Base Class: Sorcerer
An ancestor did something in the past to provoke the wrath of a powerful entity. you are heir to a curse or something similar.
However, you have little knowledge of why the curse was imposed, what the details are, or how to "break" it.
You feel that because of your condition many perceive you as a problem and this enrages you - it must be clear to them that you did not choose it and that is why you are an outsider or a troublemaker in most civilizations.
Cursed Mark
The Cursed One feels a growing energy in his body, you can't tell what it is.... arcane, divine, or something else.
In order to harness the energy the Cursed One carries, they had to mark their bodies with exit points - some have tattoos, runes, or scars, depending on their region or upbringing.
The rituals that the Cursed One had to go through protect them from external harm. If you don't wear armor, your AC is equal to 13 + your Dexterity modifier.
With each new level in the Sorcerer class, your hit points increase by 1.
The Cursed One has always been a target, now you can use this talent to your advantage.
You'll be able to focus the enemy on you and ignore your allies.
You'll gain access to the Reckless Taunt spell, which consumes 1 bonus action, requires verbal components, and requires your concentration.
After casting the Reckless Taunt spell, you gain +3 AC and each active enemy must make a Wisdom roll.
The DC is 14+ your Wisdom modifier.
On a failure, the enemy is forced to attack you, even if it means using all their movement and putting themselves in a risky position; on a success, they are not forced to attack you.
If after casting the spell you become unconscious, die or attack an enemy, the duration of the spell ends.
Seeker of Knowledge
There are no instructions to guide the cursed to improve their condition, so you try everything to accumulate this knowledge in the hope that it will save you.
you gain proficiency in arcana and story skills.
Overseeing Vanguard
Being marked is not easy, as you always had to watch out for yourself for various reasons.
At 6st level, you also gain the ability to create chains as a bonus action, which you can use to pull an ally, an enemy, or an object towards you.
This pull requires a Strength or Constitution check. The DC for this is 16.
At 6st level, you gain the ability to place a mark on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you gain tempurary hit points equal to your sorcerer level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Elemental resistance
After the intense research you have done, you understand the energy within you better and can now use the elements in your favor.
At level 6, you gain resistance to fire.
Elemental Avatar
At level 18, you can cast Elemental Avatar on yourself for 5 turns.
When you cast the spell, you gain half your maximum hit points in addition to your current hit points as a temporary hit point you are then immune to fire damage.
You are then immune to fire damage.
When the spell's duration ends, any remaining temporary hit points wound you if there are no more temporary hit points, you take no damage when the spell's duration ends.
If you fall unconscious or die, the duration of the spell ends before the 5 rounds are up.
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Posted Apr 12, 2023If you have some ideas how to make the subclass better do let me know.