Base Class: Sorcerer
An ancient curse has suffused your bloodline with terrible, corrupted energy. Whether this was placed upon a far-off ancestor by an angry hag, set upon your parents by a spurned witch, or even placed on you by some invisible nemesis is up to your (and your DM's) discretion. You, or your ancestors, have been affected by powerful, dark magic. Will you make it your own, or will it overwhelm and contaminate you?
As an Ancient Curse Sorcerer, you decide how you acquired your curse. Has it plagued you since you were an infant? Were you always sickly, spending most of your childhood bedridden? Or did it manifest in your later years, sending you off on a quest to find its origin and snuff it out?
Cursed Origin
|
d6 |
Origin |
|
1 |
One of your ancestors greatly offended a powerful hag, neglecting to hold up their end of a bargain, eliciting her wrath on their descendants; i.e., you. |
|
2 |
Your parents prayed to a dark god or devil for aid, offering anything for the survival of their sickly child. In exchange, you were granted a life of suffering and corruption. |
|
3 |
You were born unnaturally. Your parents had not conceived a child, yet were pregnant. You were born sickly and frail, but refused to die. |
|
4 |
When you were young, you wandered into the forest and got lost. You found yourself huddled in a dark cave, praying to whoever would listen that you would find your way home. When you woke up, you were in your bed, with strange black welts forming on your legs and torso. |
|
5 |
You died once. You remember it vividly. You do not remember waking up. |
|
6 |
In your pursuit of knowledge you stumbled upon a forbidden tome. What you found inside you will never forget. But also can’t remember. |
Cursed Spells
1st-Level Ancient Curse feature
You learn additional spells when you reach certain levels in this class, as shown on the Cursed Spells table. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.
Cursed Spells
|
Sorcerer Level |
Spells |
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Morbidity
The lifetime that you have spent fighting off the effects of the curse have left you resilient and capable of stepping into battle when other like-minded individuals likely wouldn't. Starting at 1st level, when you would make a melee spell attack against a target, you gain temporary hit points equal to 1d10+your Charisma modifier until the beginning of your next turn. At 6th level, this becomes 2d10, at 14th level, it becomes 3d10, and at 18th level it becomes 4d10.
Iatrogenesis
Starting at 6th level, your mastery of the corrupted magical energy of your curse has rendered you difficult to pin down. If you make a melee spell attack against a target, or if you deal necrotic damage to a target, as a bonus action, you can teleport up to 30 feet in a straight line towards or away from the target. You can choose to do this before or after the triggering effect. You can do this a number of times equal to your Charisma modifier and regain all expended uses upon taking a long rest.
In addition, you gain resistance to Necrotic and Poison Damage.
Cryptogenesis
Starting at 14th level, if you would use an effect that would cause the target to be Poisoned, that target has disadvantage on any saving throws to resist the effect. If a creature is Poisoned, it is also treated as having vulnerability to necrotic damage. This feature has no effect on creatures with immunity to Necrotic damage.
Terminality
Starting at 18th level, if you deal Necrotic damage to a target you can, as a bonus action, afflict that target with a virulent contagion. At the end of each of its turns, that target must make a Constitution saving throw against your Spell Save DC. It continues to do this until the target has three successes or three failures. If the target amasses three successes, you may choose two of the diseases from the Contagion spell, and that target is afflicted with them for 7 days. If the target amasses three failures, the target immediately drops to 0 hit points, and has disadvantage on Death Saving Throws until it either dies or stabilizes. If the target stabilizes, the next time the target takes necrotic damage, they must repeat this process. The virus will remain until the target is treated with a Greater Restoration spell. This feature has no effect on undead or constructs. You can do this once per long rest, but if you afflict another target with the virus, the previous target will be cured instantaneously.
Immunity Through Exposure
Starting at 18th level, the hardships you have endured at the mercy of your curse has rendered you immune to the effects of other diseases and curses. You have immunity to Necrotic Damage, Poison damage, and disease. You are also immune to the Poisoned condition.







Comments