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The Curse of Mister

Being Cursed of Mister means that the invincible Curse of Mister has found you and made you it's host. When selecting a host, it will appear as a black mask with glowing white silhouettes for eyes. The curse can be quite picky when choosing, often drawn to extreme alignments such as Lawful Good or Evil or other alignments like Chaotic Good or Evil. It really does not like choosing a neutral creature. 

This curse, when it's activation requirements are met, takes on the complete polar opposite personality of the host. (For example: if someone were a lawful good person, the curse would take on a chaotic evil personality) When the curse takes over the host, the host's clothes take on a darker color scheme alongside a black mask with white glowing eyes and the new personality refers to itself as Mr. and then whatever the first letter of the first name of the host. (For example: If a man named John were to be taken over by the curse, he would become Mr. J).

The Curse of Mister is an evolving curse that can evolve when the host comes into contact with necrotic magic. This necrotic magic also has to be unique every time if the curse is to evolve, hitting the host with the same necrotic magic from the same enemy will only hurt and eventually kill them. This can only work if it’s necrotic magic from an enemy, self-inflicted magic or magic from an ally will not work. The Curse of Mister has a total of 5 stages of evolution.

Stage 1: Parasite 

 At this stage the curse's personality does not have it's own consciousness, it merely lays dormant until the activation requirements are met. The activation requirements are made up of the host witnessing 5 actions pertaining to the curse's personality. (For example: If the curse took on a chaotic evil personality, then it would activate if the host witnessed 5 evil actions) Once the curse activates, it merely takes control of the body. This means whatever happens to the host carries over without margin. There are two ways for the curse to be reversed. The first way is for two days to pass. Once two days pass, the curse will become dormant and the host will regain control of their body. The second way is if the curse witnesses 5 actions pertaining to the host's personality. (For example: If the host has a lawful good personality, then they would regain control if the curse witnessed 5 good actions). It is up to the DM what is considered an evil or good action.

 

Stage 2: Symbiote 

At this stage the curse gains its own consciousness and can communicate with the host subconsciously. In fact, if the curse can use magic, it can even use illusion magic to create an image of itself so it can communicate with people outside the host's subconscious while the host is in control. Unfortunately, the curse isn't strong enough to be able to use any substantial magic while the host is in control and vice versa.

 The curse can now be activated on command as long as it's made consensually between both the host and the curse. However there are still activation requirements, though they do differ greatly from the parasite stage. The activation requirements are made up of if the host experiences great negative or positive emotions (depending on the curse's personality). It is up to the DM what limit of these emotions are required to activate the curse. If the curse is activated this way, it would be without the host's consent and you must roll a D20 to see if the curse will let the host change back. (If you roll an odd number, the curse will say no. If you roll an even number, the curse will say yes.) If the curse says no, you can't try again until the body short rests.

 Now that the curse has its own consciousness, it also has its own body. (This means that the curse also needs it's own character sheet) When switching hosts, it will take up an entire turn with no room for bonus actions or reactions other than opportunity of attack. Also, if either the curse or the host takes damage that reduces their health by 60%, the remaining health will be carried over as damage to whoever is taking over the body.

 Even though the host and curse now technically have different bodies, if something happens to the host's body that changes it permanently the same thing will happen to the curse's. (For example: If the host multiclasses into another class and takes out some levels in their original class, the same must be done for the curse.) It does not work the other way around however. Also, even though the development of the host's body affects the curse's, they can still subclass into different categories then their other personality. (For example: The host can subclass as a Battle Master Fighter while the curse can subclass as a Eldritch Knight Fighter)

 

Stage 3: Etherify 

The 3rd stage has most of the features of the Symbiote stage, including the on-command conscience switch and how the curse now co-exists with the host. The connection between the consciousnesses of the host and curse are even stronger now. Also, if the curse uses illusion magic to project themselves out of the host’s body, they are now able to use strong magic while not in control. This means that they can act as a bonus action during combat. 

