Base Class: Sorcerer
Curse magic is a dangerous and taboo thing in the worlds of want, seen as a blight on creation, cure magic acts similar to an unwilling contract, something both gods and devils alike are forbidden to do. The power of Curse is the power of subjugation, it is a wicked thing in every sense of the word.
You bear a curse. Perhaps the dreaded mark of Fafnir, or you were born a hollow, or maybe you broke a contract. Whatever has afflicted you has become your blade as you wrestle your curse for power, channeling the malicious magic converted from your own life force.
Cursemark
At 1rst level, you have a curse which has marked you in some physical way weather it be blackened eyes, a tattoo, a scar, horns, animalistic features or other physical manifestation. Whenever you cast a Necromancy of Transmutation spell of first level or higher you may flare your cursemark causing it glow or show some visual indication that it has strengthened in power. The flaring lasts for one minute or until you fall unconscious.
While your cursemark is flared you can not regain hp or have temporary hit points, reducing your temp hp to 0 if you have any. In addition when you make an attack, ability check or saving throw you may use your reaction to expend a hit dice, adding the result to your roll.
In addition, the power stored within you is greater than the average adventurer and allowing you to recover more quickly. When you take a short rest you regain a number of Sorcerer hit dice equal to your proficiency bonus.
Reverse-curse
When you reach level 6, as a bonus action you may end your flare early, temporarily inverting the cursed energy. When you do this you may expend a number of hit dice equal to your spellcasting ability modifier and heal the rolled amount.
When you reach reach 11th level in this class you may provide this healing to all allies within 10ft.
Accursed Ascention
At level 14, the curse that lives within you grants a lesser metamorphosis, your flaring now lasts up to one hour. In addition when you flare your curse, gain one of the following benefits.
-you are resistant to psychic, force and necrotic damage
-you gain true sight at a range of 30ft
-meta magic options cost one less sorcery point to use (to a minimum of 1)
Embrace the Curse
When you reach level 18, you are one with your curse. Your flare has no duration but still ends if you fall unconscious. In addition you can now regain hit points and temporary hit points when your curse is flared Finally, whenever you cast a necromancy or transmutation spell while your curse is flared you gain temporary equal to the spell’s level
Comments