Mummy’s Curse
Mummy’s Curse shapes a character's supernatural focus, training, and power set.
Power index
Mummy’s Curse Powers
42 powers, grouped by tier. The rules needed for quick reference are shown directly in each row.
Tier 0
2
Your wrapped hand carries tomb-dust and sacred rot. Make a melee power attack. On a hit, the target takes necrotic or poison damage, and small unattended objects you touch become dry, brittle, or dust-stained.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 1d8
- Type
- Necrotic / Poison
- Roll
- Attack

Your senses attune to burial spaces. For the duration, add 1d4 to History, Religion, Investigation, or Survival checks involving tombs, ruins, graves, burial rites, old curses, sealed rooms, or desecration.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 10 Minutes
- Effect
- 1d4
- Type
- Sense / Tomb
Tier 1
4
Mark one creature that has entered a protected space, touched a forbidden object, or attacked you. It makes a WIS save. On a failure, it takes necrotic damage the first time it willingly moves closer to a warded object, doorway, corpse, relic, or ally you name.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 2d6
- Type
- Necrotic / Curse
- Save
- WIS

Your body becomes dry, wrapped, preserved, and hard to corrupt. Gain temporary hit points and advantage on saves against poison, disease, rot, bleeding, suffocation, and exhaustion from thirst or heat.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Effect
- 1d10 + WIS
- Type
- Temp HP / Mummy
- Save
- CON

A burst of grave dust and dry grit lashes one creature. It makes a DEX save, taking bludgeoning or necrotic damage on a failure. On a failed save, it also has disadvantage on the next Perception check it makes before the end of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- Instant
- Effect
- 2d6
- Type
- Bludgeoning / Necrotic
- Save
- DEX

Fix one creature with the still gaze of a tomb guardian. It makes a WIS save. On a failure, it cannot willingly move closer to a protected object, doorway, corpse, relic, or creature you name until the start of your next turn.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Round
- Effect
- 30 ft.
- Type
- Fear / Ward
- Save
- WIS
Tier 2
4
When a creature you can see touches a forbidden object, crosses a marked threshold, or attacks a warded ally, pronounce a warning. It makes a WIS save or has disadvantage on the triggering roll and takes psychic damage.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 2d8
- Type
- Psychic / Curse
- Save
- WIS

Make a melee power attack. On a hit, the target takes necrotic damage and must make a CON save or be unable to regain hit points until the start of your next turn.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 3d8
- Type
- Necrotic / Rot
- Roll
- Attack
- Save
- CON

Touch a door, chest, coffin, window, gate, archway, or stone seam. For the duration, it resists forced entry; creatures attempting to open, break, or bypass it must beat your power save DC or take necrotic damage from the seal.
- Action
- Action
- Use
- At-Will
- Range
- Touch
- Duration
- 10 Minutes
- Effect
- 2d8
- Type
- Ward / Necrotic
- Save
- STR

Ancient wrappings, burial cords, dust, or spectral linen lash at one creature. It makes a STR save. On a failure, it is restrained until the end of its next turn. It may repeat the save as an action on later turns.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Minute
- Effect
- Restrained
- Type
- Binding / Mummy
- Save
- STR
Tier 3
4
Curse one unattended object, relic, coin, weapon, tool, corpse, or tomb good. The next creature other than you that carries it for more than 1 minute must make a WIS save or suffer disadvantage on its next saving throw before the duration ends.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 24 Hours
- Type
- Curse / Relic
- Save
- WIS

Exhale tomb dust and embalming grit. Creatures in the cone make CON saves, taking poison or necrotic damage on a failure or half on a success. A creature that fails cannot speak above a rasp until the start of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- Self (15 ft. cone)
- Duration
- Instant
- Effect
- 4d8
- Type
- Poison / Necrotic
- Save
- CON

Make a melee power attack. On a hit, the target takes necrotic damage and makes a CON save. On a failure, it is cursed with rot: it cannot regain hit points until the curse ends. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Minute
- Effect
- 4d8
- Type
- Necrotic / Curse
- Roll
- Attack
- Save
- CON

Choose a doorway, relic, corpse, ally, or marked point within 10 ft. Until the effect ends, you have advantage on opportunity attacks against creatures moving closer to it, and you reduce forced movement against yourself by 10 ft.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Type
- Defense / Guardian
- Roll
- Attack
Tier 4
4
Make a melee power attack. On a hit, the target takes necrotic damage and must make a CON save or have its speed reduced by 10 ft. and suffer disadvantage on STR checks until the end of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- Instant
- Effect
- 5d8
- Type
- Necrotic / Desiccation
- Roll
- Attack
- Save
- CON

When a creature you can see damages you, steals from you, breaks a ward, or harms a protected ally, pronounce judgment. It makes a WIS save, taking psychic or necrotic damage on a failure or half on a success.
- Action
- Reaction
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 5d8
- Type
- Psychic / Necrotic
- Save
- WIS

