This is a full transformation and goes through the equivalent of 20 levels. All other character levels are lost upon becoming a Kosma cursed.
The Kosma Royals through delicate cloning still have ancient blood. Through some others it is passed down in trace amounts, so rarely this will create a Kosma cursed creature from birth.
The Kuva Cursed have aspects of many and tend to be more aware of the past through magical means and their blood. Their experiences hold a great weight in their life and judgements, making it hard for them to forget things.
These creatures are created by consuming or having a large amount of the ancient's blood within one's body. This can be from a wide variety of activities and is not always successful (for the transformation or if a PC performs this it will always succeed). These are known methods of creating a cursed individual:
Consuming more than one eats in a day of ancient blood
Bathing in kosma nutrient oil for 2d12 + 24 hours.
Replacing one's own blood with kuva.
This transformation only fails in one circumstance and that is if one method is attempted with a recently harvested blood. An example is harvesting blood from a living ancient (or recently deceased) and consuming it right away. This will instead create a kosma lich. These liches are bound to the creature the blood is from to an extent and can not be completely killed without extreme means unless that creature is also killed. If said creature is already dead they are extremely compelled to revive it or try to.
This transformation levels like classes do and does not take level ranges like a typical transformation.
Upon taking this transformation you instantly become a level 4 character if you are not already level 4 or higher and gain the following features.
Hit Dice.
Hit Dice: 4d4
Hit Points after 1st level: 4d4 (or 8) + your constitution modifier per level
Proficiencies.
- Saving Throws: Constitution, Strength
- Skills: History expertise and Choose two proficiencies from Medicine, Arcana, Survival, Athletics, Insight, or Acrobatics. If you had other proficiencies before taking this transformation, they are retained.
Equipment. You start with the following equipment, in addition to the equipment granted by your background, if you took this transformation after level 1 you gain no equipment:
- *(a)* a simple weapon or *(b)* medical supplies
- *(a)* an explorer's pack or *(b)* a scholar's pack
- *(a)* bandages and medical supplies
The Proficiency Bonus of this class follows. +1 every four levels starting at +3.
Starting at the 1st level, you cast magic with the power and focus of your own body. Your own heart is your magic focus and blood is what you use. You cast with your Constitution modifier. When you are setting a DC as you use the bloodied save DC and while attacking with a spell you use the bloodied attack modifier. You are a 9th level spell caster and may use the spell points system.
Bloodied save DC = 8 + your proficiency bonus + your Constitution modifier
Bloodied attack modifier = your proficiency bonus + your Constitution modifier
As a blood caster you do not have spell slots but instead use your blood to cast. You take xd6 true damage for casting a spell. 'x' being the level of spell.
Blood Per Turn. Each turn within combat you may only force yourself to lose the amount hit points equal to your level + your constitution modifier, if this is exceeded your turn ends. This includes damage taken from casting spells.
Useful Blood. Your blood takes the place of all components and you are not required to use material components and somatic or verbal components.
At the 4th level or when you become cursed, You gain a cursed blood. Choose from the cursed blood choices. At every level you make a will save to control or lose to your curse. If you pass the save you stave off the effects of having your curse, but if you fail its power takes a toll on you. This blood choice also determines the damage type you deal when using cursed features (has no effect on spell damage type).
Mentions of 'feeling' or something similar in the following has no mechanical effect but is for role play purposes.
Choose one of the following:
Blood of Bloated Agony: Your blood is black and has the strength of 1d8 necrotic, upon using it any target will feel heavy. Failing your will save causes increased feelings some fatigue and lacking interest in things that do not gain you power.
Corrosive Blood: Your blood is acidic in nature. Your blood gains 1d8 acid damage and targets affected by it will feel that everything is painful. Failing your will save causes pain which can only be alleviated by harming others.
Blind Blood: Your blood is nigh transparent. The strength of it is 1d4 force and targets affected by it will feel hazy. Failing your will saving is causing you to lose your eyes and feeling that your perception is absolute. This causes -5 ft. to vision. You progressively ignore others insights more and more. You gain blindsight of 40 ft. The embodiment of your curse is feeling that nobody else has valuable insight and no longer being willing to see things other than how you see them.
Blood of the Feared: Your blood is light and full of greed. The strength of your blood is 1d8 piercing and those who are afflicted by it feel dread and sorrow greater. Failing your will save will cause you to create dread and pain in others.
