Base Class: Sorcerer
Your innate magic comes indirectly from an otherworldly patron - whether you are the product of a vile ritual or the descendant of a powerful warlock, your magical essence was perverted by the influence of a greater being.
Whatever the circumstances of this gift, you've learned to manipulate the residual energies of the patron that affected you to your own willing. Unbound from any contract or agreement, you are an estranged soul in any magical circle - spurned by Wizards, and ignored by Warlocks, the dark sorcery you command is your own.
Twisted Brand
You learn the Hex spell. It counts as a Sorcerer spell for you and does not count against the number of Sorcerer spells you know.
Additionally, once per turn when you damage a target affected by your Hex, you gain temporary hit points equal to the bonus necrotic damage dealt. These temporary hit points can accumulate, up to a cap equal to half of your Sorcerer level (rounded up) + 3.
Vitriolic Surge
Before you roll a spell attack, roll a number of D8's equal to half your Sorcerer Level; you sacrifice that many Hit Points (not Temporary Hit Points). If the attack hits, you add the number to the damage roll of the spell. On a miss, the damage benefit is lost.
Vitriolic Surge can only be used on spells that target and damage a single enemy, require a casting roll, and affect no other enemies besides the target. It can only be used once per short rest, and spells cast with Vitriolic Surge cannot be influenced by Metamagic.
Esoteric Gifts
You can choose one of the following Eldritch Invocations:
- Ascendant Step
- Gift of the Depths
- Otherworldly Leap
And benefit from their affects as if you were a Warlock.
Debilitating Curse
Once per long rest, you can spend 6 Sorcery Points to curse a target for 24 hours, choosing an Ability Score to attack for your victim.
Strength - Profound Weakness. The target has disadvantage on Strength Checks and Strength Saves. Additionally has a penalty to damage rolls equal to half your Sorcerer Level.
Dexterity - Unsteady Grip. The target has disadvantage on Dexterity Checks and Dexterity Saves. Additionally, at the beginning of each turn (or every hour out of combat), the target must make a Dexterity Saving throw against the Sorcerer's Spell Save DC - on a failed save, it drops whatever item it carries.
Constitution - Malign Ailment. The target has disadvantage on Constitution Saves. Additionally, at the beginning of each turn (or every hour out of combat), the target must make a Constitution Saving throw against the Sorcerer's Spell Save DC - on a failed save, it is stunned for its turn and takes 2d6 poison damage as it vomits profusely.
Intelligence - Wavering Memory. The target has disadvantage on Intelligence Checks and Intelligence Saves. Additionally, whenever it casts a spell, it must make an Intelligence Saving throw against the Sorcerer's Spell Save DC - on a failed save, it fails to cast the spell on that turn.
Wisdom - Addled Mind. The target has disadvantage on Wisdom Checks and Wisdom Saves. Additionally, at the beginning of each turn (or every hour out of combat), the target must make a Wisdom Saving throw against the Sorcerer's Spell Save DC - on a failed save, it is stunned for its turn, taking 2d6 psychic damage as it becomes stupefied and oblivious to its surroundings.
Charisma - Gruesome Madness. The target has disadvantage on Charisma Checks and Charisma Saves. Additionally, at the beginning of each turn (or every hour out of combat), the target must make a Charisma Saving throw against the Sorcerer's Spell Save DC - on a failed save, it attacks its nearest ally if in combat, or else spends a minute lost in an unsettling fit of madness outside of combat.
This curse can only be removed early by means of a Wish spell. You can only have one curse active at a time; trying to curse a new target will remove the previous curse.
Black Magic
Starting at 3rd level, and every three levels afterwards, you gain an allotment of Warlock spells you can learn in place of your Sorcerer spells. These spells count as Sorcerer spells for you. They otherwise follow the rules of Spellcasting.
Level / Warlock Spells Known
3rd / 1
6th / 2
9th / 3
12th / 4
15th / 5
18th / 6
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