Mark a 15-ft. radius area as protected ground. Enemies entering or starting there make WIS saves or take radiant or necrotic damage and have disadvantage on checks to steal, desecrate, or damage protected objects in the area.
- Action
- Action
- Use
- At-Will
- Range
- 30 ft.
- Duration
- 1 Hour
- Effect
- 4d8
- Type
- Radiant / Necrotic
- Save
- WIS

Dissolve into dry wrappings, dust, scarabs, or grave sand and reappear in an unoccupied space you can see within range that is adjacent to a wall, floor, tomb object, corpse, ruin, or shadow. This movement does not provoke opportunity attacks.
- Action
- Bonus Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 60 ft.
- Type
- Movement / Tomb
Tier 5
4
Your body is preserved by ancient rite. You no longer suffer mundane disease, have resistance to poison damage, and advantage on saves against poison, rot, exhaustion from heat or thirst, paralysis from bodily failure, and effects that would decay your body.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Body / Mummy
- Save
- CON

Touch one corpse, relic, inscription, structure section, or burial object. For the duration, it cannot rot, be casually damaged, be animated against your will, or be magically identified by effects below Tier 5 unless the caster beats your power save DC.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 24 Hours
- Type
- Preservation / Ward

One creature that can see or hear you makes a WIS save. On a failure, it is cursed. While cursed, the first time each turn it attacks you, crosses a ward, or damages a protected object, it takes necrotic damage.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 1 Minute
- Effect
- 5d8
- Type
- Necrotic / Curse
- Save
- WIS

Choose a 20-ft. radius area. Doors, gates, loose stones, sarcophagi, debris, bindings, and spectral slabs slam shut. Creatures in the area make DEX saves or take bludgeoning damage and become restrained until the end of their next turn.
- Action
- Action
- Use
- At-Will
- Range
- 90 ft.
- Duration
- Instant
- Effect
- 6d8
- Type
- Bludgeoning / Tomb
- Save
- DEX
Tier 6
4
Reveal the royal terror of the sealed tomb. Hostile creatures of your choice in the emanation make WIS saves or become frightened. While frightened this way, a creature cannot willingly move closer to a protected object or ally you name.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- 1 Minute
- Effect
- 60 ft.
- Type
- Fear / Sovereign
- Save
- WIS

Choose a room, hall, crypt, shrine, or ruin section within range. For the duration, you know when creatures enter or leave it, and once per round you may cause dust, doors, wrappings, or loose stone inside it to impose disadvantage on one attack or ability check.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 120 ft.
- Type
- Tomb / Control

One living creature makes a CON save, taking necrotic damage on a failure or half on a success. On a failed save, it cannot regain hit points until the start of your next turn and has disadvantage on its next CON save before the end of its next turn.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- Instant
- Effect
- 8d8
- Type
- Necrotic / Plague
- Save
- CON

Your embalmed body hardens into a guardian shell. Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and advantage on checks or saves to avoid being moved, knocked prone, grappled, or restrained while within 30 ft. of a protected creature, object, or place.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Type
- Defense / Mummy
- Save
- CON / STR
Tier 7
4
When a creature in the emanation damages a protected creature, corpse, relic, tomb, or warded object, burial wrath erupts. Creatures of your choice in the emanation make WIS saves, taking radiant or necrotic damage on a failure or half on a success.
- Action
- Reaction
- Use
- At-Will
- Range
- Self (30 ft.)
- Duration
- Instant
- Effect
- 8d8
- Type
- Radiant / Necrotic
- Save
- WIS

One creature that has harmed you, stolen from a protected place, broken a seal, or desecrated the dead makes a WIS save. On a failure, it is cursed for the duration. You know its direction while on the same plane, and it has disadvantage on checks to hide from you or enter consecrated spaces safely.
- Action
- Action
- Use
- At-Will
- Range
- 60 ft.
- Duration
- 24 Hours
- Effect
- 24 Hours
- Type
- Curse / Tracking
- Save
- WIS

A 30-ft. radius becomes dry, dim, dust-choked tomb ground. The area is difficult terrain for enemies. Creatures entering or starting there make CON saves or take necrotic damage and suffer disadvantage on Perception checks until their next turn.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 6d8
- Type
- Necrotic / Terrain
- Save
- CON

Make a melee power attack. On a hit, the target takes necrotic damage and makes a CON save. On a failure, it is cursed with severe rot, cannot regain hit points, and takes necrotic damage at the start of each turn. It repeats the save at the end of each turn.
- Action
- Action
- Use
- At-Will
- Range
- Melee
- Duration
- 1 Minute
- Effect
- 8d8 / 2d8
- Type
- Necrotic / Curse
- Roll
- Attack
- Save
- CON
Tier 8
4
Your mummy form becomes almost complete. You are immune to poison damage and the poisoned condition, resist necrotic damage, do not breathe, eat, drink, or sleep, and have advantage on saves against charm, fear, paralysis, exhaustion, and decay effects.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Hour
- Type
- Undead / Mummy
- Save
- CON / WIS

