Base Class: Sorcerer
From a ancestor entering a deal with a devil, or maybe contracting lycanthropy, you have inherited their accursed legacy.
Cursed Spells table
Starting at 1st level, your cursed nature gives you access to additional spells. You learn additional spells when you reach certain levels in this class, as shown on the Cursed Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Cursed Expanded Spells
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Silver hypersensitivity
At 1 level, your origin makes you react nauseas to silver in your vicinity. You can sense silver objects, such as silvered weapons, silver coins or powdered silver, within 30 feet of you and know the location of the source.
Dormant heritage
Additionally at 1 level, when you call upon the magic, you stir the bestial power within. When you cast a spell from the cursed table spell list, your speed and jump distance increases with 5 feet. Additionally, you gain advantage on intimidation checks. This last for a number of rounds equal to the spells level and ends at the end of your turn.
Cursed awareness
At level 6, cursed creatures and items reeks of a revolting odor to you. You know the location of cursed creatures and items within 30 feet of you. You don’t know the nature of the curse, just that they/it are in some way cursed.
Blood thirst
Additionally, at level 6, you can harness your innate bloodlust to lash at a foe. You can use a bonus action to make a range spell attack against a creature within 30 feet. You don’t have disadvantage if the target is within 5 feet of you. If the attack hits, the creature takes 1d6 + your spell casting modifier in necrotic damage.
Additionally, the target most make a constitution saving throw against your spell save DC. If they fail, you syphon some blood from the target, which you consume. When you consume this blood, you learn the targets current hit points, damage immunities, damage resistances and damage vulnerabilities. If the target success on the saving throw, you are unable to syphon the blood. Undead and constructs are immune to this ability.
You can use this ability a number of times equally to your charisma modifier (minimum of 1). You regain all your expended uses after a long rest.
Awakening Heritage
At level 14, the presence of the beast within grows. In addition to the other effects of Dormant Heritage, you gain temporary hit points equal to the level of the spell cast when the ability triggers, and you can use your bonus action to use the dash or disengage action when Dormant Heritage is active.
Additionally, you can spend a number of sorcery points equal to your charisma modifier (minimum of 1) when you use your Blood thirst ability to instill horror in those around you. You can choose to effect a number of creatures equal to the number of sorcery points spent. The targeted creatures most make a wisdom saving throw against your spell save DC. If they fail, they become frightened of you until the end of your next turn. If they succeed, nothing happens.
Insite Rampage
At level 18, you have learned to transfer violent urges to other creatures. You can use an action to affect each creature in a 20 feet sphere with 60 feet on point you choose with a blind lust to tear the nearest creature to shreds. Each affected creature most make a wisdom saving throw against your spell save DC. If they fail, the affected creatures most spend their turn making a melee attack (or using their multi attack, if they have one) against the nearest target as an action, and can do nothing else on their turn. If no target is within reach, they use their turn spending their movement to move closer to the nearest target, using the dash action if they have used all their movement and are still not within 5 feet reach of the nearest target. If they fail, nothing happens. Constructs and undead are immune to this ability.
You can expend a number of sorcery points to extend this effect. You can spend a maximum of 9 sorcery points. You extend the duration of the ability by a number of rounds equal to the number of sorcery points spend. The effect ends at the end of the last round this ability is active. The affected creatures most spend their turn making a melee attack (or using their multi attack, if they have one) against the nearest target as an action, and can do nothing else on their turn. If no target is within reach, they use their turn spending their movement to move closer to the nearest target, using the dash action if they have used all their movement and are still not within 5 feet reach of the nearest target. The affected creature can make a wisdom saving throw against your spell save DC on the end of their turn to end the effect.
Once you use this feature, you can’t use it again until you finish a long rest.
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