Base Class: Sorcerer
The Curse Eater is a sorcerer with the grim power to consume curses and dark magic, gaining strength from the very forces that break others. Whether born from a cursed bloodline, a pact with dark entities, or another sinister source, a Curse Eater’s ability to manipulate hexes and magical effects is their defining trait. By devouring curses, they can transform the malevolent energy into sorcery points or unleash powerful abilities. However, this power comes with a price—the Curse Burden, a series of afflictions that take hold as the sorcerer digests the curses they consume.
At higher levels, they learn to wield these dark powers for magical resilience and strength, re-rolling saving throws, reflecting spells, or resisting damage. Eventually, their mastery over curses grants them the ultimate defiance against death itself. When slain, they can use the very magic that cursed them to rise again, restored and strengthened, with their enemies facing a terrifying force powered by the darkest magics.
Hexen’s Mark
You are marked by the arcane forces tied to curses and hexes, represented by a mystical brand on your body. This gives you the following benefits: You gain the ability to consume curses and magical effects, including pacts, oaths, and binding magical contracts, similar to Remove Curse or Dispel Magic. By devouring these magical effects, you gain Curse Points, though they take time to digest. You also begin to suffer from the Curse Burden when digesting curses.
Devour Curse (Action)
As an action, you can touch a creature, object, or area affected by a curse, magical effect, or binding magical contract. This ability works similarly to Remove Curse or Dispel Magic, and you cannot devour curses you have cast yourself.
If used on an unwilling creature to remove a magical buff or positive magical effect (such as Bless or Haste), the target must succeed on a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the magical effect is consumed, and you gain Curse Points based on the spell level of the effect removed. On a successful save, the magical effect remains, and no Curse Points are gained.
- Note: The saving throw only applies to positive magical effects or buffs. Curses or harmful magical effects do not grant a saving throw unless specified by the spell or effect.
Curse Points
After successfully devouring a curse or magical effect, you gain Curse Points equal to the spell level of the effect (e.g., a 3rd-level curse gives 3 Curse Points). If the effect does not have a spell level, the DM determines how many Curse Points it grants (typically 1–5 points based on the power of the effect).
Curse Burden
When you devour a curse, you must digest it over time. You experience negative effects known as the Curse Burden until the curse is fully digested. The digestion period is equal to a number of long rests equal to the spell level of the curse (or an equivalent determined by the DM). The more curses you are digesting, the stronger the Curse Burden becomes:
- 1 Curse: You suffer disadvantage on one ability check type (DM’s choice, related to the curse).
- 2 Curses: You suffer disadvantage on all ability checks and saving throws related to the curse's type (e.g., Wisdom saves against enchantments).
- 3+ Curses: You suffer disadvantage on all attack rolls until at least one curse is fully digested.
You can only digest a number of curses equal to your proficiency bonus at a time. Any attempt to devour additional curses while exceeding this limit will automatically fail.
Converting Curse Points to Sorcery Points
As a bonus action, you can convert Curse Points into Sorcery Points at a ratio of 2:1 (i.e., 2 Curse Points for 1 Sorcery Point). However, you can only convert a number of Curse Points equal to your proficiency bonus per long rest.
Converting Sorcery Points to Curse Points
Once per day, during a short rest, you can convert Sorcery Points into Curse Points at a ratio of 3:1 (i.e., 3 Sorcery Points for 1 Curse Point). You are limited to converting up to 3 Curse Points per long rest using this feature.
Curse Eater Spells
When you reach a Sorcerer level specified in the Curse Eater Spells table, you thereafter always have the listed spells prepared.
