Cursed Existence

You or an ancestor were afflicted with a hereditary malediction, a horrible curse designed to cause misery. It may have been a punishment by a god for hubris, the work of a vengeful hag coven, or perhaps the result of a magical accident you happened to be caught in the middle of. No matter how the curse came to afflict you or your family line, you have discovered a method of accessing its powers, using it as a font of magical power.

Some who become sorcerers through harnessing the power of their curse have discovered how to entirely suppress their curse’s magicks until such time as they want to afflict others with its properties, while others always suffer a modicum of its effects. The most common types of curses are transfigurements, the loss of physical health, and the sapping of fortune.

Most people dread the cursed, fearing that the curse will pass to them through association with the afflicted. As a cursed sorcerer, it is your choice whether those fears are confirmed.

Level 3: Curse Magic

You learn additional spells when you reach certain levels in this class, as shown on the Curse 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.

When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the Accursed Spell List.

 
Sorcerer LevelSpells
3rdEvil Eye, Blindness/Deafness
5thBestow Curse
7thPolymorph
9thBestow Malediction
 

Level 3: Vile Affliction

You are afflicted with a grievous curse, but you have learned to suffer the curse’s effects only when you want to make use of its power. Choose the nature of your curse from the following options.

Mutation. You were once horrifically imbued with monstrous properties, which may have caused a complete transformation or may have only manifested under certain conditions, such as being exposed to the light of a full moon. As an action, you can use the magic of your curse to transform yourself, gaining the following changes:

  • You gain a +1 bonus to each ability check, attack roll, and saving throw you make that uses Strength, Dexterity, or Constitution.
  • You suffer a −1 penalty to each ability check, attack roll, and saving throw you make that uses Intelligence, Wisdom, or Charisma.
  • You have disadvantage on Constitution saving throws you make to maintain concentration.
  • After at least 1 minute has passed, you can end the transformation on yourself as an action.

When you reach certain levels in this class, both the transformation’s bonus and penalty increase: 9th level (+2/−2) and 17th level (+3/−3).

Sickly. Your body was robbed of strength and vitality, causing you to almost constantly be sick and weak. Once during each of your turns when a spell you cast damages a creature that isn’t an undead or construct, you can cause the creature’s hit point maximum to be reduced by an amount equal to half the damage it took from the spell. It suffers the reduction until it finishes a long rest. When you do, you have disadvantage on Constitution saving throws and can’t regain hit points until the end of your next turn.

Unlucky. You once suffered misfortune in all aspects of life, in which anything that could go wrong seemed to always do so. When a creature you can see within 60 feet of you makes an ability check or attack roll, you can use your reaction to roll a d6 and subtract it from the creature’s result. When you do, subtract 1d6 from the next ability check, attack roll, or saving throw you make within the next minute. You can’t use this ability again until a minute has passed or you subtract the die from one of your own rolls.

Level 6: Curse Infusion

Once during each of your turns when you cause one or more creatures to make a saving throw against a spell you cast, you can spend a number of sorcery points equal to the spell’s level (1 sorcery point if the spell is a cantrip), to infuse the spell with the debilitating power of your curse. When you do, choose one ability. Each creature that fails its saving throw against the spell this turn also has disadvantage on the next ability check or attack roll it makes using the chosen ability before the start of your next turn.

Level 14: Blessing in Disguise

You gain an additional benefit based on the curse you chose as your Vile Affliction. Any spell you learn through this feature counts as a sorcerer spell for you.

Mutation. You learn the Alter Self spell. It doesn’t count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot.

Sickly. You learn the Ray of Enfeeblement spell. It doesn’t count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your Vile Affliction, you can choose for the creature’s hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage.

Unlucky. You learn the Bane spell. It doesn’t count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your Vile Affliction, you can choose to roll a d10, instead of a d6. If you do, you subtract 1d10 from your next ability check, attack roll, or saving throw within the next minute, instead of 1d6.

 

Level 18: Curse Bombardment

You can flood your enemies with the horrific energies of your curse. As a bonus action, you can spend 5 sorcery points to cause a creature you can see within 30 feet of you to have disadvantage on all saving throws until the end of the turn.


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