Sorcerer
Base Class: Sorcerer

An Ancient Curse present throughout your entire blood line now manifest itself as a force you can harness. Drawing power from this innate curse you now are now able to direct it towards your spells. Sorcerers with this origin can sometimes trace their lineage to legendary figures cursed by their past or actions. Alternatively these curse practitioner could come from tale of normal people learning to harness a curse placed on themselves as well. Due to this some blood line of Curse Practitioner could be well known clans and some could be completely unknown to the wider world.

The curse becomes a part of you and once you learn to harness it you may invoke it as powerful effects that are tied to a specific spell. Curse Practitioner clans usually manifest the same curse with usually very similar effects, though rarely sometimes a black sheep can be born.

Cursed Mindset

To begin your journey as a Curse Practitioner, you have under gone extensive training which allows for much better team work, co-operation and adaptivity, allowing you to thrive in any combative situation.

From 1st level, you have advantage on all saving throws to resist being charmed and frightened, additionally you gain proficiency in unarmed fighting and improvised weapon fighting, the damage dice for both becomes a d6, if your damage dice was already higher it is not changed.

Additionally, you have advantage on melee attack rolls against a creature if at least one allied creature is within 5 feet of the creature and the ally creature isn't incapacitated.

Cursed Constitution

Living with your curse for so long has reinforce your physical body, allowing you to combat your foes more effectively.

Also at 1st level, you gain proficiency in either Dexterity Saving throws or Wisdom Saving throw, if you already have both, you instead gain a +2 bonus to one of your proficient saving throw.

Heavenly Restriction (Optional)

Replacing Cursed Constitution. At 1st level you gain immense power in trade for a debilitating weakness. Pick one strength and one weakness from the options bellow, you may pick an additional Strength and Weakness at 7th, 13th and 17th level. You may not pick the same Strength or Weakness twice. You may discuss with your Dm for more strengths or weakness

Strength Weakness
You gain proficiency with all weapons, armor and can attune to 4 magic items. Halve your sorcery points (round down), You only gain half the sorcery points you would normally gain
You gain a +6 bonus to your Strength and Strength maximum, up to a maximum of 26 Every time you gain hit points from leveling, you only gain half of what you would've gain
You gain a +6 bonus to your Dexterity and Dexterity maximum, up to a maximum of 26 You cannot up-cast spells and you cannot cast any spell that requires concentration.
You gain a +6 bonus to your Constitution and Constitution maximum, up to a maximum of 26 You suffer a -12 to Strength to a minimum of 1
You gain the alert feat and the observant feat. You suffer a -12 to Dexterity to a minimum of 1
When rolling for hit points during level up you always roll the maximum number You suffer a -12 to Constitution to a minimum of 1
You gain an additional sorcery point for every 2 level in this class When you regain hit points aside from a long rest, the hit point regain is halved
You gain a +3 bonus to your Spell Save DC Your speed is halved and any speed gain is also halved
when you would regain hit points, you regain the maximum amount of hit points when you cast a spell that forces a creature to make a saving throw, you must also make the save, on a failure you also suffer the effect of the spell
Your Speed is doubled and you may make object interactions with a bonus action You lose all proficiency with weapons, armor and you can only attune to 2 magic item. 
You gain a +3 bonus to your armor class and no disadvantage to stealth checks from armor You suffer a -3 penalty to your armor class and always have disadvantage on stealth checks
You gain a +5 bonus to your weapon and spell attack bonus You suffer a -5 penalty to your weapon and spell attack bonus

.

You may not multiclass once you have taken a  Heavenly Restriction, if you multiclass into this subclass you may not receive Heavenly Restrictions

Signature Technique

At 6th level, you may choose a single spell of 1st level or a cantrip in your spell list and a single meta magic option useable with the spell. When casting the spell this way, you may add the meta magic option without the need to expend any sorcery points, meta magic options that would have it's sorcery point cost increased must have their increased cost payed if it would be casted with the increase cost. 

For example a casting of charm person at 1st level with Twinned Spell would cost you no sorcery points while casting charm person at 2nd level with Twinned Spell would cost you 1 sorcery point.

By casting the spell like this you may add an additional meta magic option to the spell by paying its sorcery point cost. You may only add an additional meta magic option to your Signature technique like this a number of times equal to your proficiency modifier, regaining all uses after a long rest.

Advance Signature Technique

You learn to siphon even more power from your curse. Beginning at 14th level, you gain better control over your signature technique allowing you to add an additional meta magic option to the technique, fulfilling the conditioned mentioned in Signature Technique.

