Sorcerer
Base Class: Sorcerer

Your innate magic comes from the intermingled pact of your ancestors and accursed powers or creatures.
             Perhaps an ancestor survived a terrible curse and its influence changed the family bloodline. Someone in your family could have made a pact with a powerful being and the residual magics have coursed through your family for generations. Your ancestors could have intermingled with hags and their wicked power has awoken within you.
             Many Curse Soul sorcerers who can't trace their lineage, often don't understand their power and see it as a mixed blessing. Some are wanderers by necessity or have been raised within a culture that helps them understand it. The volatile nature of their magic however, makes other folk nervous and it makes it easier for others to blame a Curse Soul sorcerer for unfortunate events(deserved or not).

Accursed Focus

Your magical practice can employ the use of special tools. You can use the following objects as a spell casting focus for your sorcerer spells: A candle, a crystal ball, a talking board, a tarokka deck, or a skull.
             Additionally, beginning at 1st level, you learn two additional cantrips from the warlock spell list. They count as sorcerer cantrips for you, but they don't count against your number of cantrips known.

Affinity of Hexes

Starting when you choose this origin at 1st level, you learn to harness the power of your Curse Soul and can cast this magic against your enemies.
             Beginning at 1st level, you learn the Hex spell. This spells counts as a sorcerer spell for you and it doesn't count against your number of sorcerer spells known. When you cast this spell on a creature, the following conditions apply:

• The additional damage dealt to a creature under your Hex spell can be your choice of necrotic or psychic damage.

• When a creature under the effects of your Hex spell drops to 0 hit points, you gain temporary hit points equal to your sorcerer level + Charisma modifier(minimum of one).

Empowered Curse

Beginning at 6th level, you learn to magically overcome and cast even stronger curses onto your enemies.
             You learn the Bestow Curse and Remove Curse spells. These spells count as sorcerer spells for you and they don't count against your number of sorcerer spells known. The range for these spells increases to 30 feet. You can cast these spells once without expending a spell slot or sorcery points. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.

Baleful Escape

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal Psychic or Necrotic damage to the attacker equal to your sorcerer level. If the attacking creature is under the effects of your Hex or Bestow Curse spell, their movement speed is reduced to 0 until the start of their next turn.
             As a part of your reaction, you're able to move away from the attacker as far as half of your movement speed, without provoking attacks of opportunity.

Accursed Chaos

At 18th level, you are able to erupt with eldritch malevolence and cast a baleful curse onto your enemies.
             As an action, you explode with wicked magic that is centered on you. Each creature of your choice that is within 30 feet of you takes either psychic or necrotic damage equal to 2d10 + your charisma modifier and must make a Wisdom saving throw. Any creature affected by your hex or bestow curse spell fails automatically.
             On a failed save, the creature is afflicted with a powerful curse for 1 minute. Roll a d6 for each creature to determine what curse they are afflicted with. Once you use this feature, you can't use it again until you finish a long rest.

 

Accursed Chaos Table

1 The creature is blinded.

2 The creature has disadvantage on strength checks and saving throws.

3 The creature becomes vulnerable to all damage.

4 The creature has disadvantage on intelligence checks and saving throws.

5 The creature has disadvantage on dexterity checks and saving throws.

6 The creature can't regain any health points.

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