Sorcerer
Base Class: Sorcerer

You have a connection to the dark and twisted energy that pervades the world, known as cursed energy. You can sense and manipulate this energy to create powerful effects, but you also risk being corrupted by it. You might have inherited this ability from a cursed ancestor, been exposed to a cursed object or creature, or made a pact with a malevolent entity. You are feared and shunned by most people, but you also have the potential to become a master of curses.

Cursed Energy Sensing

At 1st level, you gain the ability to sense and manipulate cursed energy, a form of power that stems from negative emotions. You can use your action to focus your senses and detect the presence of cursed energy within 60 feet of you. You can sense the location and intensity of any source of cursed energy, such as cursed spirits, cursed objects, or other jujutsu sorcerers. You can also sense the type and nature of any cursed technique being used within range. This ability does not reveal the identity or appearance of the source of cursed energy, only its general direction and distance from you. To your eyes, cursed energy appears as a colored aura that varies depending on the source. For example, most cursed energy is blue, but some sorcerers or curses have different colors such as red, purple, or yellow. You can use this ability a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

 

Cursed techniques

Additionally at first level, you learn one cantrip of your choice from the sorcerer spell list. This cantrip doesn’t count against your number of cantrips known. Whenever you cast a cantrip that deals damage, you add your Charisma modifier to the damage roll.

Cursed Energy Shield

At 6th level, you gain the ability to use your cursed energy to protect yourself from harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to spend 1 or more sorcery points and gain a bonus to your AC or saving throw equal to the number of sorcery points spent. You can use this ability after the roll but before any effects of the roll occur.

Cursed Technique Application

 At 14th level, you gain the ability to apply your cursed energy to your spells in various ways. You can choose one of the following options when you cast a spell that uses cursed energy:

  • Reinforcement: You can spend 1 sorcery point to increase the damage of your spell by 1d10. You can spend additional sorcery points to increase the damage by another 1d10 for each point spent, up to a maximum of 5 sorcery points.
  • Extension: You can spend 1 sorcery point to increase the range of your spell by 30 feet. You can spend additional sorcery points to increase the range by another 30 feet for each point spent, up to a maximum of 5 sorcery points. 
  • Expansion: You can spend 1 sorcery point to increase the area of effect of your spell by 5 feet in each dimension. You can spend additional sorcery points to increase the area by another 5 feet for each point spent, up to a maximum of 5 sorcery points.

Domain Expansion

At 18th level, you can use your action to expand your innate domain, creating a 60-foot-radius sphere of magical energy centered on a point you can see within 120 feet of you. The sphere spreads around corners and remains until you end it as a bonus action or you are incapacitated. While inside the sphere, you and your allies have advantage on saving throws against spells and other magical effects. Additionally, whenever you cast a spell of 1st level or higher that targets a creature or an object inside the sphere, you can roll a number of d6 equal to the spells level and deal a number of damage or healing equal to the number rolled, regardless of whether the effect of the spell happens (whether it be counterspelled, or canceled by other means). you may take this action once before needing a long rest

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