Cursed Soul (5e Subclass)

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Cursed Soul[edit]

Sorcerer Subclass

Some sorcerers' gifts aren't a blessing. They don't have their powers out of pure cosmic chance or have been given their gifts by a powerful being. No, some sorcerer's gifts are a curse, both to them and everyone around them. These sorcerers are different from the rest, in the case that most of the time they are not proud of their powers, as they have gained them through terrible means, whether they know it or not. Their magic can be dangerous, unpredictable, and overall terrible burdens. Talk to your DM about how you got your powers, and how your curse's in-game mechanics work, or roll on the table below.

d6 Curse and Side Effects
1 You are slowly consumed by your magic. You have a chance of your magic going wild, which starts at 5 percent. Whenever your DM decides, he can have you roll percentile. If you roll your percentage of your magic going wild or lower on percentile dice, your percentage of your magic going wild increases by 1d6, and if you were casting a spell, you roll on the Wild Magic sorcerer's Wild Surge table.
2 Your parents made a deal with an evil being to prevent you from dying in childbirth, giving you powerful magic but also a strange mind and very random personality. Whenever you finish a long rest, roll percentile. On a 25 or lower, your alignment becomes the inverse of what it was (good becomes evil, lawful becomes chaotic). If you have any neutral aspects, roll a d4. On an even number, it becomes lawful/good, and on an odd number, it becomes chaotic/evil, depending on what part of your alignment was neutral. This resets after a long rest.
3 You are cursed with an unnatural birthmark, one that is easily visible and unnerves everyone around you. It could be horns, 10 fingers on each hand, extra sets of eyes, or something similar. Whatever the case, whenever you make a Charisma (Persuasion) check, roll percentile. On an 80 percent or lower, you have disadvantage on the check.
4 Your powers burn you, and when you use them pain ripples through you. Whenever you cast a spell, you must make a Constitution saving throw (DC 10 + the spell's level, 0 for a cantrip) or take 1d10 necrotic damage.
5 Your power is connected to that of an evil being- when you gain power, it gains power, and vice versa. Talk to your DM about what being it is. Whatever the case, you have a primordial connection to it, and it contacts you while you sleep. Whenever you take a long rest, you must make a DC 10 Constitution saving throw or see terrible visions, resulting in you not sleeping during the long rest, which makes it instead count as a short rest.
6 You were made as an experiment, and have great magical properties but a severe deformity because of it. It could be something like you are missing an arm, or one foot is twice the size of the other. It's up to you and your DM to decide. As a suggestion, if it affects the arm, it's possible that you cannot wield weapons two-handed, and if it affects the foot, it's possible your speed is reduced by 10 feet or halved. It's up to you and your DM to decide, however.
Cursed One

Your understanding of curses of all manners deepens. You learn the hex spell, which does not count against the number of sorcerer spells you know. Additionally, whenever you make a saving throw against a curse, such as that of certain magic items, you can use your reaction to give yourself advantage on the save.

Dark Touch

You have learned how to channel your cursed energy into another target briefly. As a bonus action, you can choose a target within 60 feet of you that you can see and curse them. While cursed in this way, you gain the following benefits:

  • You can add your Charisma modifier to any damage roll you make against them.
  • You have a bonus to hit them on every spell attack roll equal to your proficiency bonus in addition to your current spell attack modifier.
  • They must succeed on a Wisdom saving throw against your spell save DC or gain the same effects as your curse. See the section above on your curse.

This feature lasts for 1 minute or until they die. Once you use this feature, you can't use it again until you finish a long rest.

Curse Adept

At 6th level, your understanding of all manners of curses has extended even further, to the point where you can protect others from curses and even redirect them. Whenever someone within 60 feet of you is targeted by a curse or hex such as with a cursed magic item or the hex spell, you can use your reaction to give them advantage on the save. If they succeed on the saving throw, you can, as part of the same reaction, choose another target within 60 feet of that person to transfer the effect to. They make the saving throw against the effect, using your spell save DC. If they fail, they are affected by the same effect as the first person would have been subjected to. If they succeed, nothing happens. Once you use this feature, you can't use it again until you finish a short or long rest.

Black Magic Suppressor

At 14th level, you know how to hold back or even negate curses and hexes. You can, as an action, expend a spell slot of first level or higher to suppress the effects of your curse for a number of hours equal to the level of the spell slot you expended. If you expend one right before you take a short or long rest, it lasts until you finish the short or long rest. Alternatively, you can expend a spell slot while touching a cursed magic item to suppress the curse for a number of hours equal to the level of the spell slot times three. If the curse is suppressed for 24 hours or more, it is permanently removed from the cursed magic item.

Cursing Champion

At 18th level, you have become a master of all forms of curses. You are immune to the hex spell and similar magic, like the Hexblade's Curse feature. in addition, when you affect a creature with your Dark Touch, you can add two of the following abilities to your Dark Touch:

  • Your attacks do an extra 1d10 necrotic damage to them.
  • They have disadvantage on saving throws against your spells.
  • However much damage you take, they take half that damage in necrotic damage.
  • You can, as an action, try to suck their life out of them. They must make a Charisma saving throw against your spell save DC or take 4d10 necrotic damage, and you regain half the number of hitpoints that they lost.
  • They have disadvantage when attacking targets other than you. You cannot apply this ability at the same time as the ability below.
  • They have disadvantage when attacking you. You cannot apply this ability at the same time as the ability above.
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