Homebrew Curse Species Details
Curse are undead spirits bound to an anchor— a creature, object, or place— and cannot exist apart from it. They manifest only within a limited range of that binding. Sustained by negative energy and shaped by the manner of their binding, Curses linger as persistent afflictions given will, haunting the world until they have fulfilled their curse or are exorcized in a specific manor related to the curses formation.
Curse Traits
Curse TraitsBound Existence
chosen at character creation. Your anchor must be one of the following:
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Creature Anchor: A willing or helpless creature
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Object Anchor: A non-consumable object
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Location Anchor: A fixed area no larger than a 30-foot radius
You cannot willingly move more than 120 feet from your anchor.
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If you are forced beyond this distance, you gain 1 point of exhaustion each turn until you return within range.
Manifested Form
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Your manifested form occupies your space and can be targeted normally.
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You can dismiss or manifest this form as an action.
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While demanifested, you are invisible and intangible, and cannot take actions other than movement and mental actions (such as perception/insight checks).
You must remain within your anchor’s range while manifested.
Curse Influence
Choose one Influence when you create your character. This choice cannot be changed.
Oppressive Presence
Creatures of your choice within 10 feet of you have disadvantage on their first saving throw against being frightened each turn.
Whispering Presence
As a bonus action, choose one creature within 30 feet. Until the end of your next turn, you can communicate telepathically with that creature, and it has disadvantage on its next Wisdom (Insight) check.
Corrupting Presence
Nonmagical objects you touch slowly decay. As an action, you can deal 1d6 necrotic damage to an object or structure you touch.
Obsessive Presence
When a creature you can see within 30 feet fails a Wisdom saving throw, you can use your reaction to impose disadvantage on its next attack roll or ability check.
Negative Resonance
You have resistance to necrotic damage.
If an effect would turn undead, you are instead stunned until the end of your next turn.
Sustained by Malice
You do not need to eat, drink, or breathe.
Languages
You can speak, read, and write Common and one other language of your choice.
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