Sorcerer
Base Class: Sorcerer

It may have been the result of a curse your parents received, an unfortunate planetary alignment, or just pure chance, but the outcome is that the goddess of Misfortune claimed you as one of her children. Since you were born, bad luck followed you affecting everyone around you, and indirectly, you too. Your facial features are most likely a hooked nose that separates two sunken eyes on a pale bony face; you prefer to dress in dark clothes, emanating a funereal aura. Wherever you go, mirrors break, black cats cross streets, salt shakers tip over, etc.

Inauspicious gaze

At 1st level, your bad luck affects everyone around you, both friends and foes. When a creature that you can see within 30 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend 2 of your Sorcery points, rolling 1d4 and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t see you or if it’s immune to being charmed.

Every time you use this feature, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it cannot be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. However, you are not necessarily the source of the magical effect, but it could be instead the result of an unlucky series of coincidences that caused it: from a wizard simply dropping his wand, to a more complex butterfly effect.

Ominous presence

Starting at 1st level, superstitious creatures find your presence quite unsettling. You have advantage on all Intimidation checks done against creatures that can see you and with a Charisma score lower than yours.

You also gain access to the Warlock spell Hex.

Unfortunate coincidence

Starting at 6th level, you can leverage the power of your bad luck to change fate. You can use your reaction and spend 3 sorcery points to jinx someone or something. You can cause, for example, a wizard's magic missile to miss its target, the weapon of an attacking Gnoll to slip from its hands, a running athlete to stumble and fall just before the finish line, or a famously precise clock to stop. You can do so after the creature rolls or while it is in the middle of the action, but before any effects have occurred. The creature or the thing must succeed a Charisma saving throw or be subject of your misfortune - its extent is left to the discretion of the DM. 

Tamable misfortune

At 14th level, you gain a modicum of control over your bad luck. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Occhio Malocchio

Beginning at 18th level, the harmful aura of bad luck around you intensifies. You can curse one creature you can see within 30 feet of you. The target has disadvantage on any attack rolls, ability checks, and saving throws for 1 minute. The creature becomes hostile towards you but not necessarily violent, unless that is its natural disposition. As an action, the creature makes a Charisma saving throw to regain control of itself. On a successful save, the jinx ends. Once you used this feature, you must finish a long rest before you can use it again.

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