 This stage allows the curse to separate itself from the host for 1 hour per long. When it does, it gains an ethereal form that passes through anything it touches. Any action they take is controlled by the DM. However, the curse is still able to use magic and other things that don’t require physical touch. After one hour, the curse’s ethereal form is dragged back into the host’s body and, depending on how far the curse got and how fast it’s flying back to the host, the host will get launched back by the impact of the form and takes the appropriate amount of force damage. 

The biggest change the Etherify stage brings is slight alterations to both of the personalities. Due to the long lasting connection to the curse’s consciousness, the host begins to treat it like a good old friend and genuinely enjoys the curse’s company. The curse, on the other hand, actually starts to become a little overprotective of the host. From being with them for so long in the same body, it’s almost as if seeing the host get hurt innately makes the curse angrier and angrier. 

 

Stage 4: Cloning

Upgrading the new feature from the Etherify stage, the curse can now completely split itself from the host for up to 6 hours per long rest. Instead of getting a pass through ethereal form, the curse gets an actual physical body that can do anything it’d be able to do in control of the host’s body. This means that the curse can now pretty much do anything it wants outside of the host’s control and can interact with physical objects. The rules for when time comes up and the curse’s new body is forced to merge back with the host still apply, however the force damage that comes with it is now significantly more. If the curse has split itself from the host while in combat, they are controlled by the DM. 

Like the last stage, there’s a significant change to both the personalities. Both the host and curse have mutual and genuine respect for each and would both go out of their way to help one another. Also, it’s almost as if the host and curses personalities are starting to rub off on each other. (Example: The host is lawful good and the curse is chaotic evil. After this stage, the host might begin making chaotic decisions or might do things that are outright evil. On the other hand, the curse might start adhering to a semblance of morals or might start doing thing out of the goodness of their heart.) 

 

Ultimate Stage: Fusion 

At this point, the host and curse have grown so close that they willingly trust each other with their life. When the curse reaches the ultimate stage of it’s evolution, it and the host immediately split apart. When they do split apart, everything about the feature from the cloning stage applies. The host and the curse will not be able to fuse back for 1 entire day. After 24 hours, the host and curse suddenly and violently fuse back together. This fusion is extremely powerful, lighting up the surrounding area and flinging most creatures back. After about 2 minutes, the fusion completes and now the host and curse have become one.

When the fusion completes, it creates a completely new person with a completely unique personality and sort of a combination of the host and curse’s clothes. Alongside the new clothes, the curse’s mask is now permanently attached to the new entity’s face now sporting regular eye holes instead of pure white silhouettes. Also, their alignment would automatically be true neutral with tinges of their old alignments showing through every once in a while. 

For a while, the new entity would have something like an identity crisis. In their head, they’d be thinking about who they are now and what they used to be. They’re not the host, but they’re also not the curse. Their new name is completely up to the player as is the new personality.

The fusion stage isn’t just called The Ultimate Stage for nothing. Instead of choosing to control the host or the curse and having access to only one or the other’s character sheet at a time, the player now has access to both character sheets at once. This means a few things:

  • Instead of using only one character’s health points, the new entity has both health pools. For example, if the host and curse both had 100 health, the new entity would have a total of 200 health. 
  • If the host and curse originally had different sets of spells, the new entity would have access to both at once and the spell slots and features along with them
  • Just because the new entity has access to both sheets, it doesn’t mean they get double the number of actions, bonus actions, or reactions. They only have as much as the original host would have had. 
  • The stats of the new entity would be the best stats from the host and curse combined. For example, if the host had a strength of 20 but the curse had a strength of 15, the new entity would keep the strength of 20. Also, if the host had an intelligence of 4 but the curse had an intelligence of 20, the new entity would keep the 20.  

 

Death: 

If the curse were to be defeated, then it would move on to another host, leaving it's original host fully healed (essentially long resting them for free). The curse would still move on to another host if the host was defeated. This fact alone makes the curse of mister practically invincible.

 

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