as hostile for the duration. 
Drunkenness A target creature makes a Wisdom saving throw. On a failed save, the creature has disadvantage on Charisma ability checks. At the end of the duration they become aware that their mind has been magically altered. 
Misfortune A target object of medium size or smaller becomes cursed for 1 hour. Any creature that willingly comes into contact with the object becomes filled with ominous dread. The DM decides how a creature may react under the circumstances. 

Baleful Mark

6th-level Cursed Magic feature

You can target one creature as a bonus action that is currently cursed to amplify the effects of the curse. A cursed creature can be afflicted by your Invoke Curse feature, any Cursed Spells or through some other means. The target creature becomes marked, and remains marked as long as it is cursed or until you mark a new creature. While marked this way, the curse on the target creature gains the following effects.

  • The creature has disadvantage on attack rolls that target you.
  • If the creature is within 5 feet of you, it becomes blinded until it is no longer within 5 feet of you.
  • If the creature takes the dash action and moves away from you, its movement speed is reduced by half. 
  • If the creature is frightened of you while it is cursed, that creature is also stunned.

Malediction Measures

10th-level Cursed Magic feature

You have learned protective measures when dealing with curses. When you identify the properties of an object that is cursed, you learn if the object is cursed even if it specifies that you don't. Additionally, when a cursed object would extend its curse to you as a result of you coming into contact with or attuning to it, you may make an Intelligence saving throw DC 11. You are not cursed by the object on a successful save. If the object requires attunement, you lose the attunement to the object. 

Cursed Doll

14th-level Cursed Magic feature

You can spend 1 hour performing a dark ritual to create a Cursed Doll. The doll requires at least 500gp in materials including a silver needle, silk thread, and a mixture of spell components used as the stuffing. At the end of the ritual, the doll animates, becoming a tiny construct that is loyal to you. The doll takes its place in initiative directly after you, but cannot take any actions except the dodge action, and its special actions listed below. You can mentally command the doll on its turns, requiring no action by you. If the doll is damaged, it can be repaired by casting the mending spell on it to restore its hit points. If the doll is destroyed, you must create a new doll to use it again. The doll has the following properties.

 

Cursed Doll

Armor Class 11 (natural armor)

Hit Points 2

Speed 20 ft.

STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
6 (−2)
WIS
10 (+0)
CHA
8 (−1)

Damage Immunities bludgeoning, piercing, slashing, psychic, fire, cold, lightning, poison, and necrotic damage

Condition Immunities blinded, deafened, frightened, petrified, and poisoned

Senses passive Perception 10

Languages Understands the languages of its creator but can't speak

Challenge — 0

Invoke Curse. If you are within 30 feet of the doll, you may command it to use any of your Invoke Curses by channeling them through your doll, extending the reach of your curses. 

Actions

Soul Bind. You command the doll to bind a target creatures soul to it that is within 30 feet of the doll. That creature must succeed on a Charisma saving throw equal to your spell save DC or have its soul bound to the doll for 24 hours. As long as the doll and the bound creature are on the same plane of existence, whenever the doll receives damage, the bound creature receives the same amount and type of damage. Only one creature can be bound to the doll at a time and the target must have a soul for the binding to be successful. If the creature dies while it has its soul bound to the doll, you may use a reaction to have the doll target a new creature for its soul bind. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2022 3:45:40 PM
12
1
2
Coming Soon
5/12/2022 8:27:28 PM
49
4
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes