Sorcerer
Base Class: Sorcerer

A curse has become an extension of you, inflicting others around you with dreadful ailments and wicked surprises. Although your curse’s powers are wild, they manifest in predictable ways that you’ve begun to understand and control.

Curse Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Curse Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Unlucky Touch

At 1st level, your touch inflicts a delayed release of chaotic magic to spring forth from the creature you made contact with.

As a bonus action, you can make a melee spell attack against a creature. On a hit, the target becomes cursed for the next minute. When they make an attack rolls, ability checks, or saving throws their roll is reduced by 5 (this can be removed by remove curse of any spell level).

You can curse creatures in this way a number of times equal to your proficiency bonus, and regain all expended uses whenever you finish a short rest.

At 3rd level this feature is considered a spell only for the purposes of being affected by Metamagic.

Unleash Karma

At 6th level, as a reaction to being damaged by a creature, you can choose a spell from your Curse Spells feature and expend a number of sorcery points equal to it’s level. If you do so, you immediately cast the spell, requiring no verbal or somatic components, and no material components, unless they are consumed by the spell. The spell must be able to target the creature that damaged you, and be cast directly against that target.

Contagious Doom

At 14th level, as a bonus action, you can enter a cursed state for 1 minute. For the duration, creatures of your choice within 30 feet of you become doomed. When you willingly end this curse or after a minute passes, magically conjured catastrophes assault doomed creatures. Each must make a Dexterity saving throw against your spell save DC or take 5d8 force damage.

Once you use this feature, you can’t do so again until you finish a long rest.

Feature is considered a spell only for the purposes of being affected by Metamagic.

Unearthly Recovery

At 18th level, disaster strikes as your curse begins to flicker. If you have no spell slots or Sorcery Points remaining, this feature activates.

A surge of magic overflows from your body, wasting your actions and movement speed for your next turn. At the end of your next turn, you cast one of the spells below, requiring no verbal or somatic components, and no material components.

Control Weather, Earthquake, Meteor Swarm, Storm of Vengeance,

Once you use this feature, you can’t use it again until you finish a long rest.

All of these spells are automatically under the effect of the careful spell Metamagic for any number of allies you choose.

Previous Versions

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4/12/2024 7:55:42 PM
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