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Accursed Witch

While the secrets of curses are known to many witches, there are some who are more intimately familiar with these harmful spells than others. Accursed witches bear a curse of their own, a price they must pay for their magical gifts, but they also excel at inflicting curses upon others, including sharing the curse that they themselves suffer from. Your patron is generally a bitter creature – it could be a trapped celestial spitting curses at heaven for being abandoned or forgotten, an angry fiend frustrated at a lack of promotion or a god of death or insanity who resents their portfolio (like Hades in Greek Pantheon). The class is also restricted to female characters only.

Expanded Spell List

The Accursed Witch gains an expanded spell list adding bane, bestow curse and all the spells listed in this supplement to your spell list.

Witch’s Curse

1st-level Accursed Witch feature

Accursed witches are cursed, but these curses come with benefits as well as hindrances. At 1st level, the accursed witch must select a single curse. You may work with your GM to come up with a curse using the ones listed on the Witch’s Curse table as an examples.

Inflict Curse

6th-level Accursed Witch feature

You may impose your curse on others. As an action, you can force a single creature within 30 feet of you to succeed on a Wisdom saving throw or suffer the negative effects of your curse for 8 hours (at 12th level this becomes 8 days and at 20th level it becomes permanent).

If the target rolls a 1 on their saving throw the curse is permanent even when the witch is not level 20.

The target may repeat the saving throw at the end of the duration but on a fail, it remains cursed for another 8 hours (or days as appropriate). A remove curse spell can remove this curse but only if the spellcaster casting the spell is equal to or higher level than the accursed witch who inflicted the curse.

You may use this ability once per day.

Poetria of Curses

10th-level Accursed Witch feature

You gain mastery over curses. You must choose one of the benefits listed below. Once the choice is made, it cannot later be changed.

  • Lingering Curse. The duration of any spells with the curse descriptor that you cast are doubled. Additionally, the curse is treated as 1 spell level higher for the purposes of the remove curse spell.
  • Potent Curse. You treat all your curse descriptor spells as if they were cast two spell levels higher than they actually are.
  • Reaching Curse. You can cast any spell with the curse descriptor as though its range was 30 feet.

Cursed Malleability

14th-level Accursed Witch feature

You may select an ability from any other Warlock archetype of 14th level or lower. It becomes your 14th level Accursed Witch feature.

Witch’s Curse Table

All warlocks have curious connections to mysterious pacts and powers from beyond, but for an accursed witch this manifests in different ways depending on the type of accursed connection that grants them their power.

  • Aboleth. Your mind is marked by aboleth tampering, either as a result of a close encounter with one of these creatures while you were a child, or even through an ancestor, close family member, or one of your sisters or brothers in faith—this associate’s interaction with the aboleths may be all that it takes to infect you. You take a –2 penalty on saving throws against being charmed effects and add charm person and hypnotism to your list of 1st-level spells known.
  • Accursed. You are cursed with misfortune and sorrow, and you cannot gain benefit from any non-healing divine spells (cleric, druid and paladin). However, you have advantage on all saving throws against curse effects.
  • Blackened. Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You have disadvantage on weapon attack rolls, but you add burning hands to your list of spells known.
  • Clouded Vision. Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
  • Consumed. Your connection to Abaddon and the daemons that call it home has left you diminished but still able to scorn many mortal frailties. Whenever you take damage you reduce the damage by 1 and you automatically stabilize when brought to 0 hit points. You also have advantage on saving throws against the poison condition and disease effects
  • Covetous. You find yourself drawn to the luster of wealthy living. You must wear fine non-magical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are poisoned whenever you do not meet this requirement; you are also poisoned for 24 hours after anything worth 25 gp × your character level or more is taken from you against your will. However, you may cast the identify spell without material components as a cantrip and can make a DC 15 Intelligence ability check to accurately appraise the value of an item after a minute of observation.
  • Deaf. You cannot hear and suffer all of the usual penalties for being deafened. You have advantage on Wisdom (Perception) checks that do not rely on hearing.
  • Deep One. The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
  • Demonic. Your heart is cursed with the pull of the Abyss. You are resistant to fire damage but vulnerable to radiant damage and you cannot summon good or lawful creatures. Good and lawful creatures instinctively distrust you and have disadvantage on all Charisma (Persuasion) checks against such creatures.
  • Elemental Imbalance. You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. If you select air, you gain vulnerability to acid, cannot benefit from any acid resistance or immunity, and cannot cast spells that do the acid damage. If you select earth, you gain vulnerability to lightning damage, cannot benefit from any lightning resistance or immunity, and cannot cast spells that do lightning damage. If you select fire, you gain vulnerability to cold damage, cannot benefit from any cold resistance or immunity, and cannot cast spells that do cold damage or are otherwise associated with water. If you select water, you gain vulnerability to fire damage, cannot benefit from any fire resistance or immunity, and cannot cast spells that do fire damage.
  • Ghoul. While your actual dietary needs don’t change, you crave the flesh of sentient creatures. You can only go without food for 4 hours before you begin to starve, and when you do starve, you gain a level of exhaustion every 4 hours thereafter if you fail a DC 15 Constitution check. If you feed on fresh, raw flesh (no older than 1 hour) from a creature of your own race, you gain a +1d4 bonus on all saving throws for 24 hours.
  • God-Meddled. The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll on the wild magic table. You have advantage on saving throws against all divine spells that allow saving throws.
  • Haunted. Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires an action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand to your list of spells known.
  • Hellbound. Infernal influence grants you profane insight and weighs on your soul. You cannot cast spells that do radiant damage or any spell that has a random effect, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take disadvantage on Charisma (Persuasion) skill checks against such creatures. You gain a +2 bonus on all Charisma (Deception) and Charisma (Intimidate) skill checks.
  • Lame. One of your legs is permanently wounded, reducing your base speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
  • Possessed. Another mind shares your body, interfering with your control, and it’s more difficult for you to concentrate as a result. You take a –1d4 penalty on all Constitution saving throws to maintain concentration, and concentrating to maintain a spell duration provokes attacks of opportunity. Whenever a foe attempts to use an effect to possess or dominate you and the effect allows a saving throw to negate, you roll with advantage.
  • Tongues. In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
  • Wasting. Your body is slowly rotting away. You take a –1d8 penalty on Charisma-based skill checks, except for Intimidate. You gain a +1d8 saving throw bonus against any disease.
Section 15: Copyright Notice

Horrific Curses (5E) © 2020, Legendary Games; Authors Jason Nelson, Jen Page, and Alex Riggs.