Homebrew Cursebound Specter Species Details

A cursebound specter is a being that comes into un-life after a terrible curse affects them. In life, a creature interacted with a cursed object, had a dark spell cast on them, or was the victim of a cruel higher power. This interaction causes that life to become trapped in the material plane as a cursebound specter. This curse depends on the soul, and on the method in which they are bound to the world.

A cursebound specter is either bound to what curses them or floats free yet trapped in mortal realms. These curses can't be removed by typical means. The three Personal Bindings are described below.

Cursed Armor

If armor binds the specter, their soul has been trapped and cursed within a suit of armor they wore at their moment of death. The specter can treat this cursed armor as part of themselves, though they cannot stray far from it if they leave it using their ethereal form. Any damage or effect that impacts the armor is felt by the bound soul as well. Many mistake such beings for animated armor or even a helmed horror—but they would be wrong. The armor may be damaged, repaired, or even upgraded like any other set of armor, yet it remains the specter’s anchor to the material world. Should the powerful curse binding it ever be lifted, the specter’s soul is finally released to pass on to the next life.

Cursed Item

Items can hold powerful magics, both known and unknown. When a cursebound specter is bound through a strange magical object or powerful artifact, that item becomes the anchor that tethers their soul to the world. The specter treats the object as their personal binding, unable to stray far from it without their form weakening or fading.

Such objects often carry a purpose—sometimes intentionally crafted to trap a soul, as is the case with the specter now bound to it. The origin and nature of the item can vary greatly and may be determined by the player or the DM. It might be an occult effigy, a magical blade, a cursed heirloom, or even something as unassuming as a simple stone from the roadside. Whatever its form, the item holds the specter in the Material Plane. Until the object is destroyed or the curse binding it is lifted, the specter remains tethered to it, unable to pass on to the next life.

Cursed by Magic

Some cursebound specters are not bound to an object, but to the lingering power of a spell or dark ritual. Powerful magic prevented their soul from passing on, leaving them cursed to wander the Material Plane as a restless spirit. Because their curse is magical rather than physical, ritualbound specters have the greatest freedom of movement among their kind.

Traces of the ritual’s power often linger around them as faint runes, ghostly sigils, or subtle distortions in the air. Though they can move freely, the magic that binds them is never truly gone, often carrying hidden conditions or lingering effects tied to the ritual itself.

The nature of the ritual can be determined by the player or DM—it may have been a failed resurrection, a necromantic binding, or part of a forbidden ceremony. Until the ritual’s magic is undone, the specter remains trapped between life and death.

Cursebound Specter Traits

Creature Type: Humanoid
Size: Small or Medium (same height as you were in life), chosen when you select this species
Speed: 30 feet walking, 15 feet flying

As a Cursebound Specter, you have the following special traits.

Speed (Incorporeal)

You have a Speed of 30 ft. You can fly 15ft. Your flight speed ignores difficult terrain and can pass through other creatures. You can't end your turn inside of another creature.

Grave-Touched Vision

Your sight is attuned to the dim boundary between life and death. You can see normally in dim light, and dim light does not impose disadvantage on your Wisdom (Perception) checks.

Personal Binding

 You are the victim of a terrible curse that traps you between life and death, but that also grants you unique supernatural abilities. Choose a Personal Binding from the Personal Bindings options below. You gain the benefits of that binding.

If the choice grants you access to a spell, you always have that spell prepared.

Armorbound:

Your cursed armor is permanently affixed to you, bound to your soul and fused with your spectral form. It cannot be willingly removed and serves as the vessel that anchors you to the Material Plane. While bound in this way, you always benefit from any enchantments present on the armor.

Despite this bond, your spirit may briefly leave the armor behind. Using your flying speed, you can drift from the armor in your ethereal form, though you cannot move more than 30 feet away from it. For every 10 feet you travel beyond this distance, you gain 1 level of exhaustion as the tether between your soul and the armor strains. If this effect causes you to reach 5 levels of exhaustion, your spirit is violently pulled back into the armor. When this occurs, you become incapacitated for 1 minute, and any exhaustion gained from exceeding the tether is removed.

