Homebrew All-In-One Species Details
Curse Sorcerer Subclass
All in One is a cursed technique built around imitation, emotional bondage, and the violent cooperation between a sorcerer and a cursed companion. You do not merely learn other powers. You take them, store them, survive their consequences, and weaponize them through the creature bound to your soul.
All in One Features
| Curse Sorcerer Level | Feature |
|---|---|
| 3rd | Sworn Companion, Specialized |
| 7th | Copy, Perfected Reverse Cursed Technique |
| 13th | A Weeping Farewell |
| 15th | Not Today |
| 18th | Forever, Together |
If a feature of this subclass requires a saving throw, it uses your Curse Sorcerer save DC.
3rd Level: Sworn Companion
When you choose this subclass at 3rd level, you develop a connection with a Cursed Creature that has, or once had, a deeply personal affiliation with you.
Your Sworn Companion’s physical form and its ability to manifest in your realm are primarily anchored through an object connected to both your past and the companion’s past. This object acts as the main point of communication between you and your Sworn Companion, although the DM can allow other forms of communication when appropriate.
You can manifest or dismiss your Sworn Companion at will. Outside combat, doing so requires no action. During combat, you summon it using the combat rules described in the In Combat section.
Your Sworn Companion remains manifested indefinitely unless it is reduced to 0 hit points, banished, forced to retreat by a spell, artifact, or comparable effect, or separated from you by death, planar distance, banishment, or another condition determined by the DM.
If your Sworn Companion is slain, it becomes inactive and gathers cursed energy until you finish your next long rest. You cannot manifest it during this period.
Sworn Companion Statistics
When you gain this feature, assign your Sworn Companion’s ability scores using either the standard array or the point buy system.
Your Sworn Companion uses your proficiency bonus.
Your Sworn Companion has the following statistics and traits.
| Trait | Statistics |
|---|---|
| Size | Tiny, Small, Medium, or Large, chosen when you gain this feature |
| Hit Points | Three times your hit point maximum |
| Armor Class | Your AC + twice your Dexterity modifier |
| Speed | 30 ft. |
| Hover | The companion hovers up to 5 feet above the ground, but does not gain a flying speed from this trait |
| Darkvision | 60 ft. |
| Languages | Common; it can communicate telepathically with you |
| Saving Throws | Choose two saving throw proficiencies for the companion |
| Special Training | The companion benefits from the Alert and Sentinel feats and can make opportunity attacks normally |
HBB Note: The visual specifics of your Sworn Companion, such as color, shape, number of extremities, and general appearance, are determined by you. However, physical details that may affect gameplay, such as functional wings, a body capable of carrying eight excessively jacked orcs, or arms strong enough to launch you 70 feet into the air, must be determined in collaboration with your DM.
In Combat
In combat, you can use your reaction to manifest your Sworn Companion in an unoccupied space within 5 feet of you.
You can also manifest your Sworn Companion to block an incoming attack. When you are targeted by an attack and your Sworn Companion is not manifested, you can use your reaction to manifest it defensively. Until the start of your next turn, your AC becomes equal to your Sworn Companion’s AC, including against the triggering attack.
If your Sworn Companion is summoned during combat, it acts immediately after your turn in the initiative order.
Your Sworn Companion has its own action, bonus action, and reaction on its turn.
Sworn Companion Passive Features
Invigorated
You feel especially inspired while your Sworn Companion is near you.
While your Sworn Companion is within 60 feet of you, you can add +1 to a die roll you make.
You can use this bonus a number of times equal to twice your Charisma score. You regain all expended uses when you finish a long rest.
Double-Seam
If you or your Sworn Companion deals damage to a creature, the next attack roll made by you or your Sworn Companion against that creature has advantage.
This advantage must be used before the end of your next turn.
