Curse Sorcerer (Class) Image

Curse Sorcerer

Curse Sorcerers are individuals capable of bending and reshaping the cursed energy woven into the fabric of reality.

To those without this ability, cursed energy is abstract and imperceptible. Yet in moments of intense emotion, such as rage or desperation, its effects manifest in visible and destructive ways.

Every Curse Sorcerer relies on a Conveyor to channel this energy. A Conveyor can be an object, a weapon, or a part of the sorcerer’s own body. As long as this connection remains intact, the sorcerer’s will can be carried into reality.

Different methods of channeling cursed energy define a sorcerer’s specialization. These are represented by their subclass.

Curse Sorcerers do not cast spells in the modern sense. Their power is expressed through cursed energy, class features, subclasses, and Domain Expansion unless another feature, subclass, feat, or multiclass option grants them spellcasting.

Class Features

As a Curse Sorcerer, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Curse Sorcerer level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8, or 5, + your Constitution modifier per Curse Sorcerer level after 1st

Proficiencies

Armor: Light armor

Weapons: Martial weapons, or one weapon of your choice

Tools: One type of artisan’s tools or one musical instrument of your choice

Saving Throws: Dexterity, Constitution

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

Every Curse Sorcerer is extremely unique. Work with your DM to determine your starting equipment based on your Conveyor, subclass concept, background, and the way your cursed energy manifests.

Your DM may grant you weapons, armor, tools, or other equipment appropriate to your character’s origin and intended playstyle.

Curse Sorcerer Save DC

Some Curse Sorcerer features require a saving throw. The save DC for such features is calculated as follows:

Curse Sorcerer save DC = 8 + your proficiency bonus + your Charisma modifier

Curse Sorcerer Class Table

Level Proficiency Bonus Features Cursed Energy Points
1st +2 Conveyor, A World Full of Curses, Curse Manipulation
2nd +2 Cursed Energy Proficiency Bonus + Charisma modifier
3rd +2 Cursed Sorcerer Subclass Proficiency Bonus + Charisma modifier
4th +2 Ability Score Improvement Proficiency Bonus + Charisma modifier
5th +3 Extra Attack, Domain Expansion Proficiency Bonus + Charisma modifier
6th +3 Ability Score Improvement Proficiency Bonus + Charisma modifier
7th +3 Subclass Feature Proficiency Bonus + Charisma modifier
8th +3 Ability Score Improvement Proficiency Bonus + Charisma modifier
9th +4 Out of Thin Air, Humiliation, Improved Cursed Energy Proficiency Bonus + Charisma modifier
10th +4 Subclass Feature Proficiency Bonus + Charisma modifier
11th +4 Extra Attack (2) Proficiency Bonus + Charisma modifier
12th +4 Ability Score Improvement Proficiency Bonus + Charisma modifier
13th +5 See Through, Refined Cursed Energy Proficiency Bonus + Charisma modifier
14th +5 Ability Score Improvement Proficiency Bonus + Charisma modifier
15th +5 Subclass Feature Proficiency Bonus + Charisma modifier
16th +5 Ability Score Improvement Proficiency Bonus + Charisma modifier
17th +6 Cursed Energy Overflow  Proficiency Bonus + Charisma modifier
18th +6 Subclass Feature Proficiency Bonus + Charisma modifier
19th +6 Purification Proficiency Bonus + Charisma modifier
20th +6 Extra Attack (3) Proficiency Bonus + Charisma modifier

Level 1: Conveyor

Your understanding of curses allows you to channel cursed energy through a chosen medium, known as your Conveyor.

As a bonus action, you can imbue one object you are holding or can lift with cursed energy. If that object is used to make a successful attack, it deals additional force damage on a hit.

The additional damage is 2d4. This damage increases to 3d4 at 5th level, 4d4 at 11th level, and 5d4 at 17th level.

You can use this feature a number of times equal to your Charisma modifier, to a minimum of once. You regain all expended uses when you finish a long rest.

Level 1: A World Full of Curses

Your exposure to cursed energy shapes your combat style.

