Sorcerer
Base Class: Sorcerer

The Misfortune Bloodline is for those who have succumbed to a curse from either them or their parents/ancestor going back on a deal from a fey creature or otherwise. You have gained a aura of misfortune and curses that will be a part of you for the rest of your life.

The Changing Curse

Starting at first level you have a aura around you that brings about misfortune to you and possibly other around you.

When you finish a long rest, you roll a d10 to determine the curse that you have for the day.

  1. You radiate a aura of death, you and all creatures within 10 ft of you, take an additional 1d4 necrotic damage when damaged by a melee attack.
  2. You become unlucky, you have disadvantage on the first skill check for every skill you use, but a critical success from others within 20ft of you can negate one skill check.
  3. You cannot touch water, unless you want a elemental or beast with a CR equal to your level to appear in the body of water, exit out of it, and attack you and the party.
  4. Your spells become wild and the first spell you cast makes you roll on the Wild magic surge table.
  5. If a creature or magical effect casts a spell on you, the spell lasts for twice as long.
  6. All objects on you become twice as heavy, double the weight of the items you're wearing or carrying, they stay this way away from you, until one round passes.
  7. You gain butter fingers, all checks made with climbing or holding onto objects are made with disadvantage, and at the start of your turn, you must make a DC 13 Str save to hold onto a object in your hand.
  8. Death is around every corner, literally, all encounters now have a 50 percent chance of being a combat one.
  9. When you cast a spell, you twin spell it without needing a cost automatically, but it randomly goes to another creature.
  10. You have some brief respite. No curse happens, for now.

Curse Giving

Starting at 1st level, your existence is misfortunate to others. If you cast a spell on a creature, roll a d100, on a 70 or higher you instill one of the curses from the curse table.

Additionally, you can cause it to automatically happen. Once you use it this way, you can’t use this feature again until you finish a long rest. 

You can do it twice at 6th, and three times at 14th level.

Black Omen

At 6th level, you gain the ability to invoke your curse to exude out for your foes detriment. As a bonus action, you can spend 4 sorcery points to magically create an aura that can cause a curse to those you wish.

All creatures in a 20ft radius that you choose, must succeed on a Charisma saving throw, (the DC being your spellcasting) or they become cursed with one of the six curses, until one minute has passed, or until you cause a curse from the curse giving ability.

  1. The cursed, at the end of their turns, must succeed on a Str saving throw or become prone.
  2. If the cursed makes more than one attack, they must succeed on a Str saving throw or toss their weapon(s) 20 ft in a direction 
  3. The cursed speaks gibberish and must succeed on a Chr(performance) check to cast any spells or talk coherently.
  4. The cursed is unable to walk more than 10ft unless they use their bonus action.
  5. The cursed takes 1 damage at the start of their turn.
  6. At the start of their turn, the cursed must succeed a Con saving throw or lose their action.

Curse Expansion

At 14th level, your curse has deepened for better or for worse. Your curse table now has 20 curses, and you can roll twice and pick one or the other.

When you finish a long rest, you roll a d20 to determine the curse that you have for the day.

  1. You radiate a aura of death, you and all creatures within 10 ft of you, take an additional 1d4 necrotic damage when damaged by a melee attack.
  2. You become unlucky, you have disadvantage on the first skill check for every skill you use, but a critical success from others within 20ft of you can negate one skill check.
  3. You cannot touch water, unless you want a elemental or beast with a CR around equal to your level to appear in the body of water, exit out of it, and attack you and the party.
  4. Your spells become wild and the first spell after a short rest you cast, makes you roll on the Wild magic surge table.
  5. If a creature or magical effect casts a spell on you, the spell lasts for twice as long.
  6. All objects on you become twice as heavy, double the weight of the items you're wearing or carrying, they stay this way away from you, until one round passes.
  7. You gain butter fingers, all checks made with climbing or holding onto objects are made with disadvantage, and at the start of your turn, you must make a DC 13 Str save to hold onto an object in your hand.
  8. Death is around every corner, literally, all encounters now have a 50 percent chance of being a combat one.
  9. When you cast a spell, you twin spell it without needing a cost automatically, but it randomly goes to another creature.
  10. You have some brief respite. No curse happens, for now.
  11. You have a midas aura, however its not gold, but rust. Anything that is within 5ft of you with metal will have a -1 penalty to its properties, regardless if its magical.
  12. You cannot take any silver, you're not a werewolf, but you have its vulnerability to it for now, any silvered weapon that hits you is a crit.
  13. There is bird that wants to shit on you, it will stop at NOTHING.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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