Sorcerer
Base Class: Sorcerer

The Curse Breaker subclass is an origin hook for a sorcerer that provides strong charismatic abilities to a sorcerer with the trade off of dealing with the effects of permanent curse. You have been cursed by an evil, spiteful, or envious being(s), or due to dubious events. However, another benevolent being(s), or chain of events (think botched attempt thwarted in some fashion, or serendipitous luck) has tempered the full extent of the curse and provided some semblance of balance.

How did this curse come to be? Do you come from a magical royal family who was proud and highbrow, did they spite someone or turn them away. Were you part of a prophecy that was would result in unfavorable circumstances to a dark entity. Was the entire thing an accident and you are trying to find the solution or person to resolve the issue? Was someone in your past or your family involved in toying with magics they didn't understand and caused this to occur as a side effect? 

You are under the effects of a Magical Curse. The effect is permanent and can only be removed by the wish spell, death of the creature(s) who cursed you, or another method determined appropriate by the DM.

Curse Manipulation

The more you grow your magical abilities, the more you are able to resist or apply the effects of your curse for the day; once per week per three sorcerer levels, with a maximum of 6 uses. While cursed, you may resist the effects of your curse for the day. If you cure/master your curse, these charges become willful uses of your curse abilities, you can use at any time out of combat, or through use of an action in combat. Uses per week LvL/Use: 1/2, 6/4, 14/6.

Magical Curse

The curse that afflicts your spirit and body. You are under the effects of a Magical Curse. The effect is permanent and can only be removed by the wish spell, death of the creature(s) who cursed you, achieving Level 18 or another method determined appropriate by the DM. 

Beast Form

You are a beast variation of your choosing from from the following types (selected at the time of your origin): Avian, Woodland, or Primate. At dusk you begin to exhibit bestial features, your Charisma is reduced by 2. At full darkness, you fully turn into a beast and gain a distinct visual feature that you agree upon with your DM (streaked fur color, special mane, etc.). You lose full access to your class features and capabilities.  You also imprint with the first friendly person you see that day which allows two way psychic communication. You gain special abilities based on your form. Unlike Wild Shape, your HP is shared and if you are rendered unconscious in your form, you do not revert, you must roll death saving throws as normal. At dawn, you return to your form, and have had a long rest regardless if you have rested or not. If you die in this form, your body will turn back to normal; if you are subsequently revived you are still under the effect of the curse. If you have broken your curse then you are not forced into this form, but can change into it willfully based on the acquired curse manipulation charges, with a cast time of 1 Action, you can drop your form, with the use of a Bonus Action.

 

Avian

Your curse turns you into an avian beast, its appearance may be akin to those in a similar size to a Hawk, Swan, Eagle, Vulture, or Duck. You lose access to all class abilities. Your HP and AC are your own base (No Shield). Your movement becomes 40 and turns into flight, with a height limit of 40 in combat. You gain a + 4 to Perception and gain advantage on Perception Checks. 

Primate

Your curse turns you into a Primate, its appearance may be akin to those in a similar size to a Monkey, Chimpanzee, Gibbon, Mandrill, or Baboon. You lose access to all class abilities. Your HP and AC are your own base (No Shield). Your speed is  30 and climbing 40. You gain a + 4 to Acrobatics and gain advantage on Acrobatic Checks. 

Woodland

Your curse turns you into an woodland beast, its appearance may be akin to those in a similar size to a Wolf, Giant Badger, Elk, Boar, or Panther. You lose access to all class abilities. Your HP and AC are your own base (No Shield). Your movement becomes 50. You gain a + 4 to Stealth and gain advantage on Stealth Checks. 

Magical Reaction

You gain the ability to magically react to the events around you. You may select from the following abilities Center of Attention or Phase Step.

Center of Attention

Once per Short Rest, as a reaction, you can make a dramatic gesture to garner the attention of other creatures. You may do this to redirect an attack currently targeted at an ally. All combatant enemy creatures within 30ft must make a WIS Saving Throw (DC {{savedc:cha}}), or become fixated on you until the start of your next turn. Enraged with your gesture, if their turn resolves before your next, they must attempt to attack you if possible unless you are incapacitated, but must do so with disadvantage. Out of combat you may use this as a reaction to distract anyone within 60ft of you from other actions in the area, primary targets must succeed in a WIS Saving Throw, half distracted crowds are automatically distracted.

Phase Step

Your magical instincts are proficient at sensing danger. Once per Short Rest, As a Reaction, you project a mirror image in the hopes of throwing off an attack, and shift away 5ft. There must be an open space adjacent to where you are standing. Roll a Dex saving throw, if you roll higher than the attack roll, you successfully dodge the attack, if not you take half damage. If the attack/spell does not require an attack roll or has an area of effect that would encompass your starting location and ending location, then you take full damage. Out of combat you may use this ability to phase to a location within 5ft that you can see, allowing you to pass through bars or glass. 

