Somehow, along the lines you have become the host to one or more evil presences caged within you. This may either be due to wielding a cursed weapon, being hexed, or perhaps simply having a tainted spirit yourself. Regardless of how you became this way, you have slowly developed a craving for blood and violence. Will you follow the path of destruction? Or will you simply crumble from the curse brought upon you? Only your own strength and willpower can determine your fate.
Champion of Malice
When you reach 3rd Level, you harbor evil energy within yourself. This energy is represented by your Cursed Spirit dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they fuel various cursed powers you have, which are detailed below.
Some of your powers expend the Cursed Spirit die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Cursed Spirit dice when you finish a Long Rest. In addition, as a Bonus Action, you can regain one expended Cursed Spirit die, but you can't do so again until you finish a short or Long Rest.
When you reach certain levels in this class, the size of your Cursed Spirit dice increases: at 5th Level (d8), 11th level (d10), and 17th level (d12).
Saving Throws. Some of your cursed abilities require your target to make a saving throw to resist the curse’s Effects. The saving throw DC is calculated as follows:
Curse save DC = 8 + your Proficiency Bonus + your Intelligence modifier
The powers below use your Cursed Spirit dice:
Demon Strike. You can enhance your Weapons with demonic energy. Once on each of your turns, immediately after you hit a target within 30 feet of you with an Attack and deal damage to it with a weapon, you can expend one Cursed Spirit die, rolling it and dealing necrotic, psychic or radiant damage (your choice) to the target equal to the number rolled plus your Intelligence modifier.
Hellish Glare. By channeling your curse through your appearance, you can cripple a creature that can see you within 30 feet with fear. As a bonus action on your turn, you can force the target to make a Wisdom saving throw against your Curse save DC. If the save fails, the creature is frightened of you until the end of your next turn. Once you take this action, you can't do so again until you finish a short or Long Rest, unless you expend a Cursed Spirit die to take it again.
Arms of Asura
You begin to grow illusory cursed arms, allowing you to make additional attacks on your turn.
When you hit a creature with an Attack, you can expend one Cursed Spirit die to attempt to damage another creature with a mirrored version of the same Attack. Choose another creature within 5 feet of the original target and within 30 feet of you. If the original Attack roll would hit the second creature, it takes necrotic, psychic or radiant damage (your choice) equal to the number you roll on your Cursed Spirit die.
Evil's Embrace
Starting at 7th level, you gain new ways to utilize your cursed spirit:
Fallen Angel Wings. As a Bonus Action, you grow spiritual black wings. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a short or Long Rest, unless you expend a Cursed Spirit die to take it again.
Purgatory Strike. When you deal damage to a target with your Demon Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Shepard of Spirits
Beginning at 10th level, your ability to host and contain spirits has allowed your mind to grow stronger. You have Resistance to psychic damage. Moreover, if you start your turn Charmed or Frightened, you can expend a Cursed Spirit die and end every Effect on yourself subjecting you to those Conditions.
Silver Mist
Starting at 15th level, you can enhance yourself with an intense demonic aura which allows you to manifest spirital arms and weapons for a period of time. As a Bonus Action, you grow extra arms that give you advantage on one of your attacks made each turn and gain a bonus of +2 to Armor Class. This lasts for 1 minute or until you're Incapacitated.
Once you take this Bonus Action, you can't do so again until you finish a Long Rest, unless you expend 2 Cursed Spirit die to take it again.
Jest of the Dead
Beginning at 18th level, your Silver Mist feature is now enhanced even further. While using Silver Mist, you grow even more extra appendages and heads that give you these additional bonuses:
When you hit a creature with an Attack, you can use your Reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by several attacks at once.
Additionally, your extra heads give you advantage on saving throws against being blinded, deafened, stunned or knocked unconcious.
You can use your Demon Strike feature on any attack you make against a creature within 30 feet, instead of once per turn, by expending a Cursed Spirit die.