Sorcerer
Base Class: Sorcerer

The curse or taint or however you received your magical bad luck comes in three forms. Lasting misfortune, that lasts until the end of a long rest; Spike misfortunes, can only occur if a lasting misfortune is active and ends a lasting misfortune instantly; and target misfortunes, bad luck you can target a creature with. Use the following tables to randomly roll for misfortunes.

Lasting Misfortunes: d12

  1. All creatures 30' radius around you reduce walking speed by 5'
  2. You become blinded
  3. You or all creatures but you within 15' radius have DEX or STR check disadvantage.
  4. You or all creatures but you within 15' radius have INT or WIS check disadvantage.
  5. Healing spells, features and traits are half effective within 15' of you.
  6. DEX, STR and CON Saving throws have -2 within 30'.
  7. INT, WIS and CHA saving throws have -2 within 30'.
  8. Weather worsens so creatures 30' away have half cover and 60' away have total cover.
  9. The ground 15' radius around you becomes difficult terrain. This effect follows you.
  10. Con saves to continue concentration spells within 15' have disadvantage. If spell ends, the next attack against the creature that forced the save has advantage.
  11. No creature within 100 can be surprised.
  12. Reduce all damage die used by one size within 30' or you. (if d4 then use only modifiers or multiples. [1d8+3 becomes 1d6+3 or 2d4 becomes 2 damage])

Spike Misfortunes: d6

  1. All creatures within 30' of you except you endure 1 point of exhaustion.
  2. Cast Fireball without a spell slot and components in a random spot in a 100 foot cube centered on you.
  3. You cast Bestow Curse on a random creature within 30 ft. Curse ends at the end of a rest.
  4. A loud sound occurs centered on you making all creatures 60' around you deafened for 1 hour. Sound can be heard 120' from you.
  5. Cast Confusion without spell slot or components and you choose the point but must affect at least one creature. Lasts for the the full hour.
  6. Creatures within 30' of you make a Con save or become petrified for 8 hours.

Target misfortunes: d4

  1. Target suffers disadvantage for all attacks for next two rounds.
  2. Advantage on next 5 attacks against target.
  3. Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
  4. Target AC and Saving throws drop by 2 for 8 hours.

Unlucky Hardiness

Starting at 1st level, you gain proficiency with light and medium armor and your hit points and max hit points raise by 1 every time you gain a level in this class.

Fortune's Bad Favor

Starting at 1st level, the first time after a long rest you roll a 1-5 on a d20, roll a d12 to randomly select a lasting misfortune. A lasting misfortune lasts until you complete a long rest or a spike misfortune occurs. Lasting misfortunes do not stack. 

If you roll a 1 or 2 on a d20 while a lasting misfortune is active, the lasting misfortune ends and you roll a d6 to randomly select a spike misfortune.

If a creature needs to make a saving throw the Save DC is 8+ proficiency bonus+ Charisma modifier.

Lasting Misfortunes: d12

  1. 1. All creatures 30' radius around you reduce walking speed by 5'
  2. 2. You become blinded
  3. 3. You or all creatures but you within 15' radius have DEX or STR check disadvantage.
  4. 4. You or all creatures but you within 15' radius have INT or WIS check disadvantage.
  5. 5. Healing spells, features and traits are half effective within 15' of you.
  6. 6. DEX, STR and CON Saving throws have -2 within 30'.
  7. 7. INT, WIS and CHA saving throws have -2 within 30'.
  8. 8. Weather worsens so creatures 30' away have half cover and 60' away have total cover.
  9. 9. The ground 15' radius around you becomes difficult terrain. This effect follows you.
  10. 10. Con saves to continue concentration spells within 15' have disadvantage. If spell ends, the next attack against the creature that forced the save has advantage.
  11. 11. No creature within 100 can be surprised.
  12. 12. Reduce all damage die used by one size within 30' or you. (if d4 then use only modifiers or multiples. [1d8+3 becomes 1d6+3 or 2d4 becomes 2 damage])

Spike Misfortunes: d6

  1. 1. All creatures within 30' of you except you endure 1 point of exhaustion.
  2. 2. Cast Fireball without a spell slot and components in a random spot in a 100 foot cube centered on you.
  3. 3. You cast Bestow Curse on a random creature within 30 ft. Curse ends at the end of a rest.
  4. 4. A loud sound occurs centered on you making all creatures 60' around you deafened for 1 hour. Sound can be heard 120' from you.
  5. 5. Cast Confusion without spell slot or components and you choose the point but must affect at least one creature. Lasts for the the full hour.
  6. 6. Creatures within 30' of you make a Con save or become petrified for 8 hours.

Forced Bad Day

Starting at 1st level, if you have a lasting misfortune active, you can use an action to can target a creature within 60' and roll a d4 to randomly assign it a target misfortune. You can do this up to your Charisma modifier (min 1) and you regain all uses after a long rest.

Target misfortunes: d4

  1. 1. Target suffers disadvantage for all attacks for next two rounds.
  2. 2. Advantage on next 5 attacks against target.
  3. 3. Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
  4. 4. Target AC and Saving throws drop by 2 for 8 hours.

Spare the Beloved

Starting at 6th level, you can use your action to spare any amount of creatures up to your CHA modifier from your lasting misfortune for 1 minute or from the effects of a spike misfortune. As a bonus action, you can expend a spell slot and regain this ability.

Cursed Day

Starting at 14th level you can spend 3 sorcery points to target one creature you see and roll a d6 for a target misfortune. You can do this even if you do not have an active lasting misfortune. If you roll a 5 or 6 then you choose the target misfortune.

Target misfortunes: d4

  1. 1. Target suffers disadvantage for all attacks for next two rounds.
  2. 2. Advantage on next 5 attacks against target.
  3. 3. Target makes DEX save. If a fail, the next time target tries to move, they fall prone and endure 3d6 force damage. On success, they fall prone but take no damage.
  4. 4. Target AC and Saving throws drop by 2 for 8 hours.

Avatar of Misfortune

Starting at 18th level, you gain the ability to transform into a personification of misfortune. When you transform, you become shroud in shadows and a halo of black thorns appears above your head. While transformed you gain the following traits:

  • You gain a flying speed of 10' and the ability to hover.
  • An aura spreads 30' around you. When a creature enters the aura or starts its turn in the aura, it takes 5d6 necrotic damage if hostile and 2d6 necrotic damage if friendly.
  • Resistances don't apply and immunities count as resistances.

The transformation ends early if you drop to 0 hit points or become incapacitated.

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