Sorcerer
Base Class: Sorcerer

Your brand grants you extensive magical prowess, but its dark magic nature demands destruction in return. If you abuse this power, it will strike back at you and unleash its curses. Whether you crossed a dark mage or creature of evil during your lifetime, were born with a curse that was placed upon your family centuries ago, were stranded for a long period of time in an evil plane of existence or touched a cursed object, you are branded by a dark curse. This curse takes a visible physical appearance, which might be a tattoo, a horn on your forehead, a strange birthmark, or any other aspect you choose at the DM’s discretion.

Cursed Brand Activation

Starting when you choose this origin at 1st level, your spellcasting can unleash the dark magic within you. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 6, roll on the Cursed Brand Activation table to create a random magical effect.

 

Cursed Brand Activation

d12

Effect

1

You regain a number of hit points equal to the level of the spell that triggered this feature.

2

You immediately cast Frostbite against an allied creature. If no allied creatures are within range, nothing happens.

3

You are deafened. You can make a DC 10 Constitution Saving Throw after each of your subsequent turns to try and end the condition.

 4

During your next turn, you can only choose to move or take an action or bonus action.

5

You immediately cast Hunger of Hadar centered on yourself. The sphere follows you when you move and vanishes when you stop concentrating on it.

6

The next time you make an attack and deal damage with it, you receive half of that damage as well (minimum of 1).

7

You lose 1 sorcery point.

8

You can’t cast spells on your next turn.

9

You immediately cast Healing Word on an enemy creature within range, without expending a spell slot. If no enemy creatures are within range, nothing happens.

10

You are stunned. You can make a DC 12 Constitution Saving Throw after each of your subsequent turns to try and end the condition.

11

Choose one enemy creature you can see. For the next minute, you have disadvantage on any attempts to attack this creature.

12

You regain 1 sorcery point. If you have not expended any sorcery points, you gain an additional temporary sorcery point.

Fueled by Aggression

Starting at 1st level, your curse can grant you great power at the cost of bloodshed and violence. You can cause one of your attacks to become a critical hit before you make the attack roll. Once you do so, you must finish a long rest before you can use this feature again.

When you use this feature, you must roll on the Cursed Brand Activation table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature, but you can never use it a number of times higher than your Charisma modifier (minimum of 1).

Self-Preservation

Starting at 6th level, your curse can drain other’s life force to keep you alive and, by extension, preserve itself. Whenever you hit a creature with a spell of 1st level or higher, you can choose to brand it. When a branded creature drops to 0 hit points within 60 feet of you, you regain half the hit points it had (minimum of 1) before it was struck down. If you were the one to land the final blow, you instead regain the total number of hit points the creature had.

Tamed Curse

At 14th level, you gain a modicum of control over your curse. Whenever you roll on the Curse Brand Activation table, you can roll again but you must use the new result.

Cursed Critical

Beginning at 18th level, the aggression of your curse intensifies. You can choose to roll up to 3 additional spell attack damage dice when determining the extra damage for a critical hit with a spell attack, but you also receive the damage rolled on the additional dice you’ve used. You can use this feature only once per turn.

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