Advance Combat Arts

Also at 14th level, you combat arts has improved significantly along with your cursed mind, Your unarmed attacks and improvised attack gains a bonus of +1 to their attack and damage rolls, and they are considered magical for the purpose of over coming resistance.

Additionally when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You may use this feature a number of times equal to your Constitution modifier, regaining all uses once you finish a long rest.

Binding Vow(Optional)

Replacing your Advance Signature technique. Starting at 14th level, Once per long rest as a free action, you may make a contract with your DM. choose either a cantrip, 1st or 2nd level spell you know and a meta magic option of your choice that you know, replace the spell chosen for your Signature Technique with the newly chosen spell. You may only use this feature once the DM has explicitly approved of it, other wise the DM may propose changes, restrictions, alterations or reject it out right. Only when both you and the DM has agreed to the contract will it take place.

Additionally once this ability is used, you lose access to the previously chosen spell from your Signature Technique Feature, and you may never learn, use, or cast it again.

For Example if your Signature Technique' spell is: the 1st level spell Burning Hands and your meta magic option for the technique is "Quicken Spell", your DM may agree to you replacing it with the 2nd level spell Aganazzar's Scorcher keeping the "Quicken Spell" meta magic option, or replacing it with the 2nd level spell Flame Blade and allowing you to pick a new Meta Magic Option. Afterwards you are unable to use the spell Burning Hands ever again

Domain Creation

You learn how to fully control the volatile nature of your curse, allowing you to bring out the absolute peak of your signature technique. At 18th level, you gain the ability to empower your signature spell using your curse as the medium.

As an action you may expend 10 sorcery points, claps your hand together and bring fourth the domain within your curse. When your domain is casted, choose a number of creature up to 2x your proficiency modifier within 120ft of yourself, each chosen creature must make a Dexterity Saving throw against your spell save DC+5, on a failure you and every creature that failed it save becomes trap within a 300ft radius demi plain for 1 minute. The demi plain appears as a 30ft radius black circle when observed from the outside and creatures outside of the domain cannot communicate, locate or interact with any creatures inside the domain. The inside of your domain is illusionary terrain that you may manipulate or create at will when you initially create the domain. On a successful save the creature is not trapped inside your domain and is pushed to the nearest unoccupied space outside the domain. (A creature may not use its legendary resistance on this save).

You may cast your domain once, regaining all uses when you finish a long rest or if you expend a 9th level spell slot to cast it again.

Your domain has an amount of hit points equal to half your maximum hit points, an armor score of 8+ your Charisma modifier and uses your saving throws in place its own, additionally the domain always automatically fail any Dexterity saving throw and is immune to poison and psychic damage, once the domain is reduced to 0 hit points it is forcefully dispelled. Any creature outside the domain may attempt to destroy it to end the domain early. (Your domain is neither a creature or an object)

While inside your domain, you gain additional effects to your signature technique, the effect is dependent on the spell used for your signature technique as well as their effects. The effect are shown bellow:

Spell Type Effect
A spell that has a range of Touch The spell's range become is infinite
A spell that requires you to make a Melee Magic attack The spell's melee attack is always within range of the creature
A spell that requires you to make a Ranged Magic attack The spell's ranged attack always hit the creature
A spell that requires a creature to make a Saving throw The spell's spell save DC gains a bonus of +5
A spell that summons a number of creatures The amount of creatures summoned by the spell is doubled
A spell that create a number of non magical objects The spell casted at its lowest level gains the effect of being casted at 9th level
A spell that has a range of self The spell can be casted at the start of your turn without the need to expend spell slots or actions, bonus action or reaction
A spell that requires concentration The spell looses its concentration requirement
A spell that deal damage or heal  The spell always deals maximum damage or heal its maximum amount.
A spell that moves or teleport a creature The spell can be casted without the need for you to have sight of the creature, location or the need for an unoccupied space
A spell that has no duration or is instantaneous The spell can be casted at its lowest level without the need to expend a spell slot
A spell that has or creates a radius, line or cone The spell looses its radius, line or cone and instead effects everything within the domain
A spell that uses a reaction The spell can be used without expending a reaction


(When another curse practitioner bring fourth their domain with you being a part of the chosen creatures, as a reaction you may attempt to open your own domain, upon which both curse practitioner must make opposing Arcana(Intelligence) checks, with the loser or loser's domain being dispelled prematurely, upon a tie both domains are dispelled prematurely)

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