Sorcerer
Base Class: Sorcerer

Cursed Sorcerers are individuals born with a rare affinity for Cursed Energy, a potent force that exists within the world, often manifesting as a response to negative emotions and supernatural phenomena. These sorcerers tap into this energy to perform incredible feats of magic, allowing them to manipulate space, transfer damage, and unleash devastating attacks against cursed spirits and other malevolent entities.

Cursed Energy

Starting at 1st level, you gain a pool of Cursed Energy points equal to your Charisma modifier. You can spend these points to fuel various abilities. You regain all expended Cursed Energy points when you finish a long rest.

Cursed Technique

At 1st level, choose one of the following Cursed Techniques:

Disaster Flames

Your spells can be imbued with cursed flames. When you cast a spell that deals damage, you can spend 1 Cursed Energy point to change the damage type to fire and add your Charisma modifier to the damage roll.

Limitless

As a bonus action, spend 1 Cursed Energy point to gain +2 AC until the start of your next turn as an infinite distance protects you.

Probability Manipulation

You can subtly influence the odds in your favor. As a bonus action, you can spend 1 Cursed Energy point to gain a +2 bonus to a single attack roll, ability check, or saving throw

Soul Sculptor

You can manipulate the souls of living beings. As an action, you can spend 2 Cursed Energy points to touch a creature and force it to make a Charisma saving throw. On a failed save, you can reshape its body in one of the following ways:

  • Deform: The target's speed is halved and it has disadvantage on Dexterity checks and saving throws.
  • Enhance: The target gains a +2 bonus to its AC and one ability score of your choice for 1 minute.
  • Heal: The target regains hit points equal to your sorcerer level + your Charisma

Straw Doll

Practitioners of the Straw Doll technique forge a unique connection between themselves and specially prepared effigies. This bond allows them to transfer damage they receive to these dolls, effectively reducing harm to themselves. As their mastery grows, they can extend this ability to protect allies or even inflict transferred damage upon enemies. This technique requires careful preparation and strategic thinking, making it a versatile tool for both protection and indirect offense.

Domain Expansion

Starting at 6th level, you can create a powerful pocket dimension that amplifies your Cursed Technique. As an action, you can spend 5 Cursed Energy points to activate your Domain Expansion. The effect lasts for 1 minute and doesn't require concentration. While your Domain Expansion is active, you gain the following benefit based on your Cursed Technique.

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

Chimera Shadow Garden

You manifest a shadowy realm filled with countless effigies. Within a 30-foot radius centered on you:

  • When you or an ally within the domain takes damage, you can use your reaction to transfer half of that damage to an enemy within the domain.
  • You can use a bonus action to deal 2d10 psychic damage to a creature in the domain. This damage ignores resistance and immunity.
  • Allies within the domain have advantage on saving throws against harmful effects.

Idle Death Gamble

As an action, you can spend 5 Cursed Energy points to activate Idle Death Gamble, a pachinko-themed domain resembling a train station. The domain lasts for 1 minute. At the start of each of your turns while within the domain, roll a d10. If you roll a 10, you hit the Jackpot.

  • Jackpot Effects: For the next 4 minutes and 11 seconds, you gain unlimited Cursed Energy. Additionally, you are immune to damage and conditions from attacks or spells, effectively making you temporarily untouchable. However, you cannot cast spells during this time.

While in the domain, enemies have disadvantage on saving throws against your spells, and they take double damage from your attacks.

Infinite Void

You create a domain of infinite space where your control is absolute. Within a 30-foot radius centered on you:

  • You have advantage on all attack rolls and saving throws.
  • Enemies have disadvantage on attack rolls against you and creatures you choose.
  • Your movement speed is doubled, and you can move through other creatures and objects as if they were difficult terrain.

Malevolent Shrine

You create a domain of cursed flames that respond to your will. Within a 30-foot radius centered on you:

  • Your fire and force damage spells deal maximum damage.
  • At the start of each of your turns, every enemy in the domain takes fire damage equal to your Charisma modifier.
  • You can use a bonus action to teleport up to 30 feet to an unoccupied space within the domain.

Self-Embodiment of Perfection

As an action, you can spend 5 Cursed Energy points to activate your Domain Expansion. The effect creates a 30-foot radius sphere centered on you and lasts for 1 minute. While your Domain Expansion is active:

  • You can use your Idle Transfiguration ability as a bonus action.
  • Creatures that start their turn in your domain or enter it for the first time on their turn must make a Wisdom saving throw. On a failed save, they are stunned until the start of their next turn as they struggle to comprehend the nature of their own soul.
  • You have advantage on all saving throws against spells and other magical effects.

Enhanced Technique

At 14th level, your mastery over your Cursed Technique improves

Disaster Flames

When you use your Disaster Flames feature, you can choose to deal force damage instead of fire damage.

Limitless

You can now use your Limitless feature as a reaction when attacked, potentially causing the attack to miss.

Probability Manipulation

When you hit the Jackpot using your Idle Death Gamble or roll a 10 on your d10 during the domain’s activation, you can use a reaction to extend the benefits of your fortune to your allies. Choose up to 3 allies within 30 feet of you. They gain temporary hit points equal to your Charisma modifier and advantage on all attack rolls, saving throws, and ability checks for 1 minute.

Additionally, while the Idle Death Gamble domain is active, your Probability Manipulation feature's bonus is increased to +4, and you can use it twice per long rest instead of once.

Soul Sculptor

When you're hit by a melee attack, you can use your reaction and spend 2 Cursed Energy points to instantly reshape your body, potentially avoiding the attack. The attacker must reroll their attack with disadvantage.

Straw Doll

You can now use your Straw Doll feature to transfer damage to an unwilling creature within 30 feet. The creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes the transferred damage.

Maximum Technique

At 18th level, your mastery over your Cursed Technique reaches its peak. Choose one of the following effects based on your Cursed Technique

Disaster Flames

When you deal fire damage with a spell, you can spend 4 Cursed Energy points to maximize the damage roll. You don't roll any dice for damage; instead, each die does maximum damage.

Limitless

You can cast the  Globe of Invulnerability spell on yourself once per long rest without using a spell slot. The spell lasts for 1 minute and doesn't require concentration.

Probability Manipulation

As an action, spend 8 Cursed Energy points to activate Infinite Jackpot for 1 minute. During this time, every attack you make and every saving throw or ability check you attempt automatically succeeds.

Additionally, any enemy that attacks you during this period must roll a d6. On a roll of 4-6, the attack automatically misses.

Soul Sculptor

You can merge souls. As an action, you can spend 5 Cursed Energy points to touch two willing creatures (which can include yourself) and merge their souls temporarily. For 1 minute, the merged beings share one body with combined hit points and the best attributes and abilities of both. When the effect ends, the beings separate, retaining any healing received during the merger.

Straw Doll

When you use your Straw Doll feature, you can choose to negate the damage entirely instead of halving it. You can do this once per long rest.

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