Base Class: Sorcerer
Your magic does not flow from chaos or lineage—it is an expression of absolute dominion. You impose your will upon reality itself, carving the world apart with invisible, precise slashes. Then, you reduce it all to ashes. Those who face you are not struck by chance, but by inevitability.
Level 3: King’s Judgment
Your absolute mastery of cursed energy allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 3: Dismantle
You gain a new attack:
Dismantle
- Ranged Spell Attack
- Range: 30 feet
- On hit: 2d10 + your Charisma modifier slashing damage
On a hit, the target cannot take reactions until the start of its next turn.
Level 6: Cleave
When you hit a creature with an unarmed strike, you can replace the normal damage with 2d12 + your Charisma modifier slashing damage.
In addition, if the target is below one-quarter of its hit point maximum, it must succeed on a Constitution saving throw against your spell save DC or drop to 0 hit points.
Finally, at the start of each of your turns, you can deal 2d6 slashing damage to one creature grappled by you.
Level 14: Shrine Spells & Divine Flame
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When you reach a Sorcerer level specified in the Shrine's Spells table, you thereafter always have the listed spells prepared.
Shrine Spells
Sorcerer Level Spells 3 Magic Missile, Shield 6 Lesser Restoration, Counterspell 14 Delayed Blast Fireball, Disintegrate 18 Blade Barrier, Regenerate Cursed Mark Manifestation
Your cursed energy manifests physically across your body. While you are casting a sorcerer spell your mastery of cursed energy leaves your body covered in tattoos. The tattoos are mostly black lines on your wrists, ankles, upper arms, upper body, abdomen, and face. Large black dots are also tattooed on each your shoulders. When these tattoos manifest on a vessel with two arms, the lines encircling the upper arms and wrists are doubled, and circles form around the black dots on the shoulders. The vessels also gain a horizontal line on the bridge of the nose, and a crown-like symbol in the middle of their forehead. These markings are purely cosmetic, but they signify the active flow of your cursed technique.
Divine Flame
When you cast Delayed Blast Fireball, you can transform it into the manifestation of your cursed technique, known as Kamino. To activate this technique, the user verbally utters the technique's name followed by the command "Open" ( Fūga).
When you do so, the spell gains the following benefits:
Compressed Catastrophe
The bead remains in your hands(occupies 2 arms) and you must shape it into an arrow, to then use it as a ranged spell attack. It does not require concentration.
- It lasts for up to 2 minute.
- You may detonate it as a bonus action on your turn.
If you are incapacitated, the effect detonates immediately.
Cursed Acceleration
When you cast Kamino, you can immediately force its power to mature without waiting.
When you cast the spell, or as a bonus action on subsequent turns before it detonates, you can expend sorcery points to accelerate its charge.
- For each sorcery point you expend, the spell is treated as if 1 additional round has passed for the purpose of determining its bonus damage.
- You may still detonate Fuga as a bonus action.
- You can fully charge and detonate it in the same turn using sorcery points.
You can spend a maximum number of sorcery points on this feature equal to your Charisma modifier (minimum of 1) per turn.
Catastrophic Release
When it detonates:
- Each damage die deals minimum damage equal to your Charisma modifier.(Example: if your CHA mod is +5, each damage die cannot roll lower than 5)
- It deals its normal damage, plus +1d8 force damage per round stored.
- This includes both:
- Actual rounds passed
- “Accelerated rounds” from Cursed Acceleration
- Creatures that fail the Dexterity saving throw:
- Cannot take reactions.
- Are blown prone.
Limitation
This cursed technique can only be used after the user hits with both Dismantle and Cleave on the same turn.
Level 18: Malevolent Shrine
As an action, you can expend 5 sorcery points to create a 90-foot-radius Domain Expansion centered on yourself that lasts for 1 minute. This Domain Expanse moves with you and does not require a barrier.
While your Domain Expansion is active, you gain the following benefits:
- Shrine Field. A creature takes 1d12 + your Charisma modifier slashing damage at the start of its turn, and at the end of its turn while in the range of the domain. All other creatures in the domain take these damages at the start and end of your turn as well.
- Sure-Hit. Once on each of your turns, when you deal damage, you deal an additional 4d10 slashing damage. This damage ignores resistance and treats immunity as resistance.
- Movement Punishment. When a creature willingly moves within the aura, it takes 1d8 slashing damage for every 5 feet moved.
- Dismantle Enhancement. Your dismantle feature has Advantage on attack rolls against creature within your domain's range.
- Cleave Enhancement. Your Cleave feature scores a critical hit on a roll of 18 - 20 against creatures within your domain's range, and its execution threshold becomes 30%.
- Divine Flame Enhancement. Your Divine Flame feature gains the following additional effects:
- Creatures in your domain automatically fail the Dexterity saving throw against it.
- The blast radius becomes equal to your Malevolent Shrine radius.
- Creatures damaged by your Divine Flame inside your domain cannot regain hit points until the end of your next turn.
- Creatures damaged by your Divine Flame inside your domain take an additional 4d10 slashing damage.
- Its damage ignores resistance and treats immunity as resistance.
Drawbacks:
- At the end, you gain 1 level of Exhaustion.
- This effect ends early if your concentration is broken.
Once you use this feature, you can’t use it again until you finish a long rest.
Binding Vow. You can sacrifice half your remaining hit points to use this feature again after its been exhausted. The duration is cut to 5 rounds. If you chose to active your domain in this way you cannot use this feature again until you finish a long rest, then wait 24 hours.
Previous Versions
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4/22/2026 6:25:15 PM
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