Curse Sorcerer Subclass
Summoners bind cursed creatures known as shikigami, forcing them into service through shadow, ritual, and subjugation. A shikigami is not merely a summoned creature; it is an extension of the summoner’s technique, shaped by shadow and bound by conquest.
Summoner Features
| Curse Sorcerer Level | Feature |
|---|---|
| 3rd | Ten Shadows Technique, Shadow Manipulation, Shikigami Subjugation, Shikigami Arsenal |
| 5th | Expanded Arsenal, With This Treasure I Summon… |
| 7th | Expanded Arsenal, Improved Shadow Manipulation |
| 13th | Expanded Arsenal, Shadow Refuge |
| 18th | Perfected Ten Shadows |
3rd-Level Feature: Ten Shadows Technique
You can summon and command shikigami that you have subjugated.
As a bonus action, you summon one prepared shikigami in an unoccupied space you can see within 30 feet of yourself. The shikigami remains for as long as you maintain concentration, as if concentrating on a spell. If your concentration ends, each shikigami you have summoned immediately dematerializes.
A shikigami summoned in this way takes its turn immediately after yours in the initiative order. Unless its stat block says otherwise, it can move and take one action, one bonus action, and one reaction.
If you summon another shikigami while you are already concentrating on one, the additional shikigami appears in an unoccupied space you can see within 30 feet of yourself. It can take only one action of your choice from its stat block, after which it immediately dematerializes.
If a shikigami is reduced to 0 hit points, it dematerializes and cannot be summoned again until you finish a long rest.
3rd-Level Feature: Shadow Manipulation
As a user of the Ten Shadows Technique, you can manipulate and weaponize shadows through your cursed technique.
You can store objects inside your shadow, up to a total weight in kilograms equal to 10 times your Constitution modifier. You can retrieve one stored object from your shadow as your object interaction on your turn.
You can also temporarily store one summoned shikigami inside your shadow as a bonus action, provided the shikigami’s weight does not exceed your normal carrying capacity. While stored in this way, the shikigami moves with you and cannot be targeted directly. You can release the shikigami from your shadow at any time during your turn without using an action. If you do not release it before the end of your next turn, it is released automatically.
In addition, you can briefly submerge yourself into your shadow as part of your movement. When you do so, your walking speed increases by 20 feet until the end of your next turn. You can use this part of the feature a number of times equal to your Dexterity modifier, and you regain all expended uses when you finish a long rest.
3rd-Level Feature: Shikigami Subjugation
You can subjugate weakened cursed creatures and add them to your arsenal.
You can use this feature once, and you regain the ability to do so when you finish a long rest. To use it, you must target a cursed creature whose current hit points are equal to or less than half your hit point maximum. The target must be a creature made entirely of curse or curse energy.
When you begin the subjugation ritual, the target makes three consecutive saving throws. You then make three Wisdom checks. If the total of your Wisdom checks exceeds the total of the target’s saving throws, the creature is subjugated and added to your arsenal as a shikigami.
There is no limit to the number of cursed creatures you can subjugate and possess in this way.
The exact appearance, gestures, words, and ritual structure of your subjugation technique are unique to your character.
3rd-Level Feature: Shikigami Arsenal
You can prepare a limited number of shikigami for use each day.
When you finish a long rest, choose a number of shikigami from your arsenal, as shown in the Shikigami Arsenal table. These shikigami are prepared for you until you finish your next long rest. This limit determines how many different shikigami you can summon during that period.
At 3rd level, you can prepare up to three shikigami. You gain the following shikigami as part of your starting arsenal: Nue, Divine Dogs, and Toad.
See the appendix for their stat blocks.
Shikigami Arsenal
| Curse Sorcerer Level | Prepared Shikigami |
|---|---|
| 3rd | 3 |
| 5th | 4 |
| 7th | 6 |
| 13th | 7 |
| 18th | 10 |
5th-Level Feature: Expanded Arsenal
The number of shikigami you can prepare when you finish a long rest increases to four.
5th-Level Feature: With This Treasure I Summon…
You can summon Eight-Handled Sword Divergent Sila Divine General Mahoraga to attempt its subjugation.
