Cursed Spirit
Condemned by the heavens for transgressions at the dawn of time, Cursed Spirits were wielders of overwhelming sinister power. Counted among these Spirits are demons, devils, and other vile spirits of the lower planes. Cursed pose a threat to the multiverse, and are sealed to prevent untold calamity.
Goals:
Corruption: The Cursed spirit wants nothing more than to sow evil and break the will of the good
Malevolence: The Cursed spirit retains their fiendish nature, taking actions which cause suffering and pain to all around them
Chaos: The Cursed spirit attempts to break the existing order, or disrupt actions being taken
Cursed Archon
Medium Fiend (Shapechanger)
Armor Class Bonus +1
Speed 40 ft., climb 40 ft.
Damage Resistances fire, poison
Senses darkvision 120 ft.
Languages Infernal, and any languages you know
ACTIONS
- Frenzied Claws. The Archon makes an attack with its manifest weapon, (Empowered: it can choose enter a Frenzy which allows it to make a second manifest weapon attack, and lasts until the start of your next turn. For the duration, all attacks against the Archon have advantage.)
- Infernal Drain. when the Archon has dealt fire damage with its manifest weapon, its temporary hit points increase by CON. Your total temporary hit points cannot exceed twice your Vessel level.
- Abyssal Rend (After hitting with more than one Manifest Weapon attack on the archons turn you create a slash of abyssal energy that travels from the initial target. All creatures in a 15ft cone originating from you and the target must make a Dexterity saving throw vs taking the same damage the initial target did from the attack ( Empowered: The cone becomes 30ft)
Fight For Control
The Cursed attempts to take control at the start of each of your turns, forcing you to make a Wisdom saving throw. You make this save at disadvantage if you have hit no creatures on the turn before with an attack.
Devils Blood
Beginning at 1st level, when you are bound to this spirit you draw on it fiendish exile. Your spirit mantle damage reduction also includes fire and poison damage, and enemies within unleashed aura take an additional d4 fire damage whenever they take damage.
Your Manifest weapon takes the form of a pair of jagged claws around your hands. Which deal 1d4 fire damage, and have the light, finesse and flurry property.
Channel Divinity: Chaotic Curse
also at 3rd level, you gain an additional channel divinity option which you can use to greatly cripple your enemies. As an action, you touch a creature and imbue them with a chaotic curse, roll a d6 to determine the ability score affected (1:Str, 2:Dex, 3:Con, 4:Int, 5:Wis, 6:Cha). The creature has disadvantage on all ability checks and saving throws made with that ability score, they may make a saving throw vs your vessel DC of that ability score at the end of each of their turns. The effect ends when the creature succeeds the save or you curse another creature with this feature.
Hellfire
At 7th level, You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. Whenever you deal fire damage to a target, you ignore resistance to fire damage and treat immunity to fire as resistance.
Also, if you deal fire damage to a creature it gains the anti heal condition for the same amount until the start of your next turn.
Dark Sacrifice
At 13th level, You can sacrifice your vitality to your Spirit in return for its power. As a bonus action, you can reduce both your current and maximum hit points by 10 to convert the damage from your manifest weapon from d4s to d8s.
At the end of your next long rest any reduction to your hit point maximum from this feature returns to normal.
Additionally you gain the Light Weapon mastery "Swift Footed" when using your Manifest Weapons.
Lord of Darkness
Finally at 20th level, Your power allows your Spirit to walk in the material world once again. Your Archon Form gains the following benefits:
- You assume the true appearance of your Cursed Spirit.
- You are immune to the charmed, frightened, and poisoned conditions, and to both poison and fire damage.
- Once per turn when you deal fire damage to a creature with your manifest weapon you can cause it to be frightened of you until the beginning of your next turn.

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