

Table of Contents
Level 1
Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you gain a level in Accursed, you can replace your chosen weapons with different weapons.
Cursed Rites
You have unlocked power through methods many would deem reprehensible. Through science and magic, you've learned the unholy Cursed Rites used by the dark creatures you hunt, and use them as a weapon against them.
Vital Sacrifice. Some Cursed Rites allow you to sacrifice your own life to fuel sinister effects. When you make a Vital Sacrifice, reduce both your maximum and current hit points by your Rite Die. This cannot be lessened in any way. At the end of each long rest, these reductions to your maximum hit points end. If you have temporary hit points, you can reduce these in place of your current hit points. But you must always reduce your maximum hit points when you make a Vital Sacrifice.
Cursed Rites Known. You know two Cursed Rites of your choice from the Cursed Rites list. When you reach certain Accursed levels, you learn additional Cursed Rites, as shown in the Rites Known column of the Accursed table. You can invoke each Cursed Rite you know once between each short or long rest at no cost. After that, you must make a Vital Sacrifice to use that Rite again. Whenever you gain an Accursed level, you can replace a single Cursed Rite you know with another of your choice.
Rite Die. Many Cursed Rites and class features use your Rite Die, which begins as a d4. At certain levels, the size of this Die grows, as shown in the Rite Die column of the Accursed table. When you use a Rite Die, always roll it and use the result.
Saving Throws. If a Cursed Rite requires a creature to make a saving throw to resist its effects, your Rite save DC is calculated as follows: 8 + your Proficiency Bonus + your Intelligence modifier.

Level 2
Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Occult Magic. You learn two Warlock cantrips of your choice. When you gain a level in Accursed, you can replace one of your chosen cantrips with another of your choice. In place of learning a cantrip, you can learn to cast Eldritch Blast. Intelligence is your spellcasting modifier for either choices.
Unholy Offering
You gain a charge to infuse your weapons with your dark magiks. As a bonus action, expend the charge and choose acid, cold, fire, lightning, or poison damage. For 1 hour, that weapon is enchanted with sinister energies. For the duration, you can use your Intelligence modifier for its attack and damage rolls, and whenever you deal damage with it, it deals bonus damage of the type you chose equal to your Rite Die.
You regain your Unholy Offering charge on finishing a Short Rest, or by making a Vital Sacrifice to regain it.
When you reach Accursed level 11, you gain necrotic, psychic or thunder as additional damage type options for your Unholy Offering.

Level 3
Accursed Subclass
You gain an Accursed subclass of your choice. For the rest of your career, you gain each of your subclass’s features that are of your Accursed level or lower.

Level 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Accursed levels 6, 8, 12, and 16.

Level 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Psychometry
You gain the following features.
Identify. You can cast the Identify spell as a ritual without expending material components. When you do so you also learn if the object is cursed, and the nature of that curse. At Accursed level 9, you also learn to cast the Legend Lore spell in the same way.
Occult Knowledge. You use the power of your curses to enhance your senses or delve into their knowledge. As an action, choose a skill from: Insight, Perception, Stealth or Survival. For 1 minute, you use Intelligence as the ability for any checks involving the chosen skill. Once you use this feature, you can't use it again until you finish a Long Rest.

Level 7
Crimson Brand
You can sear your foes with blood magic. When you damage a creature with an Unholy Offering weapon, you can place a Crimson Brand upon it. Your Crimson Brand lasts until the creature dies or you Brand another creature. It can also be removed by anti-magic or anti-curse magic, such as spells like Dispel Magic or Remove Curse, or immunity to magic. While your Crimson Brand lasts, you gain the following benefits against that creature:
You always know its exact direction, so long as you both are on the same plane of existence and your skill checks to track it or to learn about it have advantage.
Your weapon attacks against it deal additional weapon damage equal to your Rite Die.
When it dies within 18 meters of you, you regain maximum hit points equal to two rolls of your Rite Die, and heal for the same amount.
Once you place this Brand on a creature, you must finish a short or long rest before you can use it again.

Level 10
Dark Augmentation
You can use Blood Magic to further increase the limits to which you can be pushed. Your speed increases by 3 meters, you are immune to being Charmed or Frightened, and you add one roll of your Rite Die to all your Strength, Dexterity and Constitution saving throws.

Level 11
Vital Control
You have gained a greater measure of control over your blood magic. Whenever you make a Vital Sacrifice, you can roll your Rite Die twice and choose which result to use.

Level 14
Hardened Soul
Your experiences have hardened your mind against all but the most potent assaults. You add one roll of your Rite Die to all Intelligence, Wisdom and Charisma saving throws.

Level 17
Cursed Brand
Your Cursed Rites and Crimson Brand work as one. When you target a creature branded by your Crimson Brand with a Cursed Rite, you can amplify it without having to use a Vital Sacrifice.

Level 19
Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.

Level 20
Sanguine Mastery
You have reached the peak of mastery over Blood Magic. Whenever you make a Vital Sacrifice, you take no damage and do not reduce your maximum health.
