Base Class: Sorcerer
At some point in your life, a dark and powerful curse befell you; you might have had it since your birth, had it foisted upon you by a malevolent entity or suffered it as righteous punishment for an ill-deed you’ve done. Though your life has no doubt been filled with misery thanks to its presence, you’ve also discovered how to siphon its power and make it your own.
As a Cursed Soul sorcerer, think carefully about how you obtained your curse, what form it might take, and what the ramifications of it may entail. For examples of how you obtained your curse, see the Cursed Soul Table below.
Cursed Soul Table
| D6 | Cursed Origin |
|---|---|
| 1 | Your family name has been cursed for several generations, and now you too have begun feeling its effects. |
| 2 | You spilled blood on sacred ground, and were cursed by the gods for this transgression. |
| 3 | You broke into an old tomb, disturbing its inhabitants and becoming afflicted by an ancient curse as a result. |
| 4 | You killed a powerful sorcerer who cursed you with their dying breath. |
| 5 | Your parents made a bargain with a dark entity in the past, and this bargain led to you manifesting your curse. |
| 6 | You carry with you a cursed magical item that you find yourself unable to part with. |
Mark of Misery
At 1st level, you can spread the curse that ails you to your foes. As a bonus action, you can mark one creature of your choice within 60 feet of you. The mark lasts for up to 10 minutes, until the target dies, or until you choose to end it (requires no action by you). For the duration, you gain a +1 bonus to attack rolls made against the target, and the target suffers a -1 reduction to any saving throws it makes against spells you cast.
The bonus and reduction increases to +2 and -2 at 6th level, and to +3 and -3 at 12th level.
You can use this feature once per short rest.
Boon of Misfortune
At 1st level, you can assert limited control over your curse, temporarily turning misfortune into good fortune. Whenever you fail a saving throw, you gain advantage on the next saving throw you make.
Magic of Malediction
Also at 1st level, you’ve learnt how to innately cast certain magical spells related to the curse you bear. You learn additional spells when you reach certain levels in this class, as shown on the Cursed Soul Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Cursed Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, protection from evil and good |
| 3rd | ray of enfeeblement, blindness/deafness |
| 5th | remove curse, bestow curse |
| 7th | blight, confusion |
| 9th | contagion, dispel evil and good |
Curse Savant
At 6th level, you’re an expert at manipulating, identifying and resisting curses. You gain the following features:
Infectious Woe. Whenever the bearer of your Mark of Misery dies, you can use your reaction to move the mark to a different creature within 30 feet of the first. You can use this feature once per short rest.
Curse Resilience. You have advantage on saving throws against curses, including ones inflicted by magical items or spells like Bestow Curse.
Eye for Curses. Whenever you touch a magical item, you instantly learn if it is cursed or not. You do not learn what the curse entails or how to end it.
Eroding Brand
At 14th level, your Mark of Misery corrupts and erodes the very soul of its bearer. Everytime a creature bearing your Mark of Misery takes damage, it suffers additional damage equal to your proficiency bonus. The damage type of this additional damage is your choice between psychic or necrotic damage.
In addition, when a creature bearing your Mark of Misery succeeds on a saving throw against a spell you cast, it has disadvantage on its saving throw against the next spell you cast.
Sufficient Suffering
At 18th level, your curse protects you from any misfortune that might befall you, ensuring that it will be what claims you in the end. Disadvantage cannot be imposed on saving throws you make, and whenever an enemy scores a critical hit against you, it automatically becomes a normal hit. Any effects triggered by the critical hit are also cancelled.
Previous Versions
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