Sworn Companion Combat Scaling
Your Sworn Companion’s combat features improve as you gain levels in this subclass.
| Curse Sorcerer Level | Sworn Strike Damage | Multiattack | Devour Damage | Cursed Energy Transfusion Damage | Cursed Energy Transfusion Healing |
|---|---|---|---|---|---|
| 3rd | 1d8 | 2 attacks | 2d8 | 6d6 force damage | 4d8 healing |
| 7th | 1d10 | 2 attacks | 3d8 | 7d6 force damage | 5d8 healing |
| 13th | 2d8 | 3 attacks | 4d8 | 8d6 force damage | 6d8 healing |
| 18th | 2d10 | 4 attacks | 5d8 | 10d6 force damage | 8d8 healing |
Sworn Companion Active Features
Strike
Your Sworn Companion can attack using one of its natural weapons, cursed limbs, claws, teeth, tendrils, blades, or other physical extremities.
When your Sworn Companion makes a Strike, choose Strength or Dexterity for the attack. The damage type is bludgeoning, piercing, or slashing, depending on the extremity used.
Melee Weapon Attack: your proficiency bonus + the companion’s chosen ability modifier to hit, reach 5 ft., one target.
Hit: The target takes damage according to the Sworn Companion Combat Scaling table + the companion’s chosen ability modifier.
Multiattack
Your Sworn Companion makes a number of Strike attacks according to the Sworn Companion Combat Scaling table.
Devour
As an action, your Sworn Companion attempts to devour one living creature within 5 feet of it.
Melee Weapon Attack: your proficiency bonus + the companion’s Strength modifier to hit, reach 5 ft., one living creature.
Hit: The target takes damage according to the Sworn Companion Combat Scaling table + the companion’s Strength modifier.
If this damage reduces the target to 0 hit points, your Sworn Companion completely devours the target. A devoured creature is disintegrated into cursed energy and cannot be restored to life except by wish or another method approved by the DM.
Your Sworn Companion can also devour corpses or severed body parts within its reach as a free object interaction on its turn. A corpse or body part devoured in this way is also disintegrated into cursed energy.
Cursed Energy Transfusion
As a bonus action, you borrow a portion of your Sworn Companion’s cursed energy and channel it into your next attack, damaging ability, or healing ability.
If the next attack or ability you use before the end of your turn deals damage, it deals extra force damage according to the Sworn Companion Combat Scaling table.
If the next ability you use before the end of your turn restores hit points, it restores additional hit points according to the Sworn Companion Combat Scaling table.
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.
3rd Level: Specialized
You gain proficiency with one weapon of your choice.
This can be a weapon your character has not personally seen before.
7th Level: Copy
As a bonus action, you can copy one innate ability from a creature, provided the creature uses that ability within 120 feet of you.
You can store up to four copied abilities in your body at a time. A copied ability fades away after 3 days.
An innate ability is any ability that is part of a creature’s natural or primary ability set. For example, this can include a spell-like ability such as spider climb, or a passive feature that increases AC by artificially thickening the creature’s skin.
You cannot copy an ability if its source is an object, pact, contract, borrowed power, temporary effect, or another origin the DM determines is not truly innate to the creature.
When you use a copied ability, it uses the same action economy it originally required. For example, if the original ability required an action, the copied version also requires an action.
If the copied ability requires a saving throw, it uses your Curse Sorcerer save DC. If it requires an attack roll, it uses your Curse Sorcerer attack modifier.
Each copied ability can be used once per day. At 13th level, each copied ability can be used twice per day. At 18th level, each copied ability can be used three times per day.
If a copied ability normally requires a ritual, material component, biological condition, or similar enabling requirement, you bypass that requirement and use the ability anyway.
However, although you can technically copy nearly any innate ability, you may suffer consequences depending on what you copied. The exact consequence is determined by the DM.
For example, if you copy Wild Shape from a Circle of the Moon druid and use it to transform into a fire elemental, you suffer no consequences while transformed. However, when the transformation ends, your body may suffer severe burns from having contained a form it was never naturally built to withstand.
Permanent Copy
If your Sworn Companion devours a creature or a severed body part belonging to a creature whose ability you copied or could copy, you can choose one innate ability from that creature and copy it permanently.
