Sorcerer
Base Class: Sorcerer

Maybe it was a catastrophe. Maybe an experiment. Maybe a result of a world in chaos. Whatever it is, it broke your soul. As a result dark accursed energy filled the cracks giving you supernatural abilities with dire consequences. 

Accursed Affliction

At 1st level, you choose one type of curse as your affliction that extends in an aura around you in battle. The afflictions in the second column will apply to you based on your choice. You have a cursed range and die. Starting at level 1 your cursed range is 30 feet. At level 6 it is increased to 60 feet and at level 14 it is increased to 90 feet. Starting at level 1 your cursed die is a d6. At level 6 it is increased to a d8, at level 10 it is increased to a d10 and at level 14 it is increased to a d12. At level 6 and 14 you get one additional curse.  

Additionally, in combat as a free action on your turn you may choose a number of allies up to half your proficiency bonus rounded up to be immune to your curse. This last until you choose allies again.

Accursed Affliction
Curse Affliction Aura

Curse of Black Flame

During combat whenever you take damage from a source other than yourself or another Shattered Soul Sorcerer each creature within your cursed range (including yourself) makes a Dexterity Saving throw against your spell save DC. Each creature that fails take fire damage equal to one roll of your cursed die.

Outside of combat, whenever you take damage, you take additional damage of the damage type dealt equal to one roll of your cursed die. 

Curse of Failure

During combat, whenever you or anything within your aura makes a saving throw, ability check or attack roll, deduct 1 roll of your cursed die from that roll.

Outside of combat, at the end of each long rest make a Charisma Saving throw against your spell save DC. If you fail deduct 1 roll of your cursed die from any skill check or saving throw you make outside of combat if you are not proficient in it.

Curse of Magical Magnetism

In combat whenever you or a creature within your cursed range must choose a point within range for any spell or ability that creature must choose the point in which it is standing. 

Outside of combat, you have disadvantage on saving throws against magical effects.

Curse of the Vulnerable

During combat whenever you take damage, afterward you and creatures within your aura become vulnerable to that type of damage. If you and affected creature already have a vulnerability from this effect, your new vulnerability replaces your old one. 

Outside of combat, you are vulnerable to all damage. 

Curse of Reversed Fate

During combat, whenever you or other creatures within your cursed range would make a roll with advantage, they have disadvantage instead. Additionally, whenever you or other creatures within your cursed range would make a roll with disadvantage, they have advantage instead.

Outside of combat, whenever you would make a roll with advantage, you have disadvantage instead. Additionally, whenever you would make a roll with disadvantage, you have advantage instead. The DM may choose to ignore your curse based on context.

Curse of the Lost

During combat, the area within your cursed range is considered difficult terrain. Additionally, when a creature withing your cursed range (including you) makes a Charisma, Intelligence or Wisdom saving throw or check subtract 1 roll of your curse die. 

Outside of combat you have disadvantage on Survival, Investigation and Perception Checks.

Curse of Exhaustion

Whenever you roll initiative you get 1 point of exhaustion and each creature within your cursed range make a constitution saving throw and if they fail they get one point of exhaustion. During combat whenever a creature with exhaustion within your cursed radius (including yourself) deals damage to a creature, they can move one point of exhaustion from themselves to the damaged creature. 

It takes you longer to rest then normal. In order to benefit from a rest you must spend an additional hour doing so. 

Curse of Weakness

During combat whenever you or another creature within your cursed range deals damage, decrease that damage by one roll of your cursed die. Additionally, you and all other creatures within your cursed range have disadvantage on dexterity and strength saving throws. 

Outside of combat, whenever you make a Dexterity or Strength check, subtract one roll of your cursed die.

Curse of Gluttony

During combat, healing is half as effective. Whenever a creature would gain hit points within your cursed radius, they gain half as much instead. Additionally, when a creature within your cursed radius gains hit points, you get temporary hit points equal to the amount healed.

Outside of combat, you must consume a number of Gold pieces worth of food equal to half your level, or gain 1 point of exhaustion at the end of your next long rest. You cannot decrease your exhaustion unless you eat enough food.

Curse of Shared Experience

During combat, all creatures within the cursed radius have all conditions of all other creatures within the cursed radius except for exhaustion and unconscious. It ends when the original person who received the condition is no longer under that condition.