Blood of the Abysswalker: Your blood is a deep purple like the shadows in the abyss. Your strength is 1d6 necrotic and making those affected feel sorrow and like they have lost things. Failing your will save causes you to grow in hate and want to attack before talking. You slowly grow absolute in your sorrow and only love the few close to you, wishing to destroy everything else.
Milen Blood: Your blood is very thick. Things summoned with your blood last twice as long and targets affected by it feel bloodlust for a very short period. Its strength is 1d6 bludgeoning. Failing your will save makes you more hungry for blood and eager to fight.
Blood of the Vessel: Your blood becomes a place for an ancient. It begins to live within you and the blood you took from it. Your blood strength is 1d8 slashing. You pain is that the spirit can talk to you and urge you to do things it would like. Failing the will save causes it to gain a stronger hold on you. After 5 fails it can begin to force you to do things or fail simple tasks. After 10 if can cause you to miss attacks and occasionally fail major actions. After 15 fails it takes control of you.
Starting at your 5th level, You can let your blood out quickly to gain strength in your magic and cast quickly with extreme focus. You may cause yourself to take 2d6 true damage and use a meta-magic.
When you reach the 6th level you may choose one of the subclasses.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You are one who inherits the infinity through the astral heart. Your sorcery curse comes from those who were lost in the nothingness of the astral realm and is pushed through your heart. Starting at the 4th level, you gain the following.
Infinite Reaction: You may sacrifice 1 hit dice to prevent a melee strike from hitting you as a reaction.
Infinite Return: After infinite reaction and the sacrifice of 1 more hit dice you may strike your attack with any bonus action spell or a melee strike.
Infinite Stances
Starting at 7th level, you can enter the following stances sacrifice a hit dice and the stance will last 1 minute or until a stance is changed.
Blue Stance: You can create negative spaces once per turn and cause one of the following:
Impose disadvantage on attacks crossing the negative space
Subject opponents to a dexterity save or be incapacitated by the space for 1 turn.
Create a create negative space somewhere within sight, for 1 HDS or greater. All creatures within 15 ft. will be subject to a str. saving throw, upon success nothing will happen but upon failure they are pulled to the center and take 2d10 bludgeoning damage. They will repeat the save until success and take the damage every failure.
Red Stance: You do not have to make additional sacrifices to use "infinite return". You have adv. on dex. saves.
Hollow Purple
At the 11th level, You can enter this stance and gain the following for 18 seconds for 2 HDS:
- Blast Strike: Subject opponents to a dex save and upon failure deal force dmg. equal to 2 HDS sacrifices + your wisdom (after level 15 the damage dice doubles), upon success the damage is halved. This strike is a 30 ft line.
- The Benefits of both red and blue.
Infinite Spacing
At the 15th level, you can three times per day create a pit below or at a target. It is your blood DC, upon failing they will fall in a take your blood strength 4 times and be stuck in until they pass the save.
Infinity Forced In
At the 18th level, when you touch an opponent you may make a creature subject to a curse sorcery saving throw of your DC. Upon their failure, they are incapacitated for one turn as you force infinity into their mind. You may make a HDS to damage them for 8d12 force damage by continuing to push infinity into them. This feature can only be used once per day.
When you take the bloodied mind subclass at the 4th level, You gain proficiency in wisdom saves and constitution when trying to maintain concentration. You can do so through the magic blood that seeps deep into your mind and spirit.
Blood Infusions
You can also extract the core of a target decreased creature using your blood and place it into another creature's mind. With this feature you can turn yourself or another creature into a transformation you know. You can also give 1 feature from a creature to another target creature. This act can only be done to a creature once *ever*.
Draw upon
Starting at the 7th level, you can use your blood and mind in unison to wield a weapon without holding it in your hand. While doing so part of the blade is covered reducing its possible damage. All weapons will only use d4s until level 14 when they can use d6 instead. Any effects of weapons will land with this feature. This can be used up to your constitution modifier up to 5 additional blades. You can attack with the blades simultaneously as a bonus action.
- To hit: proficiency + constitution
- Dmg @7-13: 1d4 + constitution per blade up to 5. (magical or weapon affects still apply)
- Dmg @14-20: 1d6 + constitution per blade up to 5. (magical or weapon affects still apply)
Heavy head
Starting at the 11th level, while spell slots remain you can not be broken from concentration unless made unconscious.
You may also 5 times/long rest add your constitution to any roll for 1 hit point.
Twisted Mind. Starting at the 15th level, you may twist the blood in your mind and reflect it in another's. Make a ranged spell attack at a single target with any number of blood you wish. When casting you will take damage equal to the blood used in psychic as your draw out mentally charged blood. If the attack hits your charged blood will flood their mind subjecting them to a constitution save. Upon failure they will take 1d4 + 1 psychic damage per hit point sacrificed, upon success half as much.
Skull cracking. Starting at the 18th level, you may use blood points up to your limit to cast a spell of the according level by splitting your mind and casting with spiritually and mentally charged blood. When doing so you will take damage equal to the blood points used x2 once in psychic damage, again in slashing, and then 1/2 points used in piecing.
Example level 1: 2 psychic damage, 2 slashing damage, and 1 piecing damage = 5 damage to call a level 1 spell.
Example level 7: 14 psychic damage, 14 slashing damage, 7 piecing damage = 35 damage to call a level 7.
You prefer to see combat up close and personal. As you pull your strength from your blood you usually wish to see it be spilled. When you choose this subclass at the 3rd level, you can proficiency in all martial weapons and gain an additional attunement slot.
Blood-Blade Pact: While attuned to a weapon (attuned weapons can be called pact weapons), you may treat the weapon attack rolls as 'reliable' and add your blood strength to the damage rolls. You can also use the mage hand of blood as a bonus action and move the weapon.
Bloodied Blade: Starting at the 7th level, you can embody your weapons with your cursed blood. In doing so you will add the effect of your cursed blood on every successful strike and double your blood strength.
You also learn the spell hunter's mark.
Practical Butcher: Starting at the 11th level, your may sacrifice hit points equal to a spell level to cast a spell while attacking with a pact weapon. You may sacrifice another 5 to add the expended blood points-4 as damage to the roll.
Pact force: Starting at the 15th level, You gain the ability to attack with the pact weapon as a bonus action and if attacking as a oppertunity attack treat the attack as a critical.
You also learn all smite spells.
Brute Blood: At the 18th level, You may sacrifice your max blood per turn x2 and make a melee strike with a pact weapon. When doing so your may treat the attack as a critical even if it misses and add the blood sacrificed that turn x3 as damage in the damage type of your blood strength. This feature can only be used once per long rest.
At the 7th level and higher, when defeating another cursed creature you are able to attempt a curse capture. This can only be attempted on creatures at a CR equal to half your level + your constitution modifier. Additionally, only a number of creatures equal to half your level rounded down can be in your blood prison (10 max).
To imprison a creature: Take 1d10 true damage as you pull your blood and shoot a cursed creature with a bolt (to hit + proficiency) dealing 7 (2d12). If this attack brings a creature to 1 or fewer hit points, it is subjected to a charisma saving throw against you blood DC. Upon failure you may bring its entirety inside your body.
To summon a creature from your blood prison: Take 1d4 true damage and open a stream of blood calling it out. When these creature return they have 1d4 hit points per your level and an AC of 6 + its dexterity modifier. On your turn, you may use an action to guide any summoned creatures though their turns.
You may only summon one creature at a time. Summoned creatures can not be recalled into the blood prison and will die after 1d4 minutes passing on as if you had never brought them into the blood prison.
At the 9th level, you no longer need to prepare spells and can learn any spells you take damage from.
At the 14th level, you may use your blood to create tools. They will dissipate after 1d4 minutes and you take 1d4 true damage every time you create tools.
Starting at the 16th level, you can exceed the normal amount of blood you can expend on a turn by double. This can be done a number of times per day equivalent to your proficiency modifier.
At the 13th level, you can use a blood feature without taking any damage from it by wielding another being's blood. When doing so the target creature will instead take the damage. This can not be done if a creature is not already hurt.
At the 16th level, you may use this feature 1 additional time.
At the 19th level, you may use this feature 2 additional times (3 max).
This feature can not be used with domains.
When using a domain you take 1d4 true damage per your level.
At the 14th level, you can use the spell circle of death with the damage of 10d8 in the damage type of your blood. While doing so choose visual effects of your domain using options from major illusion.
At the 20th level, use the spell circle of death with the damage of 20d8 in the damage type of your blood. While doing so you choose visual effects of your domain using options from major illusion. This also has a save of 2 higher than normal and if you sacrifice your maximum hit points you can force the move to strike.
While using the spell it will instead of targeting a pointed location it will at the 14th level be 50 ft. radius. At the 20th level it will be a 100 ft. radius.
Cantrips.
Mage / Blood Hand - Spare the dying
Thorn / Thorn whip - Shillelagh
Infestation - Acid splash w/ blood
Decompose - Blade / Blood ward
Mending - Resistance
Sapping Sting, True strike, Sword burst
Bloody Illusion: Functionally the same as minor illusion but you can only create flesh or things of the body
Shape water but it must have traits of your blood or blood curse. IF you use this at the 1st level you can give it those required traits.