A sealed-tomb plague blooms outward. Living enemies of your choice in the emanation make CON saves, taking necrotic or poison damage and losing the ability to regain hit points until the start of your next turn on a failure, or half damage only on a success.
- Action
- Action
- Use
- At-Will
- Range
- Self (60 ft.)
- Duration
- Instant
- Effect
- 10d8
- Type
- Necrotic / Poison
- Save
- CON

Create a 30-ft. radius seal of spectral stone, hieroglyphs, wrappings, and tomb-light. Enemies in the area cannot teleport or become invisible unless they pass a WIS save, and they take radiant or necrotic damage when they cross the seal's boundary.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 8d8
- Type
- Radiant / Necrotic
- Save
- WIS

Preserve one willing creature, corpse, relic, structure section, or sacred object. The target gains resistance to poison and necrotic damage, advantage on death saves or decay-related saves, and cannot be reduced to dust, rot, or ruin by effects below Tier 8.
- Action
- 10 Minutes
- Use
- At-Will
- Range
- Touch
- Duration
- 24 Hours
- Effect
- 24 Hours
- Type
- Preservation / Rite
Tier 9
4
Choose one creature, corpse, relic, or structure section. You pronounce a burial rite or desecration judgment. A hostile creature makes a WIS save, taking radiant and necrotic damage and becoming cursed on a failure, or half damage only on a success.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 120 ft.
- Duration
- Instant
- Effect
- 16d10
- Type
- Radiant / Necrotic
- Save
- WIS

One creature that has violated a major oath, tomb, bloodline, temple, or royal dead makes a WIS save. On a failure, it is cursed for the duration: it cannot benefit from advantage against you, cannot regain hit points while frightened, and you always know its direction on the same plane.
- Action
- Action
- Use
- At-Will
- Range
- 300 ft.
- Duration
- 24 Hours
- Effect
- 24 Hours
- Type
- Curse / Sovereign
- Save
- WIS

You are immune to poison damage, disease, suffocation, starvation, dehydration, and mundane exhaustion. You resist necrotic and nonmagical weapon damage. Effects below Tier 9 cannot destroy your body unless they use radiant/divine force, break your burial seal, or satisfy a story weakness.
- Action
- Passive
- Use
- At-Will
- Range
- Self
- Duration
- Permanent
- Type
- Mummy / Sovereign
- Save
- CON

Choose a 40-ft. radius area inside or adjacent to a structure, ruin, crypt, wall, or graveyard. Spectral doors, sand, wrappings, and stone seals lock the area. Enemies treat it as difficult terrain and must pass WIS saves to leave by teleportation, flight, burrowing, or forced planar movement.
- Action
- Action
- Use
- At-Will
- Range
- 120 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 40-ft. radius
- Type
- Tomb / Control
- Save
- WIS
Tier 10
4
Become an apex mummy. You are immune to poison and necrotic damage, resistant to radiant and nonmagical weapon damage, and your Mummy's Curse powers deal or prevent extra damage once per turn. Creatures that fail saves against your curses cannot regain hit points until the start of your next turn.
- Action
- Bonus Action
- Use
- At-Will
- Range
- Self
- Duration
- 1 Minute
- Effect
- 4d10
- Type
- Mummy / Apex
- Roll
- Attack

Create a mythic tomb-field in a 100-ft. radius. Enemies in the area make WIS saves when they enter or start there, taking radiant or necrotic damage and becoming frightened on a failure. Teleportation, desecration, and theft in the area fail unless the creature beats your power save DC.
- Action
- Action
- Use
- 1/Long Rest
- Range
- 300 ft.
- Duration
- Concentration, 1 Minute
- Effect
- 10d10
- Type
- Radiant / Necrotic
- Save
- WIS

When a creature kills you, destroys a protected relic, violates a tomb, or breaks a sacred ward, pronounce a deathless curse. The creature makes a WIS save. On a failure, it is cursed until the GM's story condition is fulfilled, suffering healing denial, nightmares, and your direction sense toward it.
- Action
- Reaction
- Use
- 1/Long Rest
- Range
- 300 ft.
- Duration
- Instant
- Effect
- Story Curse
- Type
- Curse / Mythic
- Save
- WIS

Declare a mythic mummy event tied to a tomb, pyramid, dynasty, sacred corpse, desert kingdom, embalmed saint, buried god, or stolen relic. It can awaken a tomb, curse a bloodline, preserve a city in death, or punish a kingdom for desecration. It can be opposed only by Tier 10 mummy's curse, divine intervention, burial miracle, or a story condition set when declared.
- Action
- Action
- Use
- 1/Ever
- Range
- 1 Mile
- Duration
- Until Resolved
- Effect
- Unique
- Type
- Mummy / Story
- Roll
- Varies
- Save
- Varies