Magical Form

Due the circumstances of how you attained your power, your body has inherited inherent magical properties based which allow it to exude forces on the world around it. You have begun to learn how to cultivate your power so that it may be used in times of need. You may choose one of the following abilities: Grim Visage, Hopeful Visage or Striking Visage.

Grim Visage

Your magical abilities causes your appearance to become so imposing in moments of Charisma and Intimidation/Brutality that you seem to give off a grim, almost monstrous shadow. Under great focus or duress it can even be used to affect nearby creatures. Once per Long Rest, as an Action, your appearance casts a shadow you can shape into a grim visage. All enemy creatures that see you within 15 ft must make a Wisdom saving throw (DC {{savedc:cha}}) or be Frightened for 3 rounds, a successful saving throw results in only being Frightened for 1 round. Once you use this you cannot do so again until you finish a long rest. All allies that can see you within this area gain additional {{scalevalue}} Necrotic damage on their next attack.

This ability also provides a passive + 2 to Intimidation.

Hopeful Visage

Your curse has had you see the depths of personal despair, however, through perseverance you have found a way to press through and find a light in the darkness. Once per long rest, as an action, you speak powerful encouraging words and your body takes on a Hopeful Visage. Rallying your allies within 30ft, granting temporary hit points {{classlevel}} + {{scalevalue}} for 10 minutes, and you become a light source for 30ft. This ability does not effect unconscious creatures. At level 14 this effect extends to 60ft. Out of combat in moments of great Charisma or Persuasion you give off an aura of someone inspiring and trustworthy.

This ability also provides a passive +2 to Persuasion.

Striking Visage

Your magical abilities causes your appearance to be so striking in moments of great charisma or seduction you begin to shimmer. Under great focus or duress it can even be used to affect nearby creatures. Once per Long Rest, as An action you unveil/uncover your face (mandatory) and other parts of your figure if you so choose (optional); and focus your energy into a visage, pose, or smoldering look. All enemy creatures that see you within 15 ft must make a Wisdom saving throw (DC {{savedc:cha}}) or be blinded for 3 rounds, a successful saving throw results in only being blinded for 1 round. Once you use this you cannot do so again until you finish a long rest. All allies that can see you within this area gain inspiration {{scalevalue}}.

This ability also provides a passive + 2 to Performance.

Spirit Projection

Your continued mastery over your magical abilities allows you to project your inner magical energy outward. You may select from the following abilities: Majestic Aura, Spirits Within, or Compromise Judgement.

Compromise Judgement

By combining your charms with magical trickery you persuade a creature of your choosing within 20ft to follow you into trouble. As an Action, issue a command to a creature within 20ft under the guidelines of suggestion. On a failed Wis Save (DC {{savedc:cha}}), the creature is charmed while they are within 20ft of you. If they exit the radius, the suggestion effect remains for for 3 turns in combat or 10 minutes out of combat. If they return within 20ft of you while still charmed, you may attempt to reestablish your persuasion, but they must roll another Wis saving throw. If they have completed their task while they are within 20ft and under effect, you may issue a second command, at the cost of another Action.

Majestic Aura

As an action, you become shrouded in a Majestic Aura. For 10 minutes you are and any companions within 20ft are under the benefit of its effects. You can use this once per long rest. You are protected against certain types of creatures: aberrations, beasts, oozes, fey, and fiends. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or paralyzed by them. If the target is already charmed, frightened, or paralyzed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Spirits Within

As an action, you call upon the well of power within you to come to your aid, and manifest it a prismatic energy. You project magical guardians that take on the image of your choice and their spectral forms have a purple sheen. They flit around you to a distance of 15 feet for 10 Minutes. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make an INT saving throw. On a failed save, the creature takes 3d8 psychic damage. On a successful save, the creature takes half as much damage.

Never Again

Fighting the effects of the curse has granted you new resilience against curse-like effects. You gain advantage on saving throws for the following effects: Bestow Curse, Petrify, and Possession. If you roll a natural 20, the spell or the effect is reflected back onto the target if it is susceptible to its effects.

Curse Breaker

If you have not broken the curse by the 18th level, through your honed innate magical ability you overcome it, gaining the ability to control it. Your resist curse, becomes willful curse uses.

Enhanced Never Again: In addition to advantage, you gain a +5 to the roll.  Also, at the cost of a reaction, you gain the ability to extend your base Never Again advantage to an ally within 30ft to assist them in in a qualified saving throw. This has a V/S component. You may do this twice per short rest, or at the cost of 2 Sorcery Points. Use of the ability is also at the DM's discretion, based on the battle conditions.

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