The armor is considered part of your body. Whenever the armor is damaged or affected by a spell or ability, it is treated as though you are the one being affected. For the purposes of spells and other effects, your armor counts as your body. If you and your armor are separated, any effect that would impact both of you instead affects only you.

  • You know the Thaumaturgy cantrip. When you use it, the effects often manifest in ghostly ways (whispers, cold breezes, flickering lights).
  • You are Immune to poison damage.
  • You gain proficiency with Heavy Armor.

 

Itembound:

Your soul is cursed to a single object that serves as the vessel of your binding. This item—whether an occult effigy, enchanted weapon, heirloom trinket, or otherwise mundane object—anchors your spirit to the Material Plane. You always know the direction and distance to this item while it remains on the same plane of existence.

Though you are not physically contained within the item, you cannot stray far from it without consequence. You may move freely within 60 feet of your bound item. For every 10 feet you travel beyond this distance, you gain 1 level of exhaustion as the tether between your spirit and the object weakens. If this effect causes you to reach 5 levels of exhaustion, your soul is violently drawn back to the item. When this occurs, you appear in an unoccupied space within 5 feet of it, become incapacitated for 1 minute, and any exhaustion gained from exceeding the tether is removed.

The bound item is treated as part of your spiritual form. If the item is damaged or subjected to magical effects, those effects are considered to affect you as well. For the purposes of spells and abilities, the item counts as your body. If you and the item are separated, any effect that would impact both of you instead affects only you.

  • You know the Mage Hand cantrip. The spectral hand created by this spell is faintly ghostlike and can originate from the space of your bound item if it is within range.
  • You are able to use a bonus action to teleport directly into the space of your bound item.

 

Ritualbound:

Your soul is bound to the Material Plane by a necromantic ritual rather than a physical object. The magic of this ritual is anchored directly to your spirit, allowing you far greater freedom than other cursed specters. You are not tethered to an item or vessel, and your body itself serves as the focus of the magic that sustains you.

Because this binding is magical in nature, you are especially sensitive to effects that disrupt necromancy. If you are targeted by a spell or effect that would end a curse or dispel magical effects, you must succeed on a Constitution saving throw against the caster’s spell save DC or become incapacitated until the end of your next turn as the ritual sustaining you momentarily destabilizes.

For the purposes of spells and magical effects, you are considered the ritual's anchor, and effects that would target or interact with the magic binding you instead affect you directly.

  • You have resistance to necrotic damage.
  • You can cast Speak with Dead once per long rest without expending a spell slot.

 

Half Dead

Your spectral form is sustained by powerful magic rather than living flesh. You are immune to disease, and you have resistance to poison damage and advantage on saving throws against the poisoned condition. You count as a humanoid and an undead for the purposes of spells and effects.

Death is not the end for you. When you die, unless the curse has been safely removed, you revive near your item, in your armor, or somewhere nearby (depending on your personal binding) with 1 hp after 7 days have passed. You can be revived early using normal resurrection magic but can only ever return as your half dead and cursed form.

Attempts to revive a cursebound specter or destroy their personal binding can have drastic side effects. The complete destruction of your cursed item or armor for example, could lead to the total annihilation of the soul with it, therefore making it not so simple as breaking the personal binding and passing on peacefully. The safe way to end this unique curse likely is decided by the DM.

Ghostlight

A faint spectral glow follows your presence. Once per short rest, as a magic action, you can create or dismiss a pale floating light within 10 feet of you. The light sheds dim light in a 20-foot radius and moves with you. Only you and other ethereal or undead creatures can see this light when outside of its radius. This light is not visible to creatures that are outside the 20-foot radius. This light suppresses sound. Allies within the light have advantage on Dexterity (Stealth) checks to move silently.

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