Base Class: Sorcerer
A mysterious curse lingers in your blood, gifting you great power, but carrying a significant price. When casting spells, or experiencing certain kinds of effects, you run the risk of illness or physical harm.
Curse Talisman
To manage your blood curse, you are given a talisman. It holds a number of charges equal to your spell casting modifier, minimum being 1. You can spend a charge to stabilize your blood sugar or other specific effects of your curse. These charges reset when you take a long rest.
Seize of the Curse
Starting when you choose this origin at 1st level, your spellcasting curse exacts a price on you. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll under a 5, roll on the Curse Table to determine the effects of the curse.
Seize of the Curse
|
d20 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any undead creature in a 60 ft radius. |
|
05–06 |
You lose consciousness, but remain stable at one hit point. Spend a talisman charge to regain your previous hit point total. |
|
07–08 |
Make a constitution saving throw, DC 15. A failure causes a blood sugar drop. Either burn a sorcery point or use a talisman charge to stabilize. |
|
09–10 |
Take 1d6 poison damage. |
|
11–12 |
Your blood boils inside of you. Take 1d10 fire damage or spend a talisman charge to stabilize. |
|
13–14 |
You cast Ray of Sickness centered on yourself. |
|
15–16 |
You are under the Poisoned condition. |
|
17–18 |
Take one level of exhaustion |
|
19–20 |
You take 1d12 necrotic damage. |
|
|
Tides of Chaos
Starting at 1st level, you can stretch the limits of your blood-borne power to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Curse table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Curse
At 14th level, you gain a modicum of control over the surges of your blood curse. Whenever you roll on the Curse table, you can roll twice and use either number.
Spell Bombardment
Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
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