You gain a Fighting Style feat of your choice. Whenever you gain a level in this class, you can replace it with another Fighting Style feat.

Level 1: Curse Manipulation

You can perceive and interact with cursed energy and beings influenced by it.

You have advantage on attack rolls against creatures that are cursed or under the influence of cursed energy.

You also have advantage on Wisdom (Perception) checks made to detect such creatures.

Level 2: Cursed Energy

You gain a pool of Cursed Energy Points equal to your proficiency bonus + your Charisma modifier. If your proficiency bonus or Charisma modifier changes, your maximum number of Cursed Energy Points changes accordingly.

You regain all expended Cursed Energy Points when you finish a long rest.

Cursed Reinforcement

When you hit a creature, you can expend 1 Cursed Energy Point to deal an extra 1d6 force damage.

Reverse Flow

When you take damage, you can expend 1 Cursed Energy Point to reduce the damage by 1d6.

Precision Output

When you make an attack roll, you can expend 1 Cursed Energy Point to gain a +2 bonus to the roll after seeing the roll but before knowing the outcome.

Focused Will

When you expend 3 Cursed Energy Points, you gain advantage on your next Charisma-based ability check.

Level 3: Cursed Sorcerer Subclass

You gain a subclass of your choice.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at levels 6, 8, 12, 14, and 16.

Level 5: Extra Attack

You can attack twice whenever you take the Attack action.

Level 5: Domain Expansion

See “Domain Expansion” sheet number 76 on my website. I am unable to paste any links here, so please look up “HomeBrewBoi” on YouTube to get the link.

Level 6: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice.

Level 7: Subclass Feature

You gain a feature from your subclass.

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice.

Level 9: Improved Cursed Energy

Your control over cursed energy becomes sharper and more efficient.

Your Cursed Reinforcement and Reverse Flow features improve. Their dice increase from 1d6 to 2d6.

Level 9: Out of Thin Air

When you are targeted by an attack, you can use your reaction to gain a +2 bonus to AC until the start of your next turn, including against the triggering attack.

You also gain advantage on your next attack roll before the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Level 9: Humiliation

If you exceed a creature’s Armor Class by 11 or more with an attack roll, the attack becomes a critical hit.

Level 10: Subclass Feature

You gain a feature from your subclass.

Level 11: Extra Attack (2)

You can attack three times whenever you take the Attack action.

Level 12: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice.

Level 13: Refined Cursed Energy

Your precision and focus become significantly more dangerous.

Your Precision Output bonus increases from +2 to +4.

In addition, when you use Focused Will, you can apply its benefit to your next Charisma-based ability check, Charisma-based attack roll, or Curse Sorcerer save DC.

Level 13: See Through

You can perceive a creature’s soul, if it has one.

If you target the physical location where the soul resides, you have advantage on the attack roll. The DM determines whether this feature applies to a given creature and attack.

Level 14: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice.

Level 15: Subclass Feature

You gain a feature from your subclass.

Level 16: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice.

 

Level 17: Cursed Energy Overflow

Your attacks against living creatures deal an additional 2d4 force damage on a hit.

Your Cursed Reinforcement and Reverse Flow features improve again. Their dice increase from 2d6 to 3d6.

In addition, when you roll initiative and have 0 Cursed Energy Points remaining, you regain a number of Cursed Energy Points equal to half your maximum number of Cursed Energy Points, rounded down.

Level 18: Subclass Feature

You gain a feature from your subclass.

Level 19: Purification

All damage you deal with attacks becomes force damage.

Level 20: Extra Attack (3)

You can attack four times whenever you take the Attack action.

Multiclassing

Ability Score Minimum

To multiclass into or out of this class, you must have a Charisma score of 13 or higher and either a Strength or Dexterity score of 13 or higher.

Proficiencies Gained

If Curse Sorcerer is not your initial class, you gain proficiency with light armor, one weapon of your choice, and one type of artisan’s tools or one musical instrument of your choice.

Previous Versions

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Curse Sorcerer (Class) Image

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