Outside of combat, anyone within your cursed radius have the same dreams and feel under the effects of the same diseases. 

Curse of Black Flame

During combat whenever you take damage from a source other than yourself or another Shattered Soul Sorcerer each creature within your cursed range (including yourself) makes a Dexterity Saving throw against your spell save DC. Each creature that fails take fire damage equal to one roll of your cursed die.

Outside of combat, whenever you take damage, you take additional damage of the damage type dealt equal to one roll of your cursed die. 

Curse of Exhaustion

Whenever you roll initiative you get 1 point of exhaustion and each creature within your cursed range make a constitution saving throw and if they fail they get one point of exhaustion. During combat whenever a creature with exhaustion within your cursed radius (including yourself) deals damage to a creature, they can move one point of exhaustion from themselves to the damaged creature. 

It takes you longer to rest then normal. In order to benefit from a rest you must spend an additional hour doing so. 

Curse of Failure

During combat, whenever you or anything within your aura makes a saving throw, ability check or attack roll, deduct 1 roll of your cursed die from that roll.

Outside of combat, at the end of each long rest make a Charisma Saving throw against your spell save DC. If you fail deduct 1 roll of your cursed die from any skill check or saving throw you make outside of combat if you are not proficient in it.

Curse of Gluttony

During combat, healing is half as effective. Whenever a creature would gain hit points within your cursed radius, they gain half as much instead. Additionally, when a creature within your cursed radius gains hit points, you get temporary hit points equal to the amount healed.

Outside of combat, you must consume a number of Gold pieces worth of food equal to half your level, or gain 1 point of exhaustion at the end of your next long rest. You cannot decrease your exhaustion unless you eat enough food.

Curse of Magical Magnetism

In combat whenever you or a creature within your cursed range must choose a point within range for any spell or ability that creature must choose the point in which it is standing. 

Outside of combat, you have disadvantage on saving throws against magical effects.

Curse of Reversed Fate

During combat, whenever you or other creatures within your cursed range would make a roll with advantage, they have disadvantage instead. Additionally, whenever you or other creatures within your cursed range would make a roll with disadvantage, they have advantage instead.

Outside of combat, whenever you would make a roll with advantage, you have disadvantage instead. Additionally, whenever you would make a roll with disadvantage, you have advantage instead. The DM may choose to ignore your curse based on context.

Curse of Shared Experience

During combat, all creatures within the cursed radius have all conditions of all other creatures within the cursed radius except for exhaustion and unconscious. It ends when the original person who received the condition is no longer under that condition.

Outside of combat, anyone within your cursed radius have the same dreams and feel under the effects of the same diseases. 

Curse of the Lost

During combat, the area within your cursed range is considered difficult terrain. Additionally, when a creature withing your cursed range (including you) makes a Charisma, Intelligence or Wisdom saving throw or check subtract 1 roll of your curse die. 

Outside of combat you have disadvantage on Survival, Investigation and Perception Checks.

Curse of the Vulnerable

During combat whenever you take damage, afterward you and creatures within your aura become vulnerable to that type of damage. If you and affected creature already have a vulnerability from this effect, your new vulnerability replaces your old one. 

Outside of combat, you are vulnerable to all damage. 

Curse of Weakness

During combat whenever you or another creature within your cursed range deals damage, decrease that damage by one roll of your cursed die. Additionally, you and all other creatures within your cursed range have disadvantage on dexterity and strength saving throws. 

Outside of combat, whenever you make a Dexterity or Strength check, subtract one roll of your cursed die.

Dour Durability

Because of the repercussions of having a shattered soul, you have become accustomed to your own curses and ills. 

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You have resistance to damage caused by you. 

When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Cursed Affinity

You have advantage on saving throws against your own abilities and spells. The number of people that can be immune to your curse in combat increases to your proficiency bonus.

Spreader of Curses

At 14th level you gain the following abilities in order to more effectively spread your curses.

  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Enemies have disadvantage on their saves against your curses. 
  • Your movement speed increases by 10

Bender of Souls

As a bonus action on your turn you may choose to be immune to any number of your curses for a minute. Additionally once a day, when you would roll you curse die you may roll additional curse dice equal to the number of curses you are currently under and add it to the roll. 

Shattered Soul Image

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