Homebrew Curse Marked Species Details

The Cursed are members of other species who were marked by their shaman to give them the power to defend their community.  Except for the cursemark that gives them their abilities they are indistinguishable from other members of their race. 

The Cursed receive a mark in their youth that gives them the ability to temporarily take on the aspects of certain beasts, though the process is painful. The mark also binds them to their community, and can cause them pain if their comunity leaders decide that they are acting against the interests of the community.  There is no limit to the number of times that  they can use their abilities, however after using it once, every time that they use the power before taking a long rest it becomes more difficult, and failure causes them increasingly worse pain.

Curse Marked Traits

As a Cursed, you have the following racial traits.

Creature Type

You are a Humanoid.

Size

You are either Small or Medium, depending on your base race.

Speed

Your walking speed is 30 feet.

Cursed Instincts

Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Perception, or Survival.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Cursed Aspect

As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus.

There is no limit to the number of times that you can take on an aspect abilities, however after using it once, every other time that you use the power before taking a long rest it becomes more difficult, and failure causes increasingly worse pain. The second time you take on an aspect make a CON saving throw against a DC of 8. If you fail the saving throw you are wracked with pain and have disadvantage on all D20 checks until the end of your next turn. The DC of the check goes up by 2 every subsequent time you use the ability (8 on the first check, 10 on the second, 12 on the third, etc.) resetting after a long rest. Every time you fail the save the penalty lasts one extra turn. In other words have disadvantage on all D20 check for a number of turns equal to the number of times you failed the saving throw. The saving throw and the duration of the penalty resets with a long rest.

You can take on one of their following aspects when you use this power:

Natural Armor: You gain 1d6 additional temporary hit points and while you have this aspect , you have a +1 bonus to your Armor Class, and +1 to Constitution saving throws, not including the saving throw to safely taken on a new aspect.

Natural Weapon. You grow claws or fangs, choose when you take on the aspect. When you take on the aspect and as a bonus action on your other turns while you maintain the aspect, you can use your natural weapon to make an unarmed strike. If you hit with your it, you can deal either piercing or slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can also use your natural weapon attack in place of one attack gained as part of the attack action. 

Quickness. While you maintain this aspect, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn’t provoke opportunity attacks.

Sensory. While you maintain this aspect, you have advantage on Wisdom checks, and no creature within 30 feet of your can make an attack roll with advantage against you unless you’re incapacitated.

Gliding. You can glide at up to a speed of 40, dropping downward by 10 feet per round. 

Swimming. You gain a swimming speed equal to your walking speed and can breath either air or water.

Arboreal. You gain a climbing speed equal to your walking speed and take half damage from falling.

Nocturnal. The range of your night vision increases to 120 feet, and you have advantage on stealth checks in dim light or darkness.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2025 4:12:32 AM
5
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes