Treasure Cursed
Some treasures are better left alone. The Treasure Cursed have taken cursed gold and cannot rest until every piece of the treasure they took is returned and the blood debt is repaid. They take on a half life where the moon reveals them for what they are, Undead. They forever hunger and thirst as they seek to return the treasure they wrongfully pilfered.
| Hunger Level | Physical Effect | Mental Effect |
|---|---|---|
| 1 | Pain Nullification, you are Resistant to non magical Bludgeoning, Piercing, and Slashing damage. | Irritable, You have a 1D6 penalty to Persuasion checks. |
| 2 | Heightened Senses, you have advantage on Perception based checks that involve smell. | Difficulty Concentrating, you cannot focus on the same task for more than five minutes. |
| 3 | Pain, you take 2D10 Necrotic damage as your stomach convulses. | Aggression, you have advantage on Intimidation checks. |
| 4 | Strength, you have +3 to all STR based D20 tests. | Headache, you take 1D4 Psychic damage every hour until you finish a long rest. This damage cannot reduce your hit points to below one. |
| 5 | Cramps, phantom cramps rack you, your movement speed is halved. | Shakiness, you have disadvantage on all DEX based checks and saving throws. |
| 6 | Vicious, your attacks are empowered, your critical hit range is increased by two (18-20) and you deal an additional seven damage on a critical hit. | Confusion, you are under the effects of the spell Confusion until you finish a long rest. |
| 7 | Extreme Bloodlust, when you reduce a creature to zero hit points you can move up to your movement speed and can make an additional attack this turn. | Exhausted, you gain one level of Exhaustion. |
Subclass Features
The Curse of Greed
Having taken one of the many cursed treasures of the world, you are cursed until they are returned and the blood debt is repaid. You are Undead, you are Immune to Poison damage and the Poisoned condition and do not require air, sleep, food, or drink and cannot taste food or drink. In moonlight you appear as a Skeleton.
The Curse leaves you mad from thirst, starvation, and insatiable lusts. You gain one level of Long Term Madness and one level of Indefinite Madness (Roll on the Madness tables).
Hunger Levels
Your Curse leaves you hungry, hungry for food, drink, pleasure, and battle. You start each day with one Hunger Level and your Hunger Level resets each night. Each time you attempt to eat, drink, become physically intimate, or reduce a creature to zero hit points your Hunger Level increases by one.
Hunger Level Table
Undead Familiar
Your familiar is affected by the curse as well. When you cast Find Familiar using your feature you summon one of the following options: Crawling Claw, Skeleton, Zombie
Treasure Sense
The Curse affects your perception and senses. If your treasure is in contact with seawater you know its location as long as you are on the same plane of existence.
Undead Fortitude
The Curse strengthens your body. When you would be reduced to zero hit points you can make a CON saving throw DC 5 + the damage taken and on a success you remain at one hit point. Each turn you are not dealt Radiant, Fire, or Acid damage you regain five hit points as long as you are at a minimum of one hit point.
Call the Black Pearl
Your Curse calls to the ethereal and the stranded ship the Black Pearl. As an action you summon The Black Pearl, its pitch black hull and sails serve as a symbol of release from this mortal coil. It remains for one hour or until you dismiss it as a free action, vanishing with a pop and leaving a damp spot of seawater. The Black Pearl hovers 30 ft above you or in an unoccupied space within 30 ft of you. The ship is ethereal and Immune to all damage and conditions and is large-gargantuan in size depending on the space available.
You can command the ship to aid you in a number of ways
Free action: The ship travels up to 60 ft in any direction and takes up position in front of a target in range providing Half Cover.
Bonus action: Fire the cannon, the main cannon fires with a range of 200/400 ft with a +12 to hit dealing 2D10 magical Bludgeoning damage.
Action (Recharge 5-6): Call the Crew, many of the lost members afflicted by the Curse. The ship summons a Skeletal Knight that acts after your turn in initiative and is friendly to you and your allies and disappears when it is reduced to zero hit points or the Black Pearl disappears.
Reaction: Call Jack, the mascot of the Black Pearl, an indestructible skeletal monkey harasses a target you choose within 10 ft of the Black Pearl, the target has a 1D10 penalty to their next saving throw or attack until the end of their next turn.
You can use this feature once per long rest.