# The Cursed
*[vessel](vessel.md): Sealed Spirit*
*Source: The Vessel p. 8*
> [!tldr] Class and Feature Progression
>
> <table class="class-progression">
> <thead>
> <tr><th colspan='3'></th></tr>
> <tr class="class-progression"><th class"level">Level</th><th class"pb">PB</th><th class"feature">Features</th></tr>
> </thead><tbody>
> <tr class="class-progression"><td class"level">1st</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">2nd</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">3rd</td><td class"pb">+2</td><td class"feature"><a href='#The Cursed (Level 3)' class='internal-link'>The Cursed</a></td></tr>
> <tr class="class-progression"><td class"level">4th</td><td class"pb">+2</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">5th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">6th</td><td class"pb">+3</td><td class"feature"><a href='#Hellfire (Level 6)' class='internal-link'>Hellfire</a></td></tr>
> <tr class="class-progression"><td class"level">7th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">8th</td><td class"pb">+3</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">9th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">10th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">11th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">12th</td><td class"pb">+4</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">13th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">14th</td><td class"pb">+5</td><td class"feature"><a href='#Dark Sacrifice (Level 14)' class='internal-link'>Dark Sacrifice</a></td></tr>
> <tr class="class-progression"><td class"level">15th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">16th</td><td class"pb">+5</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">17th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">18th</td><td class"pb">+6</td><td class"feature"><a href='#Lord of Darkness (Level 18)' class='internal-link'>Lord of Darkness</a></td></tr>
> <tr class="class-progression"><td class"level">19th</td><td class"pb">+6</td><td class"feature"></td></tr>
> <tr class="class-progression"><td class"level">20th</td><td class"pb">+6</td><td class"feature"></td></tr>
> </tbody></table>
^class-progression
## Class Features
### The Cursed (Level 3)
Condemned by the heavens for transgressions at the dawn of time, Cursed Spirits were once wielders of an overwhelming sinister power. Counted among these Spirits are the demons, devils, and all other nefarious spirits of the lower planes. To be considered one of the Cursed, the Spirit posed a direct threat to the order of the multiverse, and were sealed to prevent untold calamity.
### Malignant Aura (Level 3)
The aura of the Cursed Spirit sealed within your soul bleeds into your personality. You gain the [Striking Presence](/3-Content/Compendiums/optional-features/striking-presence-llvessel.md) Aspect. It does not count against your number of Unsealed Aspects and it cannot be replaced with another Aspect.
If you already have the Striking Presence Aspect, you gain another Unsealed Aspect of your choice.
### Cursed Magic (Level 3)
You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.
Your Iridescent Strikes can also deal fire damage on hit.
| Vessel Level | Spells |
|--------------|--------|
| 3rd | cause fear, [hellish rebuke](/3-Content/Compendiums/spells/hellish-rebuke-xphb.md) |
| 5th | flame whip, [scorching ray](/3-Content/Compendiums/spells/scorching-ray-xphb.md) |
| 9th | [fireball](/3-Content/Compendiums/spells/fireball-xphb.md), [vampiric touch](/3-Content/Compendiums/spells/vampiric-touch-xphb.md) |
| 13th | [dominate beast](/3-Content/Compendiums/spells/dominate-beast-xphb.md), [wall of fire](/3-Content/Compendiums/spells/wall-of-fire-xphb.md) |
| 17th | [flame strike](/3-Content/Compendiums/spells/flame-strike-xphb.md), [insect plague](/3-Content/Compendiums/spells/insect-plague-xphb.md) |
^vessel-level-spells
### Cursed Archon (Level 3)
You can take on a sinister form wreathed in the dark flame and shadow of your Cursed Spirit. When you transform into Archon Form, you use the Cursed Archon stat block below:
> [!embed-monster]- Cursed Archon
> 
### Hellfire (Level 6)
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 cannot regain hit points until the start of your next turn.
### Dark Sacrifice (Level 14)
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 regain one of your Vessel Magic slots. This reduction cannot be lessened in any way.
At the end of your next long rest any reduction to your hit point maximum from this feature returns to normal.
### Lord of Darkness (Level 18)
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](/3-Content/Rules/conditions.md#Charmed), [frightened](/3-Content/Rules/conditions.md#Frightened), and [poisoned](/3-Content/Rules/conditions.md#Poisoned) conditions, and to both poison and fire damage.
- When you take the Attack action on your turn you can make one bonus Iridescent Strike as part of your action.
- Once per turn when you deal fire damage to a creature with an Iridescent Strike you can cause it to be frightened of you until the beginning of your next turn.