Sorcerer
Base Class: Sorcerer

You are afflicted by a terrible curse, which you inherited from one or both of your parents. This curse attached deeply to your soul during conception and changed in nature, letting you draw energy from it. The situation might be approached in different ways, but the foundation of your magic is always the same: your accursed soul grows weak and lonely, desperately needing to feel a presence it can't percieve, until you become one with the curse.

Cursed Ancestor

Starting at 1st level, you have resistance to necrotic damage, but are unaffected by healing spells.

Additionally, you can use a bonus action to speak with any undead with an intelligence score of 3 or less as if casting the Speak with Animals spell a number of times equal to your charisma modifier. You regain all uses of this feature at the end of a long rest.

Dark Source

The source of your magic is unnatural, toxic and obscure. At first level and every 3 levels in this class afterwards (4,7,10,13,16,19) you can choose a spell from the following list to learn. The chosen spell uses your spell slots, but doesn't count towards your total number of spells known.

Upon gaining this feature : Cause Fear, Darkness,  Hex, Hellish Rebuke, Unseen Servants.

From level seven onward: Blindness/Deafness, Enthrall, Fear, Hunger of Hadar, Summon Aberration.

From level thirteen onward: Danse Macabre, Mental Prison, Negative Energy Flood, Planar Binding, Soul Cage.

Additionally, once you gain your first sorcery points, you can spend 2 of them at the start of a long rest. At the end of said rest, your sorcery points will have dropped to 0, but you'll get to swap a spell you learned through this feature with an other one within this list.

Growing Curse

As the curse grows stronger, you can feel it corrupt your spells. You know the mage hand cantrip or any other sorcerer cantrip if you alredy know it. You also gain a number of curse points equal to a third of your max sorcery points rounded down, which you can expend to perform the following actions:

-When you attempt to damage one or more enemies with necrotic damage and at least one of them is immune, you can spend 1 curse point to turn hit any immune targets as if it was resisted, and completely remove their immunity to necrotic damage for 1d4 rounds, letting you strike for normal damage.

-If your mage hand stands within 5 feet of an enemy, you can spend 2 curse points to make the mage hand hit that enemy with a melee unarmed strike dealing 1d4+Charisma force damage for each unspent sorcery point (which this ability doesn't consume).

-When you use sorcery points to apply a metamagic effect to your spell, you can add a second, different metamagic effect by spending sorcery points for both effects and spending 2 more curse points for each sorcery point spent this way.

You regain all your expended curse points at the end of a long rest.

Solitude Scream

Your soul can barely endure the feeling of being trapped and alone. At 14th level, you gain the ability to emit a wave of necrotic aura. You can use an Action to release it once for free and for 3 curse points afterwards. When you do so, you choose one of the following effects:

-Deafening Scream. You emit the aura through your voice, which can be heard in a 300 feet radius. Any creature hostile towards you in a 120 feet radius must roll a Wisdom saving throw. On a successful save they take 2d8 thunder + 2d8 necrotic damage and are frightened of you for a number of rounds equal to your charisma modifier. On a success, they take half damage and have disadvantage on any direct attack towards you until the end of your next turn.

-Tearful Scream. You emit the aura through your tears. Your cries can be heard in a 30 feet radius. Any non-hostile creature in that area must roll a Wisdom saving throw, which they fail automatically if they're charmed or frightened by any creature. On a fail, they feel compelled to help you. You end the frightened condition on them if they have it. The affected creatures are charmed by you until you or your allies attempt to harm any of them, and actively try to console you. You can't ask them to do things directly harmful to themselves, and the DM (or affected player) rules wether or not an affected character should do what you request of them.

These abilities don't count as spells, but can be affected by the Careful Spell, Distant Spell, Empowered Spell, Heightened Spell and Quickened Spell metamagic options.

You regain your free use at the end of a long rest.

 

Caged Body

Beginning at 18th level, you can let your body give way to the curse as an action, spending 5 sorcery points and 1 or more curse points. For up to 6 hour, you turn into an orb of white light held in a black, monstrous mage hand. You gain the ability to float at a speed equal to your movement, and gain temporary hit points equal to twenty times the amount of curse points you're willing to sacrifice upon entering this form. You gain the following benefits:

-You emit bright light in a 30 feet radius and 30 more feet of dim light. You and your allies are treated as if this light didn't exist for the enemies, only for you. Still, the enemies can perceive the light.

-You can deal 2d4 extra force or necrotic (your choice) damage whenever you hit a creature with an attack or a damaging spell.

-You can use an action to transform the orb into luminous strings and take full control over a large or smaller creature within 5 feet of you. Doing so lets you move them as if you were grappling them and lets you take their turn for them. You don't, however, get to see the creature's stat block, nor can you use their legendary or lair actions, and anything you want them to do fails if they're incapable of doing it on their own. While you control a creature this way, you only take half damage, but are restricted by the limitations of grappling an enemy. Despite being grappled, you can use their bonus action to let them move at half the normal speed. This control ends once you dismiss it as a free action, you make the controlled creature walk you into an obstacle, which ends their movement and turn, or your transformation runs out. Once you end your control on a creature, you can't use this ability until the start of your next turn, as your strings must get back to their previous, more stable, spherical form.

-You can infect a creature you can see within 120 feet on you with your curse, though it doesn't affect them the same way. As a bonus action, you can either make a ranged unarmed strike towards an enemy, dealing 2d4 necrotic damage, or pass it onto a willing ally. At the start of any of your next turns, you can make the creature release the curse as a free action, dealing 6d6 necrotic damage to any creature within 30 feet of them who fails a Dexterity saving throw, or half as much on a successful one. An ally cursed this way won't be damaged by the exploding curse, while an enemy will automatically fail their save.

This transformation ends early after 6 hours, if all your temporary hp are depleted, if you fall unconscious, or if you end it early as a free action. if you had temporary hit points when the spell ended, convert every 30 temp hp into a curse point and scrap the rest.

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