Ezeru
Classe: Accursed (LVL20 | Class Features:
Immortality)
Jinx
Race: Yuan Ti
As an action, you can attempt to
Background: Farmer bestow a minor curse on a
creature you can see within 30
HP: 264
feet of you. That creature must
AC: 21
succeed on a Wisdom saving throw
Attributes: or become subject to your choice
of one of the following jinxes until
FOR: +5 (20) the end of your next turn:
DEX: +3 (16)
CON: +4 (19) » The target has disadvantage on
INT: 0 (10) the next ability check it makes.
WIS: +5 (20)
» The target has disadvantage on
CHAR: +5 (20)
the next attack roll it makes
Proficiencies: against a creature of your choice
that you can see.
WISDOM, CHARISMA
If a creature can see you when you
Intimidation, Deception, Animal use this feature, it knows that you
Handling, Nature, Religion are the source of the jinx. Until the
Capenter’s and Blacksmith’sTools target makes the type of roll
associated with the jinx, you can
All weapons use your action on subsequent
turns to maintain the effect,
All armor
extending the jinx’s duration until
Mochila: the end of your next turn.
However, the jinx ends once the
Explorer’s pack, Spear, Greatclub target makes the associated type
Amulet of Health, Hand of Vecna, of roll, if you are more than 90 feet
Ring of Amity from the target, or if any of the
dispel magic, greater restoration,
Greatsword+3 | Com skin de or remove curse spells is cast on
longsword ( +14 |2d6+2d8+13), the target.
Plate Armor +3
Ailment Control
GP: 50
tarting at 2nd level, you can also
Feats: use your spell slots to exert control
Tough over your curse’s ailments, either
afflicting another creature with one
Weapon Master (Greatsword | of your ailments or suppressing
Graze) your ailments’ effects on yourself.
The duration of the effect depends
Boon of Fortitude
on the level of the spell slot
expended to use it: 1 minute for a
1st-level spell slot, 10 minutes for
a 2nd-level, 1 hour for a 3rd-level, you, put you to sleep, or transform
8 hours for a 4th-level, or 24 hours you against your will.
for a spell slot of 5th-level or
Once you reach 20th level in this
higher.
class, a magical effect other than
Afflict. As an action, you can your curse can’t impose
expend a spell slot to attempt to disadvantage on any roll you
afflict a creature within 30 feet make.
that you can see with your choice
Malediction Versatility
of one of your curse’s ailments.
The creature must succeed on a Starting at 4th level, whenever
Wisdom saving throw or suffer the you reach a level in this class that
chosen ailment for the duration. At grants the Ability Score
the end of each of an afflicted Improvement feature, you can
creature’s turns, it can repeat the replace one of your
saving throw, ending its affliction metamorphoses with a different
on a successful save. A dispel metamorphosis for which you
magic, greater restoration, or qualify.
remove curse spell cast on the
target also ends its affliction. If you’re 12th level or higher and
replacing a metamorphosis causes
Suppress. As a bonus action, you you to no longer meet another
can expend a spell slot and choose metamorphosis’ prerequisites, you
any number of your curse’s must replace that metamorphosis
ailments. You ignore the effects of as well. For example, if you choose
the chosen ailments for the to replace your Arcane Anathema
duration metamorphosis with Enshrouding
Imprecation, you must also replace
Jealous Blight
the Capacious Anathema
At 3rd level, your curse begins metamorphosis if you have it
possessively guarding you from because you would no longer meet
others of its ilk, refusing to share its prerequisites. Since you chose
its host. When you touch or attune Enshrouding Imprecation, you can
to a cursed object other than your replace Capacious Anathema with
curse, it doesn’t stop being cursed, any other metamorphosis that
but the object’s curse doesn’t doesn’t have a prerequisite, or
affect you. with the Muffling Imprecation or
Sleighting Imprecation
Once you reach 7th level in this
metamorphosis because you now
class, your curse protects you from
meet its prerequisites.
a wider range of effects. You are
immune to curse effects other You can’t use this feature to
than your curse, such as the hex choose a metamorphosis with an
and bestow curse spells, and your 18th level prerequisite, unless the
hit point maximum and ability metamorphosis you are replacing
scores can’t be reduced against has that prerequisite.
your will.
Malediction Metamorphoses
Once you reach 14th level in this
Hex Armor
class, a magical effect other than
your curse can’t age you, possess When you’re in danger, the
magicks of your curse manifest
around you like a suit of armor. Hex Aura
Your AC can’t be less than 13 +
Prerequisite: 10th level, Hex
your curse ability modifier,
Armor
regardless of what kind of armor
you’re wearing When a creature you can see
within 30 feet of you causes you to
Scourge Speech
take damage, you can use your
Whenever you speak, you can reaction to cast hex on that
imbue your voice with the power creature, without expending a
and vile nature of your curse, spell slot. When you cast the spell
causing it to boom up to three with this ability, it ends early if the
times as loud as normal. target drops to 0 hit point.
