Sorcerer
Base Class: Sorcerer

The ground on which the blood was spilled would never grow crops again, your ancestor was forced to wander, marked as the original murder. This curse has trickled down and filled every member of your family line down to. 

The Mark

 

The curse of Cain manifests in different ways- showing on each child different.

Hound of Cain: A snarling hound is ever at your heals, hot breath against your back. Run as you may try you will never escape it.
The Shepherd's Crook: Scarred upon your body; hand, forearm, or forehead is the Hebrew letter Vav. A dire reminder of the innocent shepherd Cain slew. 
The Devil's Horns: From your forehead grew forth devilish horns, it was painful and bloody but now it's over. Yet you can still feel their weight baring down on you. 
Empty Soul: Everything that has a soul has the chance of going to heaven, rather than risk you soil the gates yours has been removed. You will always feel the missing pit in your chest.
The Blighted Skin: Bubbling was the feeling as your skin began to rot on your body, deterring all who may show you kindness. You still do not recognize yourself in the mirror. 

Mark Spell
Hound of Cain find familiar
The Shepherd's Crook alarm
The Devil's Horns burning hands
Empty Soul false life
The Blighted Skin cure wounds
Empty Soul

You learn the false life spell, but it doesn’t count against your number of sorcerer spells known. 

Hound of Cain

You learn the find familiar spell, but it doesn’t count against your number of sorcerer spells known.

The Blighted Skin

You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. 

The Devil's Horns

You learn the burning hands spell, but it doesn’t count against your number of sorcerer spells known.

The Shepherd's Crook

You learn the alarm spell, but it doesn’t count against your number of sorcerer spells known. 

A Wolf Knows A Wolf

Starting at 1st level, things that are cursed have a certain scent- often smelling like spoiled blood. You can now sense cursed creatures and objects within 30ft of you and gain advantage on arcana checks to determine the nature of their curse. 

In addition you gain the spells detect magic and detect evil and good- these count as sorcerer spells for you and do not count against your spells known. 

Murder in Your Blood

Starting at 6th level, you become more attuned to the curse you can never escape. By expending 2 sorcery points you can cause the same necrotic energy that curses the land that drank Able's blood, this lasts for one minute or until you are incapacitated or killed. Any creature that enters or starts its turn withing 5ft of you must make a Constitution saving throw against your spell save DC, taking 1d8 necrotic damage on a failed save or half on a success. This damage increases to 2d8 at 12th level. 

While in this state you can make a melee attack as an action against a target within 5ft of you. On a hit, the creature takes 1d10 necrotic damage. This damage increases to 2d10 at 12th level. 

My Brother's Keeper

Starting at 14th level, as a bonus action, you can use blood spilled to heal you and your allies. As long as you've drawn blood against the target in the last turn, the target must make a CON save against your spell save DC or take an additional 3d8 nercotic damage which cannot be reduced in anyway and you can heal you or an ally for equal amount. 

Weight of your Sins

At 18th level, you have learned to read the sins of others. Born of Cain the first murderer, son of Eve who bit the apple, the origin of sin itself is in your blood. Once per long rest, you can cause the sins of one creature you can see to boil up into their mind- racking them with guilt. They make a WIS saving throw or take 6d10 psychic damage, or half on a successful save. 

If the creature can't feel guilt it makes this save at advantage and if they succeed they take no damage. 

Once you use this feature, you can’t use it again until you finish a long rest. 

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