Base Class: Sorcerer
The curse or taint or however you received your magical bad luck comes in three forms. Lasting misfortune, that lasts until the end of a long rest; Spike misfortunes, can only occur if a lasting misfortune is active and ends a lasting misfortune instantly; and target misfortunes, bad luck you can target a creature with. Use the following tables to randomly roll for misfortunes.
Lasting Misfortunes: d12
- All creatures 30' radius around you reduce walking speed by 5'
- You become blinded
- You or all creatures but you within 15' radius have DEX or STR check disadvantage.
- You or all creatures but you within 15' radius have INT or WIS check disadvantage.
- Healing spells, features and traits are half effective within 15' of you.
- DEX, STR and CON Saving throws have -2 within 30'.
- INT, WIS and CHA saving throws have -2 within 30'.
- Weather worsens so creatures 30' away have half cover and 60' away have total cover.
- The ground 15' radius around you becomes difficult terrain. This effect follows you.
- Con saves to continue concentration spells within 15' have disadvantage. If spell ends, the next attack against the creature that forced the save has advantage.
- No creature within 100 can be surprised.
- Reduce all damage die used by one size within 30' or you. (if d4 then use only modifiers or multiples. [1d8+3 becomes 1d6+3 or 2d4 becomes 2 damage])
Spike Misfortunes: d6
- All creatures within 30' of you except you endure 1 point of exhaustion.
- Cast Fireball without a spell slot and components in a random spot in a 100 foot cube centered on you.
- You cast Bestow Curse on a random creature within 30 ft. Curse ends at the end of a rest.
- A loud sound occurs centered on you making all creatures 60' around you deafened for 1 hour. Sound can be heard 120' from you.
- Cast Confusion without spell slot or components and you choose the point but must affect at least one creature. Lasts for the the full hour.
- Creatures within 30' of you make a Con save or become petrified for 8 hours.
Target misfortunes: d4
- Target suffers disadvantage for all attacks for next two rounds.
- Advantage on next 5 attacks against target.
- Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
- Target AC and Saving throws drop by 2 for 8 hours.
Unlucky Hardiness
Starting at 1st level, you gain proficiency with light and medium armor and your hit points and max hit points raise by 1 every time you gain a level in this class.
Fortune's Bad Favor
Starting at 1st level, the first time after a long rest you roll a 1-5 on a d20, roll a d12 to randomly select a lasting misfortune. A lasting misfortune lasts until you complete a long rest or a spike misfortune occurs. Lasting misfortunes do not stack.
If you roll a 1 or 2 on a d20 while a lasting misfortune is active, the lasting misfortune ends and you roll a d6 to randomly select a spike misfortune.
If a creature needs to make a saving throw the Save DC is 8+ proficiency bonus+ Charisma modifier.
Lasting Misfortunes: d12
- 1. All creatures 30' radius around you reduce walking speed by 5'
- 2. You become blinded
- 3. You or all creatures but you within 15' radius have DEX or STR check disadvantage.
- 4. You or all creatures but you within 15' radius have INT or WIS check disadvantage.
- 5. Healing spells, features and traits are half effective within 15' of you.
- 6. DEX, STR and CON Saving throws have -2 within 30'.
- 7. INT, WIS and CHA saving throws have -2 within 30'.
- 8. Weather worsens so creatures 30' away have half cover and 60' away have total cover.
- 9. The ground 15' radius around you becomes difficult terrain. This effect follows you.
- 10. Con saves to continue concentration spells within 15' have disadvantage. If spell ends, the next attack against the creature that forced the save has advantage.
- 11. No creature within 100 can be surprised.
- 12. Reduce all damage die used by one size within 30' or you. (if d4 then use only modifiers or multiples. [1d8+3 becomes 1d6+3 or 2d4 becomes 2 damage])
Spike Misfortunes: d6
- 1. All creatures within 30' of you except you endure 1 point of exhaustion.
- 2. Cast Fireball without a spell slot and components in a random spot in a 100 foot cube centered on you.
- 3. You cast Bestow Curse on a random creature within 30 ft. Curse ends at the end of a rest.
- 4. A loud sound occurs centered on you making all creatures 60' around you deafened for 1 hour. Sound can be heard 120' from you.
- 5. Cast Confusion without spell slot or components and you choose the point but must affect at least one creature. Lasts for the the full hour.
- 6. Creatures within 30' of you make a Con save or become petrified for 8 hours.
Forced Bad Day
Starting at 1st level, if you have a lasting misfortune active, you can use an action to can target a creature within 60' and roll a d4 to randomly assign it a target misfortune. You can do this up to your Charisma modifier (min 1) and you regain all uses after a long rest.
Target misfortunes: d4
- 1. Target suffers disadvantage for all attacks for next two rounds.
- 2. Advantage on next 5 attacks against target.
- 3. Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
- 4. Target AC and Saving throws drop by 2 for 8 hours.
Spare the Beloved
Starting at 6th level, you can use your action to spare any amount of creatures up to your CHA modifier from your lasting misfortune for 1 minute or from the effects of a spike misfortune. As a bonus action, you can expend a spell slot and regain this ability.
Cursed Day
Starting at 14th level you can spend 3 sorcery points to target one creature you see and roll a d6 for a target misfortune. You can do this even if you do not have an active lasting misfortune. If you roll a 5 or 6 then you choose the target misfortune.
Target misfortunes: d4
- 1. Target suffers disadvantage for all attacks for next two rounds.
- 2. Advantage on next 5 attacks against target.
- 3. Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
- 4. Target AC and Saving throws drop by 2 for 8 hours.
Avatar of Misfortune
Starting at 18th level, you gain the ability to transform into a personification of misfortune. When you transform, you become shroud in shadows and a halo of black thorns appears above your head. While transformed you gain the following traits:
- You gain a flying speed of 10' and the ability to hover.
- An aura spreads 30' around you. When a creature enters the aura or starts its turn in the aura, it takes 5d6 necrotic damage if hostile and 2d6 necrotic damage if friendly.
- Resistances don't apply and immunities count as resistances.
The transformation ends early if you drop to 0 hit points or become incapacitated.
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