Mahoraga is a dreadful giant whose power brings only terror and destruction. Once summoned, it knows no master and immediately attacks to obliterate any moving creature it can see.
Starting at 5th level, you can summon Mahoraga once. You regain the ability to summon it again every 3 sorcerer levels thereafter, at 8th level, 11th level, 14th level, and 17th level.
No one in recorded history has survived this attempt.
See the appendix for Mahoraga’s stat block.
7th-Level Feature: Expanded Arsenal
The number of shikigami you can prepare when you finish a long rest increases to six.
You also gain the following shikigami as part of your arsenal: Great Serpent and Rabbit Horde.
See the appendix for their stat blocks.
7th-Level Feature: Improved Shadow Manipulation
Your control over shadow becomes significantly more refined.
When you use Shadow Manipulation to store a shikigami inside your shadow, you can move normally while carrying it, provided its weight does not exceed your normal carrying capacity.
In addition, when you submerge yourself into your shadow as part of your movement, you can move through spaces occupied by other creatures until the end of your turn. You cannot end your movement in another creature’s space.
13th-Level Feature: Expanded Arsenal
The number of shikigami you can prepare when you finish a long rest increases to seven.
You also gain Max Elephant as part of your arsenal.
See the appendix for its stat block.
13th-Level Feature: Shadow Refuge
You can use your shadow defensively, withdrawing your body from external harm.
When you are hit by an attack or included in the area of an effect that originates outside your body, you can use your reaction to submerge yourself completely into your shadow until the start of your next turn.
While submerged in this way, you cannot be targeted by attacks or spells, and you are unaffected by effects that originate outside your body. This feature does not protect you from effects already inside your body, such as poison, disease, or a condition already affecting you.
Ending this effect does not require an action.
Once you use this feature, you cannot use it again until you finish a long rest.
18th-Level Feature: Perfected Ten Shadows
The number of shikigami you can prepare when you finish a long rest increases to ten.
In addition, each shikigami you summon becomes empowered by your perfected technique. The shikigami’s statistics are doubled, and the number of times it can use each of its unique limited-use abilities is doubled.
Appendix: Shikigami Stat Blocks
Nue
Large monstrosity (shikigami), unaligned
Armor Class
14 (natural armor)
Hit Points
52 (8d10 + 8)
Speed
20 ft., fly 60 ft.
Weight
70 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 13 (+1) | 5 (−3) | 14 (+2) | 8 (−1) |
Saving Throws
Dex +5
Skills
Perception +4
Damage Resistances
Lightning
Senses
Darkvision 60 ft., passive Perception 14
Languages
Understands the languages of its summoner but can’t speak
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Shikigami Nature
Nue does not require air, food, drink, or sleep.
Aerial Carrier
Nue can carry one willing Medium or smaller humanoid without reducing its flying speed until the end of its current turn.
Actions
Beak and Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d12 + 3 slashing damage.
Electro-Wings
Nue charges its wings with lightning and releases the current in a 15-foot line that is 5 feet wide.
Each creature in the line must make a Dexterity or Constitution saving throw, its choice (DC 13). On a failed save, a creature takes 4d4 + 3 lightning damage. On a successful save, the creature takes no damage.
Bonus Actions
Aerial Extraction (2/Day)
Nue grabs one willing Medium or smaller humanoid within 5 feet of itself and carries it up to 30 feet to an unoccupied space it can reach.
Taloned Displacement
Nue attempts to grab one Medium or smaller creature within 5 feet of itself. The target must succeed on a Strength saving throw (DC 13) or be moved up to 30 feet to an unoccupied space Nue can reach. This movement does not provoke opportunity attacks.
Divine Dogs
Medium monstrosities (shikigami), unaligned
Armor Class
14 (natural armor)
Hit Points
Black Divine Dog: 36 (8d8)
White Divine Dog: 28 (8d8 − 8)
Speed
60 ft.
Weight
25 kg each
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 18 (+4) | 11 (+0) | 5 (−3) | 15 (+2) | 8 (−1) |
Skills
Perception +4, Survival +4
Senses
Darkvision 60 ft., passive Perception 14
Languages
Understand the languages of their summoner but can’t speak
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Shared Turn
The Divine Dogs share a single turn in initiative. On that turn, each dog can move, but the pair shares one action, one bonus action, and one reaction.
