Sorcerer
Base Class: Sorcerer

There are powerful curses in existence that can last for generations or effect the progeny of specific people. Imagine a hag cursing two parents to have their firstborn child to be born into chaos. Perhaps a cursed bloodline causes every person born into a specific lineage to die by the age of 30, in exchange for unnatural power. Sorcerers with a Cursed Bloodline are born with their power coming from a curse placed on their blood, passing the curse between generations, and sometimes only making an appearance in certain family members. In exchange for the burden of the curse, these sorcerers have overflowing raw magic.

 Curse Quirks

d8 Quirk

1

Small animals randomly die when in your presence.

2

Any food or drink you consume is bland and tasteless.

3

You have a cursed mark somewhere on your body.

4

Your skin, hair, and/or eyes are discolored due to your curse.

5

You cannot utter your name and have to go by a created moniker.

6

You cannot mention your curse in any form.

7

There appears to be a haunting anywhere you stay for an extended period of time as if you are being followed by a poltergeist.

8

Your blood and/or tears are black or some other unnatural color.

Cursed Essense

At 1st level, you get to determine what type of curse you are afflicted with, which will impact other Cursed Bloodline features. Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant.

 Curse Type

CURSE DAMAGE TYPE

Curse of Fire

Fire

Curse of Ice

Cold

Curse of Lightning

Lightning

Curse of the Mind

Psychic

Curse of Radiance

Radiance

Curse of Necrosis

Necrotic

 

At 10th level, you gain resistance to that damage type. At 19th level, you become immune to that damage type.

Curse of Fire

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Curse of Ice

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Curse of Lightning

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Curse of Necrosis

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Curse of Radiance

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Curse of the Mind

At 1st level, you choose one curse type. The damage type associated with each curse is used by features you gain later.

Uncontrolled Surge

You're able to channel your curse's energy to potentially increase the damage of your spells. Whenever you cast a spell that causes damage that is your curse's damage type, you can choose to roll a d20. The number you roll determines what effect occurs:

  • 5 or below - your spell automatically fails and the magic surges from you beyond your control. Any creature other than himself within 10 feet must make a Dexterity saving throw against your spell save DC. On a failure, those creatures take 1d10 of your curse's damage type. Starting at 11th level, this damage increases to 2d10.
  • 6-14 - nothing happens.
  • 15-20 - you can roll one of the spell’s damage dice one additional time and add it to the spell's damage. Starting at 11th level, you add two additional dice.

Cursed Wrath

You are able to enter a state of enhanced power as you let your curse's energy take you over. As a bonus action, you can expend 2 sorcery points to enter a wrathful state where your damage type seems to swell out of you and around you, which lasts 1 minute, or until you are incapacitated or killed. Any creature that enters or starts its turn in a space within 5 ft. of you must make a Constitution saving throw against your spell save DC, taking 1d8 of your curse's damage type on a failure, or half on a save. This damage increases to 2d8 at 12th level.

While in this state, you can make a melee spell attack as an action against a target within 5 ft. of you. On a hit, that creature takes 1d10 damage of your curse's damage type. This damage increases to 2d10 at 12th level.

When Cursed Wrath ends, you gain 1 level of Exhaustion.

Exhaust Vitality

At 14th level, you're able to burn through your life force at a faster rate to become even more potent. You can can Haste on yourself at will, but when Haste ends, you gain 1 level of exhaustion.

Supernatural Gift

Beginning at 18th level, you've accepted your curse and have come to see it as a gift, tapping into a new well of power within yourself. When a creature make a saving throw against a spell you have cast that deals your curse's damage type, they do so at disadvantage. If you make a spell attack that deals your curse's damage type, you do so at advantage.

 In addition, anytime you would be dealt damage is your curse's damage type, you take no damage and instead heal a number of hit points equal to 2d8 + your sorcerer level.

Cursed Bloodline Image