Base Class: Sorcerer
Cursed One sorcerous origin centers the character’s power in a personal affliction rather than a distant bloodline or legendary patron. A Cursed One’s magic is born from a curse that has taken root in the soul, whether inherited through a family line or imposed through a ritual, bargain, or supernatural catastrophe. The curse is not background flavor, but a defining force in the sorcerer’s life, shaping how their magic manifests and what it demands in return.
This origin is also well-suited for characters who serve as phylacteries for "The Hierarch", the Pointy Hat sorcerer lich, though it can be reskinned to support other cursed narratives.
Mechanically, the Cursed One favors a high-risk, high-reward playstyle. Its features let you trade your vitality for power, sacrificing hit points to fuel Metamagic and seize magic beyond your usual limits. Because sorcerers already walk a narrow line between power and fragility, each use of the curse sharpens the tension between survival and supremacy. As you gain levels, your curse can broaden your options further, granting limited access to additional spellcasting at a steep personal cost.
Original by Pointy Hat. Reskinned and adapted by AceyMcSpacey.
The Curse
1st-Level Cursed One Sorcery Feature
When you choose this origin at 1st level, you bear a curse that has permanently altered your nature. This curse is bound to you and can’t be ended by ordinary means; spells such as remove curse and greater restoration don’t end it.
Your curse can fuel your magic at a painful cost. When you use a Metamagic option, you can choose to spend hit points instead of sorcery points. For each sorcery point you would spend, you lose hit points equal to half your sorcerer level (rounded up). You can’t use temporary hit points to pay this cost.
Your curse is the wellspring of your sorcerous power, shaping how your magic manifests. Roll on the Cursed One table to determine the nature of your curse.
Once chosen, your curse remains with you unless a feature or effect explicitly states otherwise.
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d8 |
Curse |
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1 |
Bestial Form. Your body has been reshaped into a bestial humanoid, more animal than person. Your former lineage is no longer recognizable. |
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2 |
Ill Fortune. Bad luck clings to you. Coincidence turns cruel around you, and missteps find you at the worst possible moments. |
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3 |
Grotesque Visage. Your once-familiar beauty has been twisted into a grotesque caricature. Your presence unsettles others, and even children shrink from your shadow. |
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4 |
Whispering Passenger. An unseen spirit shares space within you. Only you hear its voice, and it presses you toward choices you would not otherwise make. |
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5 |
Blighting Touch. Decay follows your hands. Food spoils, water fouls, and living things wilt when you remain too long in one place. |
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6 |
Forgotten. Memory slips around you like water. Once you leave someone’s sight, their recollection of you begins to fade until you are gone from it entirely. |
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7 |
Suspect Soul. You are read as deceitful no matter how plainly you speak. Your honesty is questioned, your motives doubted, and your intentions interpreted as two-faced. |
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8 |
Bound to Aid. You cannot refuse a plea for help. Whether the request is small or immense, convenient or costly, you are compelled to answer it. |
The Curse: Beastial Form
Bestial Form. Your body has been reshaped into a bestial humanoid, more animal than person. Your former lineage is no longer recognizable.
The Curse: Blighting Touch
Blighting Touch. Decay follows your hands. Food spoils, water fouls, and living things wilt when you remain too long in one place.
The Curse: Bound to Aid
Bound to Aid. You cannot refuse a plea for help. Whether the request is small or immense, convenient or costly, you are compelled to answer it.
The Curse: Forgotten
Forgotten. Memory slips around you like water. Once you leave someone’s sight, their recollection of you begins to fade until you are gone from it entirely.
The Curse: Grotesque Visage
Grotesque Visage. Your once-familiar beauty has been twisted into a grotesque caricature. Your presence unsettles others, and even children shrink from your shadow.
The Curse: Ill Fortune
Ill Fortune. Bad luck clings to you. Coincidence turns cruel around you, and missteps find you at the worst possible moments.
The Curse: Suspect Soul
Suspect Soul. You are read as deceitful no matter how plainly you speak. Your honesty is questioned, your motives doubted, and your intentions interpreted as two-faced.
The Curse: Whispering Passenger
Whispering Passenger. An unseen spirit shares space within you. Only you hear its voice, and it presses you toward choices you would not otherwise make.
Cursed Spells
1st-Level Cursed One Sorcery Feature
Starting at 1st level, you learn additional spells as you gain sorcerer levels, as shown in the Curse Spells table. Each spell counts as a sorcerer spell for you, and it doesn’t count against the number of sorcerer spells you know.
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Level |
Spell |
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1st |
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3rd |
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5th |
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7th |
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9th |
Magic Maledict
6th-Level Cursed One Sorcery Feature
Beginning at 6th level, you can siphon the vitality of your foes to empower your magic. If you dealt damage to a creature on your previous turn and you didn’t use Metamagic on that turn, you can fuel a Metamagic option on your current turn by expending that damage instead of losing your own hit points.
When you use damage in this way, each sorcery point you would spend is paid for by a number of hit points equal to your sorcerer level. You can use only one Metamagic option per turn with this feature, and you must use damage you dealt on your previous turn.
In addition, you can convert sorcery into recovery. As a bonus action, you can spend sorcery points to regain hit points equal to half your sorcerer level (rounded up) for each sorcery point spent. If you are unconscious, you can use this feature as a free action immediately after you fall unconscious.
Acquired Sorcery
6th-Level Cursed One Sorcery Feature
While your Innate Sorcery is active, your curse draws less deeply from your life force. When you spend hit points in place of sorcery points to use a Metamagic option, the hit point cost is halved. For each sorcery point you would spend, you lose hit points equal to one-quarter of your sorcerer level (rounded up).
Maliferous Casting
14th-Level Cursed One Sorcery Feature
At 14th level, your mastery over the curse within you lets you force magic beyond your normal reach.
Borrowed Metamagic. When you use Metamagic, you can choose a Metamagic option you don’t know. To do so, you must pay one of the following costs:
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Self-Sacrifice: You lose hit points equal to your sorcerer level.
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Stolen Vitality: You expend hit points equal to twice your sorcerer level from damage you dealt to a creature on your previous turn, provided that damage was at least equal to your sorcerer level (as described in your Magic Maledict feature).
You can’t use temporary hit points to pay either cost.
Forbidden Spellcasting. You can also cast a spell from the sorcerer or warlock spell list that you don’t know by losing hit points equal to your sorcerer level and expending a spell slot of the spell’s level. You can’t use temporary hit points to pay this cost.
Malefice
18th-Level Cursed One Sorcery Feature
At 18th level, as an action, you unleash the curse within you in a burst of dark magic. Choose a number of creatures you can see within 30 feet of you, up to your proficiency bonus. Each target is afflicted by your malefice, suffering the following effects:
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Each target is affected by bestow curse. You choose the curse option for each target when you use this feature.
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Each target has disadvantage on the next attack roll or saving throw it makes (your choice) before the end of its next turn.
The momentary release of your curse also reinvigorates your magic. As part of the same action, you can cast a spell, and you can apply one Metamagic option to that spell without expending sorcery points or sacrificing hit points.
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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