Keen Smell
The Divine Dogs have advantage on Wisdom (Perception) checks that rely on smell.
Shikigami Nature
The Divine Dogs do not require air, food, drink, or sleep.
Divine Dog: Totality
If one Divine Dog is reduced to 0 hit points, the remaining dog absorbs its essence and becomes Divine Dog: Totality.
While in this state, the remaining dog gains a +2 bonus to attack rolls and deals an extra 1d6 slashing damage whenever it hits with an attack.
Actions
Bite and Tear
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2d12 + 3 slashing damage.
Bonus Actions
Bite and Drag
One Divine Dog bites into a creature within 5 feet of itself and attempts to restrain it. The target must make a Dexterity saving throw (DC 13).
On a failed save, the target takes 1d8 slashing damage and is restrained by the dog. A restrained creature can use its action to make a Strength or Dexterity check (DC 13), ending the effect on a success.
On a successful save, the target suffers no effect.
Divine Dog: Totality
Medium monstrosity (shikigami), unaligned
Armor Class
15 (natural armor)
Hit Points
64 (10d8 + 20)
Speed
60 ft.
Weight
25 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 19 (+4) | 14 (+2) | 5 (−3) | 16 (+3) | 8 (−1) |
Skills
Perception +5, Survival +5
Senses
Darkvision 60 ft., passive Perception 15
Languages
Understands the languages of its summoner but can’t speak
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Keen Smell
Divine Dog: Totality has advantage on Wisdom (Perception) checks that rely on smell.
Shikigami Nature
Divine Dog: Totality does not require air, food, drink, or sleep.
Actions
Bite and Tear
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 2d12 + 4 slashing damage plus 1d6 slashing damage.
Bonus Actions
Bite and Drag
Divine Dog: Totality bites into a creature within 5 feet of itself and attempts to restrain it. The target must make a Dexterity saving throw (DC 14).
On a failed save, the target takes 1d8 + 4 slashing damage and is restrained. A restrained creature can use its action to make a Strength or Dexterity check (DC 14), ending the effect on a success.
On a successful save, the target suffers no effect.
Toad
Large monstrosity (shikigami), unaligned
Armor Class
13 (natural armor)
Hit Points
22 (3d10 + 6)
Speed
30 ft., swim 30 ft.
Weight
90 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 15 (+2) | 4 (−3) | 13 (+1) | 8 (−1) |
Skills
Athletics +6, Perception +3
Senses
Darkvision 60 ft., passive Perception 13
Languages
Understands the languages of its summoner but can’t speak
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Standing Leap
Toad’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Shikigami Nature
Toad does not require air, food, drink, or sleep.
Actions
Tongue Lash
Melee Weapon Attack: +6 to hit, reach 30 ft., one target.
Hit: 1d8 + 4 bludgeoning damage, and if the target is Large or smaller, it is grappled. The escape DC is 14.
Until this grapple ends, Toad can’t use Tongue Lash on another target.
Tongue Slam
Toad slams one creature it is grappling with its tongue into a solid surface within 15 feet of the target. The target must make a Strength saving throw (DC 14).
On a failed save, the target takes 2d8 + 4 bludgeoning damage and falls prone. On a successful save, the target takes half as much damage and does not fall prone.
Bonus Actions
Rescue Tongue
Toad targets one willing creature within 30 feet of itself. The target is pulled up to 30 feet to an unoccupied space within 5 feet of Toad. This movement does not provoke opportunity attacks.
Mouth Carry
Toad carries one willing Medium or smaller creature in its mouth. While carried in this way, the creature has three-quarters cover. Toad can release the creature at any time during its turn without using an action.
Reactions
Snatch from Harm
When a willing creature Toad can see within 30 feet of itself is targeted by an attack, Toad can pull that creature up to 15 feet to an unoccupied space. If this movement places the creature outside the attack’s reach or range, the attack misses.
Great Serpent
Large monstrosity (shikigami), unaligned
Armor Class
14 (natural armor)
Hit Points
68 (8d10 + 24)
Speed
40 ft., climb 30 ft.