Word of Radiance as Word of Sorrow "Utter a dreadful word and blood irradiates from you". Damage type is not radiant but the same that your blood strength is.
1st level spells.
Burning Thread: Sow together a weapon of your choice using blood and it will last until your next short rest.
detect magic | expeditors retreat |
false life | blood cloud / fog cloud |
sleep | caustic brew |
ray of sickness | magic missile |
bloody / grease | acid stream / blood stream|
2nd level spells.
Hate Needle: Sow together armor of blood and gain +2 AC for 5 minutes on 1 target creature.
Hush Blood: Encase a target with blood as a reaction and give them the following benefits: the ability to reroll a single stealth check and your constitution added to their stealth, if they pass the rerolled check they can take the boons of pass without trace for 1d4 hours or until you or the target dispels the blood.
Alter Self | Arcane Hacking |
Blur | Crown of Madness |
Enhance Ability | Enlarge / Reduce |
Web | Suggestion |
Hold Person
Protection from Poison
3rd level spells.
Clairvoyance | Counter-spell
Fear | Dispel magic |
Haste | Incite Greed |
Protection from Missiles and Energy | Slow |
Water Breathing | Vampiric Touch |
Life Transference | Intellect Fortress |
4th level spells.
Blight | Confusion |
Sickening Radiance | Crown of Madness |
Enhance Ability | Blood / Water Sphere |
Dominate Beast | Shadow of Moil |
Summon Blood / Water Elemental | Wall of Fire |
Fire / Blood Sphere | Locate Creature |
5th level spells.
Bigby's Hand | Cloudkill |
Dominate Person | Hold Person |
Skill Empowerment | Shutdown |
Telekenesis | Modify Memory |
Negative Energy Flood | Wall of Force |
Scrying | Planar Binding |
6th level spells.
Circle of Death | Soul Cage |
True Seeing | Otherworldly Guise |
Bones of the Earth | Disintegrate
Mental Prison | Arcane / Blood Gate |
Mass Suggestion | Scatter |
Bend Blood: https://www.dndbeyond.com/spells/279564-bend-blood
Blood Ritual: https://www.dndbeyond.com/spells/11302-iron-blood-ritual
7th level spells.
Finger of Death | Force Cage |
Power Word: Pain | Regenerate
Tether Essence
Ignite Blood: https://www.dndbeyond.com/spells/489459-ignite-blood
Ablative Blood: https://www.dndbeyond.com/spells/531842-ablative-blood
Blood Shade: https://www.dndbeyond.com/spells/218674-create-blood-shade
Blood Tentacles: https://www.dndbeyond.com/spells/218656-blood-tentacles
Blood Mist: https://www.dndbeyond.com/spells/272883-blood-mist
8th level spells.
Power Word Stun
Dominate Monster
Blazing Blood: https://www.dndbeyond.com/spells/28187-blazing-blood
Bloodlust: https://www.dndbeyond.com/spells/355071-bloodlust
9th level spells.
Imprisonment
Power Word Kill
Blade of Disaster
True Resurrections
Blood Contract: https://www.dndbeyond.com/spells/175644-blood-contract
Blood Bath: https://www.dndbeyond.com/spells/176858-blood-bath
Blood Shape: https://www.dndbeyond.com/spells/218688-bloodshape
Share My Pain. 9th level enchantment - Casting Time: 1 action - Range: touch - Components: M, S (a gemstone, and your own blood) - Duration: Instant.
Draw a large pool of your own blood deal 60 true damage to yourself and encase a target with your blood. They must make a dexterity saving throw to avoid the entrapment. If they fail they must make a constitution saving throw at disadvantage, upon failure they receive your curse blood pains at their full force and take 5d12 of your curse strength damage, upon success they take half as much and do not receive the curse. This curse can not be removed. This can only be used by the cursed hand.
Bloody Dream. 9th level conjuration. - Casting Time: 1 action - Range: 1000 ft. - Components: V, S, M (any other creatures blood) - Duration: Concentration, up to 1 minute.
You create a 20-foot-radius sphere of blood centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center and encase in blood, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center by a tendril of blood, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time takes 5d10 magical bludgeoning damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated expounding in blood, along with any nonmagical items it is wearing or carrying. The center point of blood increase in size for every 5 target it annihilators.
Class version 2.0
I aim to continue updating to the format and function of second edition.