Additionally, whenever you make a
Hex Phalanx
Charisma (Intimidation) or
Charisma (Persuasion) check, you Prerequisite: 18th level, Hex
can gain a bonus to the check Aura or Hex Plate
equal to your curse ability modifier
(minimum +1). When you use Your curse recognizes your allies
either of these abilities, your voice and will protect them while they
gains an unsettling supernatural are alongside you. As long as one
quality. or more friendly creatures are
within 5 feet of you, each of those
creatures gains a bonus to its AC,
and you and each of those
Scourge Visage
creatures gains a bonus to any
Prerequisite: 10th Level, Strength or Dexterity saving throw
Scourge Speech it makes. The bonus is equal to
your curse ability modifier
As an action, you can cause the
(minimum +1). You and at least
magicks of your curse to manifest
one friendly creature within 5 feet
around you as a horrifying visage.
of you must be conscious to gain
The visage intangibly coats your
the bonus.
entire body and anything you’re
wearing or carrying, and can look Hex Shield
like a cloak, a suit of armor, or
Prerequisite: 18th level, Hex
another type of inanimate
Aura or Hex Plate
covering that obscures your
features. While you’re cloaked in You can concentrate your curse’s
the visage, ability checks made to magicks to deflect weapons and
ascertain your emotional state or magic. Whenever you take
whether you’re lying automatically damage, you can use your
fail, and whenever an enemy reaction to halve the amount of
within 5 feet of you that can see damage you take.
you makes a saving throw against
being frightened, it subtracts your Subclass
curse ability modifier (minimum 1)
Immortality Ailments
from the roll. The visage remains
until you become incapacitated or As a creature accursed with
you choose to dismiss it (no action endless life, you suffer the
required). following ailments:
» Whenever you get your hair cut, When you are revived by this
get a piercing or tattoo, or in any feature, you gain the benefits of
other way alter your body in a having taken a long rest, and
nonmagical way, your curse neutralize any poisons and cure
reverts the changes at the next any nonmagical diseases that
day’s dawn. were affecting you at the time of
your death. Your wounds close and
» Your curse actively resists magic
you regrow any lost limbs or other
of a similar restorative nature. You
body parts, resetting your body to
can’t regain hit points from spells
the way it was at the moment you
cast by other creatures, and when
gained your immortality. No matter
you die, you can’t be returned to
how many times you have endured
life by any means other than the
this process, it remains extremely
wish spell or your accursed class
traumatic. When you return to life
features.
with this feature, you suffer a −1
Ageless penalty to all attack rolls, ability
checks, and saving throws you
At 1st level, time seems to have make until you finish your next
ceased for your biological form. long rest.
You don’t age and are immune to
effects that would age you. You Once you reach 20th level in this
must still breathe, eat, drink, and class, you finally attain enough
sleep as is normal for a member of control over your curse that you
your race. Additionally, you have can break the endless cycle of
forgotten more in your years than revival. When you die, you can
most will ever learn, and can delve choose for this feature not to
into your memories to recall old function until you are otherwise
talents. You learn one cantrip of returned to life
your choice from the wizard spell
Wisdom of the Ages
list and one language of your
choice, and you gain proficiency By 3rd level, you have dabbled in
with one martial weapon of your nearly every trade, even if only for
choice, in a skill of your choice, the purpose of alleviating your
and with a tool of your choice. boredom. You can add half your
Whenever you finish a long rest, proficiency bonus, rounded down,
you can choose to replace the to any ability check you make
cantrip, language, weapon using a skill or tool that doesn’t
proficiency, skill proficiency, or already include your proficiency
tool proficiency learned from this bonus
feature with a different one of the
Adventuring Discipline
same type. Any cantrip you learn
from this feature uses your curse At 3rd level, the adventuring you
ability as its spellcasting ability for have done in pursuit of ending
as long as you know it. your curse forces you to focus your
training, mastering combat skills
Undying
that you may only have previously
Starting at 1st level, dying is dabbled in. Choose one of the
merely a painful inconvenience for following disciplines.
you. At dawn each day, if you are
Warrior. You gain proficiency with
dead, you magically return to life.
all martial weapons and with
heavy armor. As a bonus action, one final time. You gain a sixth
you can focus on a creature you malediction metamorphosis of
can see within 30 feet of you, your choice, given that you meet
aiming for a weakness in its its prerequisites.
defense. The next time you hit the
target with a weapon attack this
turn, it takes an extra 1d6 damage
from the attack. This damage
increases by 1d6 when you reach
certain levels in this class: 11th
level (2d6), and 17th level (3d6). Spells:
Disciplinary Adept
Bonus: +5
At 5th level, you recall skills of
DC: 19
ages past through contemporary
training, gaining an additional LVL 1 – 4/4
benefit depending on the discipline
Inflict Wounds, Drain, Terror
you chose as your Adventuring
infusion, Clumsiness infusion
Discipline.
Cure Wounds
Warrior. You can attack twice,
instead of once, whenever you LVL 2 – 3/3
take the Attack action on your
turn. Sorrow Infusion, Wave of Agony,
Darkness
Shared Immortality
Lesser restoration
Starting at 11th level, you can
temporarily share the restorative LVL 3 – 3/3
magic of your curse with another Bestow Curse, Remove Curse,
creature. When you finish a long Shadow Bow
rest, you can choose a willing
creature within 30 feet of you. Revivify
That creature gains the effects of
LVL 4 – 3/3
your Undying feature until it
returns to life or until you finish Curse Ward, Polymorph, Confusion
your next long rest.
Death Ward
Revert
LVL 5 – 2/2
At 15th level, you learn to tap into
your curse’s magic to revert Dispel Caster, Hold monster
damage you have sustained. As an Raise Dead
action, you can regain a number of
hit points equal to half your hit
point maximum. Once you use this
feature, you must finish a long rest
before you can use it again.
Ancient Malediction
By 20th level, you have lived so
long with your curse that it evolves