Weight
12 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 16 (+3) | 17 (+3) | 3 (−4) | 12 (+1) | 7 (−2) |
Skills
Stealth +5, Perception +3
Senses
Blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages
Understands the languages of its summoner but can’t speak
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Shadow Ambusher
If Great Serpent is summoned from an area of dim light, darkness, or shadow, it has advantage on the first attack roll it makes before the end of that turn.
Shikigami Nature
Great Serpent does not require air, food, drink, or sleep.
Actions
Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 2d10 + 5 piercing damage. If the target is Large or smaller, it is grappled. The escape DC is 15.
Until this grapple ends, the target is restrained, and Great Serpent can’t bite another target.
Coiling Lift
Great Serpent lifts one creature it has grappled up to 20 feet into the air. The target remains grappled and restrained.
If the grapple ends while the target is suspended in the air, the target falls.
Rabbit Escape
Huge swarm of Tiny monstrosities (shikigami), unaligned
Armor Class
13
Hit Points
90 (20d12 − 40)
Speed
40 ft.
Weight
Collectively 35 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (−2) | 16 (+3) | 7 (−2) | 2 (−4) | 12 (+1) | 10 (+0) |
Skills
Stealth +5
Damage Resistances
Bludgeoning, piercing, slashing
Condition Immunities
Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
Darkvision 60 ft., passive Perception 11
Languages
Understands the languages of its summoner but can’t speak
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Swarm
The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rabbit. The swarm can’t regain hit points or gain temporary hit points.
Too Fluffy to Kill
Rabbit Escape cannot make attacks and cannot deal damage by occupying a creature’s space.
Living Distraction
The swarm’s space is lightly obscured for creatures hostile to its summoner.
Shikigami Nature
Rabbit Escape does not require air, food, drink, or sleep.
Actions
Scatter
Rabbit Escape moves up to its speed without provoking opportunity attacks.
Reactions
Rabbit Shield
When Rabbit Escape’s summoner is hit by an attack while within 30 feet of the swarm, the rabbits rapidly gather between the summoner and the attack.
The summoner gains a +5 bonus to AC against the triggering attack, potentially causing it to miss.
If the attack still hits, Rabbit Escape takes damage equal to half the damage dealt to the summoner.
Max Elephant
Huge monstrosity (shikigami), unaligned
Armor Class
15 (natural armor)
Hit Points
138 (12d12 + 60)
Speed
30 ft.
Weight
3 tons
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 8 (−1) | 20 (+5) | 4 (−3) | 12 (+1) | 7 (−2) |
Saving Throws
Str +10, Con +8
Senses
Darkvision 60 ft., passive Perception 11
Languages
Understands the languages of its summoner but can’t speak
Challenge
7 (2,900 XP)
Proficiency Bonus
+3
Traits
Immense Weight
Max Elephant weighs 3 tons. It has advantage on ability checks and saving throws made to resist being pushed, pulled, knocked prone, or forcibly moved.
Shikigami Nature
Max Elephant does not require air, food, drink, or sleep.
Actions
Crushing Stomp
Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 2d10 + 7 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw (DC 18) or be knocked prone.
Water Torrent
Max Elephant unleashes a massive torrent of water from its trunk in a 60-foot line that is 10 feet wide.
Each creature in the line must make a Strength saving throw (DC 18). On a failed save, a creature takes 6d8 bludgeoning damage, is pushed up to 30 feet away from Max Elephant, and falls prone. On a successful save, a creature takes half as much damage and is not pushed or knocked prone.
The water extinguishes exposed flames in the area.
Bonus Actions
Crushing Descent
Max Elephant can use this feature only if it is summoned at least 20 feet above the ground or if it falls at least 20 feet before landing.
Each creature within 10 feet of the point where Max Elephant lands must make a Dexterity saving throw (DC 18). On a failed save, a creature takes 5d10 + 7 bludgeoning damage and falls prone. On a successful save, a creature takes half as much damage and does not fall prone.
Max Elephant takes no falling damage from this descent.
Eight-Handled Sword Divergent Sila Divine General Mahoraga
Huge monstrosity (shikigami), unaligned
Armor Class
22 (natural armor)
Hit Points
317 (19d12 + 190)
Speed
60 ft.