A permanently copied ability does not fade after 3 days and does not count against the maximum number of copied abilities you can store in your body. For example, if you have four temporary copied abilities and one permanently copied ability, you retain all five abilities.
When a valid corpse or severed body part is within your Sworn Companion’s reach, you can command your Sworn Companion to devour it as a reaction.
7th Level: Perfected Reverse Cursed Technique
Your cursed energy control becomes refined enough to reverse destruction itself, closing wounds, repairing physical trauma, and forcing the body to remember its proper shape.
As an action, you touch one creature and restore hit points to it. The amount restored is shown in the Perfected Reverse Cursed Technique table.
You can use this healing 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.
Once you have expended all uses of this healing, you can still force the technique to function by siphoning life energy from another creature.
Life Siphon
As an action, make a melee cursed energy attack against one creature within your reach. On a hit, the target must make a Wisdom saving throw.
On a failed save, the target takes necrotic damage shown in the Perfected Reverse Cursed Technique table + your Charisma modifier. One ally of your choice within 30 feet of you regains hit points equal to the necrotic damage dealt.
On a successful save, the target takes half as much damage, and the ally regains hit points equal to the damage dealt.
You cannot heal yourself with Life Siphon.
You can use Life Siphon a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses when you finish a long rest.
| Curse Sorcerer Level | Healing | Life Siphon Damage |
|---|---|---|
| 7th | 2d10 | 2d10 + your Charisma modifier |
| 13th | 3d10 | 3d10 + your Charisma modifier |
| 18th | 4d10 | 4d10 + your Charisma modifier |
13th Level: A Weeping Farewell
At 13th level, your Sworn Companion’s destruction releases a catastrophic burst of cursed energy.
When your Sworn Companion is reduced to 0 hit points, or when you die permanently, your Sworn Companion erupts in a destructive explosion centered on itself.
Each non-ally creature within 60 feet of your Sworn Companion must make a Dexterity saving throw.
On a failed save, a creature takes 16d4 force damage. On a successful save, a creature takes half as much damage.
The explosion leaves a massive crater behind. The exact size and shape of the crater are determined by the DM.
15th Level: Not Today
Prerequisite: Your Sworn Companion must be manifested.
When you are reduced to 0 hit points, your Sworn Companion can renounce its physical form and pour its essence into your body, allowing you to cheat death.
When this happens, your Sworn Companion immediately disappears, and you regain hit points equal to its current hit points. If this would restore you above your hit point maximum, the excess becomes temporary hit points. These temporary hit points last until you finish your next long rest.
After using this feature, you cannot use it again for 24 hours.
18th Level: Forever, Together
At 18th level, your bond with your Sworn Companion becomes absolute.
If you are reduced to 0 hit points, your soul is devoured by your Sworn Companion instead of passing on normally. You and your Sworn Companion permanently merge, becoming two souls inside one body.
This transformation cannot be undone except by wish or another comparable effect approved by the DM.
After this fusion, you can no longer manifest your Sworn Companion separately. Instead, you gain its power as your own.
You gain all of your Sworn Companion’s skill proficiencies, saving throw proficiencies, senses, languages, and movement traits.
Your Armor Class becomes the higher of your AC or your Sworn Companion’s AC.
Your hit point maximum increases by your Sworn Companion’s hit point maximum.
Your speed becomes the higher of your speed or your Sworn Companion’s speed.
You can use your Sworn Companion’s active features as if they were your own.
In combat, you gain one additional action on each of your turns.
You will be together, forever...
All-In-One Traits
All in One lets a Curse Sorcerer bond with a powerful cursed companion, copy the innate abilities of other creatures, and turn stolen powers, healing, and emotional attachment into overwhelming combat versatility.Comments
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Posted Aug 14, 2026Is the companions armour class my current AC? Or my AC without armour on?
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Posted Aug 15, 2026Base AC, without the armor on. Thanks a lot for asking! I somehow hadn't specified it...