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Spell Level |
Spells |
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2nd |
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3rd |
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4th |
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5th |
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6th |
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7th |
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8th |
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9th |
Curse Eater Expanded Spell List (Homebrew)
As a Curse Eater, you gain access to a unique selection of homebrew spells. These spells are specially tailored to enhance your control over curses and dark magic. When you gain a Sorcerer level that grants you access to new spells, you may select from the following Curse Eater Expanded Spell List in addition to those available to all Sorcerers.
| Spell Level | Spells |
|---|---|
| 3rd Level | Chains of Despair, Create Cursed Doll, Curse Convergence |
| 4th Level | Return Curse |
| 5th Level | Maledictum |
| 6th Level | Curse Vessel |
| 7th Level | Cursed Legacy |
| 8th Level | Sabbath of Blighted Harvest |
| 9th Level | Soul Harvest |
Witch’s Boon
your dark powers allow you to channel Curse Points into potent magical effects. You can spend Curse Points to activate the following abilities:
- Curse of Breathless Endurance: For 1 Curse Point, you can survive without air, food, or water for 24 hours. This reflects the endurance witches were said to possess during trials.
- Resist the Hex: For 2 Curse Points, you can reroll any saving throw against a magical effect that does not deal damage. You must use the new result.
- Eyes of the Hex: For 3 Curse Points, you can cast Detect Magic or See Invisibility without using a spell slot.
- Hex-Touched Defiance: For 4 Curse Points, you can use your reaction to gain resistance to one type of damage (except force or psychic) until the end of your next turn.
- Extend Curse: For 5 Curse Points, when you cast a curse spell (such as Hex, Bestow Curse, or a custom curse spell), you can extend its duration without increasing its power. For each 5 additional Curse Points spent, you can treat the spell as if it were cast at a higher level for the purpose of increasing its duration (e.g., extending the duration to 8 hours, 24 hours, or even until dispelled, depending on the spell). This effect does not increase the strength of the spell or unlock any new effects tied to higher-level casting.
- Magic Reflection: For 10 Curse Points, when you are targeted by a spell of 5th level or lower, you can use your reaction to reflect the spell back on the caster. The caster must succeed on a Wisdom saving throw against your spell save DC, or they are affected by the spell as if they had cast it on themselves.
Cursebound Rebirth
your connection to curses and dark magic allows you to cheat death in a terrifying way. If you die but your body is not completely destroyed (DM's discretion), you can spend 100 Curse Points to resurrect after 1 minute. This resurrection symbolizes the vengeance and curse-bound nature of your power, making it nearly impossible to end you permanently.
Upon resurrection, you regain all your hit points, including restoring any missing limbs or body parts, and all negative conditions or curses are removed. For the next 24 hours, you gain the following benefits:
- Resistance to all damage types.
- Your attacks and spells deal an additional 3d8 necrotic damage.
- You can cast Hex or Bestow Curse at 5th level without expending a spell slot or needing material components.
- You can use your Devour Curse ability as a bonus action, and during this period, you instantly digest any curses you consume, bypassing the normal digestion time.
After the 24-hour period ends, you immediately suffer two levels of exhaustion. You cannot use this feature again until 7 days have passed.
Active
Cursebound Rebirth is Active
Inactive
Cursebound Rebirth is not Active.
Master of Curses
your mastery over dark magic allows you to twist the forces of time, life, and fate. You gain access to the following abilities, which can be activated by spending Curse Points:
- Fateweaver's Gambit:For 15 Curse Points, you can manipulate fate itself. As a reaction, when you or a creature within 60 feet of you makes an attack roll, or saving throw, you can change the outcome:
- You can turn a failed attack roll into a success.
- You can force an opponent to fail an attack roll or saving throw (no saving throw required) against your spells or abilities.
You must use this ability before the DM declares the outcome. The target must use the new result, whether it is a success or failure.
- Soul Siphon:For 20 Curse Points, you can drain the life force of a creature to restore your own vitality. As an action, you can target a creature you can see within 60 feet. The target must succeed on a Constitution saving throw against your sorcerer spell save DC or take 6d10 necrotic damage. You regain hit points equal to the necrotic damage dealt. On a successful save, the target takes half damage, and you regain half the hit points.
- Curse of Timeless Flesh: For 30 Curse Points, you can halt the aging process for yourself or another creature. This effect extends the creature’s lifespan by 10 years, during which time the target does not physically age and is immune to magical aging effects. Once this period ends, the target resumes aging as normal. This effect is stackable, meaning you can apply it multiple times to extend the creature’s lifespan further.
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