Base Class: Sorcerer
Your innate magical power comes from an unparalleled negative energy that emanates from your ill-fated body, adversely affecting the world and people around you. You may have been born under a star of misfortune, causing panic and mayhem the likes of which no one present had seen until that night; or perhaps it was brought upon by a blood curse specifically placed on your family ages ago, now permeating from you and infecting others with the compounded magical essence of misfortune. Whatever the cause, you are undoubtedly the epicenter of the bad luck that follows you, and anyone who knows it shouldn't test their luck with yours.
Mischievous Magic
Starting when you choose this origin at 1st level, your magic causes a series of unfortunate events to transpire around you represented by the following features.
Aura of Mischief. You project a magical aura of negative energy from yourself that extends 30 feet in every direction. This aura is used by features you gain later in this class.
When you reach 14th level, your aura's radius increases to 60 feet.
Jinx. When you cast a spell of 1st level or higher, you can choose a creature inside your aura. The target must make a Charisma saving throw against your Sorcerer spell save DC or become jinxed. You cannot target a creature who is already jinxed by you.
A creature who becomes jinxed suffers from a special curse that adversely affects them. When a creature becomes jinxed, roll from the Jinx table to determine the effects of their curse. A curse that requires a saving throw is made against your Sorcerer spell save DC. When the curse ends, this creature is no longer jinxed.
You can use this feature a number of times equal to 1 + your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Jinx
|
2D6 |
CURSE |
|---|---|
|
2 |
Curse of the Blind |
|
3 |
Curse of the Fumbler |
|
4 |
Curse of the Hushed |
|
5 |
Curse of the Imprisoning Tower |
|
6 |
Curse of the Luckless |
|
7 |
Curse of the Red Hand |
|
8 |
Curse of the Revealing Sun |
|
9 |
Curse of the Scapegoat |
|
10 |
Curse of the Serpent's Kiss |
|
11 |
Curse of the Trickster |
|
12 |
Curse of the Wilds |
Curse of the Blind. The creature is blinded for up to 1 minute. At the end of each of the targets turns, it can make a Constitution saving throw, ending the effects of this curse on a success.
Curse of the Fumbler. For 1 minute, at the start of each of the creatures turns it must first roll a d10. On a 1 or 2, an object or piece of equipment it is carrying slips from its grasp and flies 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west.
Curse of the Hushed. For 1 minute, the creature cannot speak except falteringly and cannot be heard farther than 10 feet away.
If the creature attempts to cast a spell which requires a Verbal component, roll a d20. On an 8 or lower, the spell is wasted.
Curse of the Imprisoning Tower. The area within 10 feet of the creature becomes difficult terrain. Alternatively, the ground beneath the creature collapses, leaving a hole big enough for it to fall through and is up to 10 feet deep. The curse ends immediately after either effect has been enacted, but the altered terrain remains.
Curse of the Luckless. The first time the creature rolls a natural 20 on an attack roll, ability check, or saving throw, the creature treats it as a natural 1 instead, at which point the curse ends.
Curse of the Red Hand. If this creature reduces another creature to 0 hit points within 1 minute of receiving this curse, it takes psychic damage equal to the damage it just dealt, at which point ending this curse.
Curse of the Revealing Sun. This creature cannot benefit from the invisible condition, nor hide from any creature for 1 minute.
Curse of the Scapegoat. For up to 1 minute, whenever the creature is within range of an attack or spell, it must first roll a d6. On a 1, it becomes the new target of the attack or spell, at which point ending this curse.
Curse of the Serpent's Kiss. For up to 1 minute, this creature is considered under the effects of the poisoned condition. At the end of each of the targets turns, it can make a Constitution saving throw, ending the effects of this curse on a success. If the creature is immune to the poisoned condition, this curse has no effect and ends immediately.
Curse of the Trickster. For 1 minute, whenever the creature moves more than half it's movement in a turn, it must make a Dexterity saving throw. On a failed save, it's knocked prone.
Curse of the Wilds. A random nearby beast or plant becomes openly hostile towards this creature exclusively for up to 1 minute, at which point it leaves unless otherwise provoked. If it is a plant, it must have an Intelligence score of 1 or higher. The beast or plant rolls it's own initiative and can take its normal actions in combat. Once the beast or plant leaves, dies or kills the jinxed creature, the curse ends.
Jinxes
A curse, like most magic, is unique to each caster and the possible circumstances surrounding their enactment. For example, the Curse of the Blind could be enacted by causing the iris of the unfortunate creature's eyes to produce cataracts, naturally inducing the blinded condition; or they could be instantly surrounded by a flock of crows, their innumerable bodies and falling feathers obscuring the creature's vision.
Depending on the conditions and circumstances of the curse, your DM may call for a different saving throw to end a specific curse.
Chain of Detriment
At 1st level, if you roll a 1 on an attack roll, ability check, or saving throw, you start a chain of detriment that last up to 1 hour, or until you roll a 1 again for one of the aforementioned types. The next time a hostile creature in your aura makes a roll of that same type, it does so with disadvantage, breaking the chain unless a 1 was rolled. If it rolls a 1, the current chain does not end but it cannot affect the same creature(s) again.
Cursed Chanting
By 6th level, you've learned dark chants to foil your enemies. When you see a creature making an attack or casting a spell inside of your aura, you can spend 3 sorcery points as a reaction to start chanting one of your incantations to try and foil it. Choose the effect of this chant from the options detailed below:
- The target makes its attack at disadvantage.
- If the attack or spell deals damage, the damage is halved.
- If the target cast a spell that requires a saving throw, you can mitigate its effects, granting advantage on saving throws against the spell.
Wave of Discontent
Starting at 14th level, your negative energy can now be focused into ripples of catastrophe that plague your enemies. As a bonus action, you stifle a number of creatures inside of your aura up to your Charisma modifier. Before the start of your next turn, these creatures have disadvantage on their next attack roll, saving throw or ability check (your choice).
Once you use this feature, you must finish a short or long rest before you can use it again.
Master of Misfortune
At 18th level, you've gained complete control over the negative energy you wield and can now direct its effects more effectively. As a bonus action, you can spend 3 sorcery points and choose one creature within your aura. This creature gains a curse of your choosing from the Jinx table. A creature cannot suffer from the same curse already afflicting it.
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