Sorcerer
Base Class: Sorcerer

**Message from creator - Apologies for the layout of this when viewing it in D&D Beyond. Unfortunately, due to the creation restrictions when making homebrew subclasses, there was no way to get around the ugly layout without reducing the functionality when actually integrating the subclass into a character. I hope you can overlook this visual aspect and enjoy the subclass for what it aims to do. Many thanks! Bananabil**

Cursed Power

At some point in your life, you came into contact with an artefact that bestowed upon you a magical gift, but at a cost. The allure of powerful arcane items draws many seeking to wield them, but few who do escape the often-forgotten price attached to easily obtaining such power. There are many cursed relics throughout the world, hidden away in dark caverns or impenetrable fortresses. Some are only known by name, having been shared in stories or legends handed down through the generations. Inevitably, they do not stay hidden forever.

You may have been an archeologist or collector in search of another wonderful artefact to add to your hoard. Alternatively, you may have been a scholar or scientist seeking to expand their knowledge of the arcane. Whatever your origin, you almost certainly did not know of the full ramifications of interacting with this item .That does not matter now; all that matters is what you choose to do with this power.

Cursed Item

Once upon a time, you were just an ordinary individual, going about their life without a care in the world. Yes maybe you had an ill-fated interest in powerful items, or perhaps the irresistible urge to adventure into the dark places of the world. Whatever your humble (or not) origin, you came across a strange item one day and you could not resist. You just had to pick it up. And that would change your life forever.

When you choose this subclass, you should choose an item which holds the source of your power and your curse. It could be a piece of jewellery such as a necklace or ring, or perhaps an ancient tome. If you prefer to let fate decide, you could roll on the Trinket Table as found in the Basic Rules book.

This item becomes the focus of your magic, though it does not necessarily need to be wielded to cast spells. If you should lose the item, it will magically return to you after your next long rest. There may be unforeseen consequences for temporarily losing the source of your power, but that is up to the discretion of your Dungeon Master. Who knows if you could ever permanently discard or even destroy this item. In any case, you may not want to.

Cursed Soul

Upon interacting with the artefact that gave you your arcane power, it also bestowed upon you a terrible curse. When you select this origin at 1st level, roll on the Curse table to create a curse. This curse will remain with you, even if you decide to get rid of the item it originated from.

Curse

d10

Effect

01

Terrible Nightmares - Whenever you take a long rest, roll a d20. On a result of 4 or lower, you do not gain the benefits of a long rest and instead only gain the benefits of a short rest. Additionally, you may not attempt another long rest for the next 24 hours.

02

Narcolepsy - At the end of each of your turns in combat, roll a d20. On a 3 or lower, you fall unconscious for the next minute or until you take damage or someone uses an action to wake you up.

03

Weak Body - You have disadvantage on all Strength and Dexterity saving throws.

04

Sapped Vitality - Reduce your maximum hit points by 1, and decrease it by 1 again whenever you gain a level in this class.

05

Unstable Form - Whenever you cast a spell, roll a d20. On a 2 or lower, you transform into a random CR 0 beast for the next minute. You take on all of the statistics of the beast, except for the hit points, which you retain from your normal form.

06

Diseased Being - Whenever you would receive healing, except from a long rest, you only receive half of the amount.

07

Spontaneous Combustion - Whenever you cast a spell, roll a d20. On a 5 or lower, you take fire damage equal to your character's level.

08

Weak Mind - You have disadvantage on all Intelligence and Wisdom saving throws.

09

Haemophilia - If your current hit points are equal to or less than half of your maximum hit points, you take necrotic damage equal to your half your level rounded up (must be at least 1) at the end of each of your turns.

10

Easy Target - You have -1 to your AC.

Diseased Being

Whenever you would receive healing, except from a long rest, you only receive half of the amount.

Easy Target

You have -1 to your AC.

Haemophilia

If your current hit points are equal to or less than half of your maximum hit points, you take necrotic damage equal to your half your level rounded up (must be at least 1) at the end of each of your turns.

Narcolepsy

At the end of each of your turns in combat, roll a d20. On a 3 or lower, you fall unconscious for the next minute or until you take damage or someone uses an action to wake you up.

Sapped Vitality

Reduce your maximum hit points by 1, and decrease it by 1 again whenever you gain a level in this class.

Spontaneous Combustion

Whenever you cast a spell, roll a d20. On a 5 or lower, you take fire damage equal to your character's level.

Terrible Nightmares

Whenever you take a long rest, roll a d20. On a result of 4 or lower, you do not gain the benefits of a long rest and instead only gain the benefits of a short rest. Additionally, you may not attempt another long rest for the next 24 hours.

Unstable Form

Whenever you cast a spell, roll a d20. On a 2 or lower, you transform into a random CR 0 beast for the next minute. You take on all of the statistics of the beast, except for the hit points, which you retain from your normal form.

Weak Body

You have disadvantage on all Strength and Dexterity saving throws.

Weak Mind

You have disadvantage on all Intelligence and Wisdom saving throws.

Unbridled Power

Along with the curse that now haunts your every waking hour, the item has bestowed upon you incredible magical power. You gain the following benefits, thanks to your cursed item:

  • Your spells are naturally more powerful than normal. You gain a +1 bonus to your spell attack and save modifiers.
  • You have a greater knowledge of the arcane. You learn one additional sorcerer spell of your choosing at 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th level. Each of these spells must be of a level for which you have spell slots.
  • You can harness the dark powers within your cursed item to momentarily curse a nearby creature. As a reaction, you can cause a creature within 30ft to have disadvantage on an ability check, attack roll or saving throw. You can use this effect a number of times equal to your proficiency bonus, and you regain all uses on a long rest.
Additional Spells - 11th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 13th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 15th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 17th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 19th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 1st Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 3rd Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 5th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 7th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Additional Spells - 9th Level

You learn one additional sorcerer spell of your choosing of a level for which you have spell slots.

Blood Sacrifice

From 6th level, you have grown to understand the cursed item which both afflicts you and grants you great power, and you have sensed a hunger within it. As a bonus action, you can offer up a portion of your vitality in exchange for rejuvenated magical power. As part of this, you can regain up to 10 sorcery points but you lose hit points equal to 3 x the number of sorcery points regained. You can use this effect twice per long rest.

Malevolent Aura

From 14th level, you can radiate a dark aura that infects your enemies with a sense of dread. As an action, you can channel the power of your curse and exude an aura to a distance of 30ft for the next minute. Each time a hostile creature starts its turn within this aura or moves to within the aura on its turn, it must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for the next minute. At the end of each of an affected creature's turns, it must succeed on a Wisdom saving throw against your spell save DC or take 2d10 psychic damage. On a successful save, the creature is no longer affected. If a creature succeeds on either of the saving throws, it is immune to your aura for the next 24 hours. You can use this action twice per long rest.

Malefic Form

From 18th level, you can completely give yourself over to the evil power within your cursed item. You can expend 6 sorcery points as a bonus action to magically transform yourself into the very embodiment of whatever lurks inside your cursed item for the next minute, during which you gain the following benefits:

  • The effects of your curse and any exhaustion points are temporarily nullified.
  • You gain a flying speed of 30ft.
  • All of your spells with a casting time of 1 action have a casting time of 1 bonus action.
  • Whenever you deal damage with a spell, it deals an additional 2d8 necrotic damage.

To maintain this form, the dark power must feed on the life essence of those around you. At the end of each of your turns whilst you are in this form, all creatures within 30ft take 5 necrotic damage. If this effect deals less than 15 necrotic damage in a turn, this form ends early. Whenever this form ends, you gain 1 point of exhaustion.

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