Base Class: Sorcerer
The blood of a mutated Hag flows through you, giving you a semblance of power through weakening any foe you come across through your spells.
Level 3: Curseweaver Spells
When you reach a Sorcerer level specified in the Curseweaver Spells table, you always have the following spells prepared, and they don't count against the number of spells you can prepare.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Ray of Sickness |
| 5 | Blindness/Deafness, Ray of Enfeeblement, Mind Spike |
| 7 | Bestow Curse, Slow |
| 9 | Blight, Confusion |
Level 3: Lingering Malediction
Your magic leaves behind fragments of supernatural misfortune.
Once on each of your turns when you deal damage to a creature with a Sorcerer spell, you can curse it for 1 minute, or until the creature dies.
While cursed, choose one effect:
- Withering: The creature subtracts 1d4 from the first attack roll it makes each turn.
- Shaken: The creature subtracts 1d4 from saving throws.
- Sluggish: The creature's speed is reduced by 10 feet and it can't benefit from Opportunity Attack speed reductions.
You can have a number of creatures cursed equal to your Proficiency Modifier. Applying the curse to another creature beyond this limit ends the oldest curse.
Level 6: Twisting Misfortune
Your curses deepen whenever your foes falter.
Whenever a creature fails a saving throw against one of your Sorcerer spells, you can apply one of the following effects without requiring another saving throw:
- It cannot take Reactions until the end of its next turn.
- It has Disadvantage on the next ability check it makes.
- It cannot regain Hit Points until the start of your next turn.
- One ally of your choice gains Advantage on the next attack roll made against it before the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier, regaining all uses after a Long Rest.
Alternatively, you may spend 2 Sorcery Points to use it again.
Level 14: Cascade of Malediction
When one of your cursed creatures fails a saving throw against your Sorcerer spell, your curse spreads.
Choose another creature you can see within 30 feet of the original target.
That creature immediately becomes cursed by your Lingering Malediction feature.
Additionally, whenever you cast a spell that targets only a cursed creature, you may choose one:
- Increase the spell's save DC by 1 against that creature.
- Ignore Half Cover and Three-Quarters Cover for the spell.
- Deal additional Psychic damage equal to your Charisma modifier if the spell deals damage.
Finally, whenever a cursed creature fails a saving throw against one of your spells, you regain hit points equal to your Charisma modifier.
Level 18: Doom Incarnate
Your curses become nearly impossible to escape.
When you activate your Innate Sorcery feature, choose up to six creatures you can see within 60 feet.
Each immediately becomes cursed by your Lingering Malediction feature.
For the duration of your Innate Sorcery:
- Cursed creatures have Disadvantage on saving throws against being Frightened.
- The first saving throw a cursed creature makes each round against one of your Sorcerer spells is made with a 1d4 penalty.
- When a cursed creature drops to 0 Hit Points, you may immediately move its curse to another creature you can see within 60 feet without using an action.
- Whenever a cursed creature misses with an attack or succeeds on a saving throw against one of your spells, it still takes Psychic damage equal to your Charisma modifier.
- Your curse no longer requires uses.
Once you use this feature, you can't do so again until you finish a Long Rest unless you spend 5 Sorcery Points to use it again.
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