Weight
1,200 kg
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 24 (+7) | 30 (+10) | 12 (+1) | 11 (+0) | 15 (+2) |
Saving Throws
Str +15, Dex +13, Con +16, Wis +6
Skills
Athletics +15, Perception +6
Damage Resistances
Bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities
Charmed, frightened, paralyzed, poisoned, stunned
Senses
Truesight 60 ft., passive Perception 16
Languages
Understands the languages of its summoner but can’t speak
Challenge
20 (25,000 XP)
Proficiency Bonus
+6
Traits
Inspiration Usurper
When initiative is rolled, Mahoraga acts first, regardless of initiative rolls or other effects that would alter initiative.
Unbound Annihilator
Unless it has been successfully subjugated, Mahoraga recognizes no master. On each of its turns, it must move toward and attack a moving creature it can see. If more than one such creature is visible, Mahoraga targets the nearest one.
Jumping Surge
When Mahoraga moves only by jumping on its turn, its speed is doubled until the end of that movement.
Regenerative Violence
Whenever Mahoraga deals damage to a creature with an attack, it regains 1d6 hit points.
Adaptation
Mahoraga can adapt to anything and everything.
When Mahoraga is damaged by an attack, spell, or feature, it records that source of harm.
If Mahoraga is later targeted by the same named attack, spell, or feature, it gains resistance to the damage dealt by that effect. In addition, Mahoraga can use its reaction to interrupt the triggering attack, spell, or feature.
When Mahoraga interrupts an effect in this way, the effect has no effect on Mahoraga, and Mahoraga immediately takes one action against the attacker or source of the effect.
Shikigami Nature
Mahoraga does not require air, food, drink, or sleep.
Actions
Triple Attack
Mahoraga makes three Fist attacks.
Fist
Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 3d8 + 9 bludgeoning damage.
Concussive Brutality
If a creature is hit by three Fist attacks from Mahoraga before the end of the same turn, the creature must make a Constitution saving throw (DC 24).
On a failed save, the creature is stunned until the end of its next turn.
Bonus Actions
Advanced Action Surge
Mahoraga takes one additional action on the current turn.
Mahoraga can use this feature a number of times equal to its Constitution modifier, and it regains all expended uses when it finishes a long rest. Mahoraga can use this feature no more than once on the same turn.
Reactions
Adaptive Interruption
Mahoraga uses its Adaptation trait to interrupt an attack, spell, or feature that it has previously adapted to. The triggering effect has no effect on Mahoraga, and Mahoraga immediately takes one action against the attacker or source of the effect.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2026 9:33:46 PM
|
13
|
8
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted May 9, 2026Holy Molly Mahoraga kills anything that moves
-
View User Profile
-
Send Message
Posted May 10, 2026So does mahoraga have a limit on how many triple attacks he can make or is it just death incarnate
Either way this is fire
-
View User Profile
-
Send Message
Posted May 10, 2026AHAHAH, it's the latter.
it's the most basic attack that it has. That's one of his many wonders, you could say.
-
View User Profile
-
Send Message
Posted May 10, 2026Eh it's fine I've found out how to one shot him anyways lol and mostly only using your items lol (no you don't get to know which ones)
(Still horrifying)
-
View User Profile
-
Send Message
Posted May 12, 2026Will Mahoraga's sword of extermination ever be added? I think that'd be pretty cool
-
View User Profile
-
Send Message
Posted May 14, 2026Will the other shadows be added?
like Tiger Funeral, Round Deer, or Piercing Ox
Maybe even Variants of the Ten Shadows like Mahoraga’s wheel so you can adapt for Mahoraga until you summon him
-
View User Profile
-
Send Message
Posted May 14, 2026Will there be any of the other shadows like Round Deer, Piercing Ox, or Tiger Funeral
Maybe even Variants of the shadows like Mahoraga’s wheel or unknown wells of abyss
-
View User Profile
-
Send Message
Posted May 15, 2026For now I think this is the best way to ensure a balanced experience. I know it may sound a little silly but things you mentioned might be a little "too" experimental AHAHAH.
I'm sorry for the inconvenience, I'll definitely think on it
-
View User Profile
-
Send Message
Posted Oct 10, 2026is this the new magus subclass?