Sorcerous Origin: Cursed Existence
Your innate magical power comes from an unparalleled negative energy that emanates from your body, adversely affecting the world and people around you. You may have been born under a star of misfortune, causing panic and mayhem the likes of which no one present had ever seen before that night; or perhaps it was brought upon by a curse placed on your family ages ago, now permeating from you and infecting others with the compounded, magical essence of misfortune. Whatever the cause, you are the epicenter of bad luck that follows you, and anyone who knows it would be sensible enough to avoid close proximity with you.
Variant: Origin Spells
Each origin has a list of spells -its origin spells- that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know.
If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you.
| Sorcerer Level | Spells |
|---|---|
| 1 | hex |
| 3 | ray of enfeeblement |
| 5 | bestow curse |
| 7 | contagion |
| 9 | geas |
| 11 | eyebite |
Aura of Mischief
Starting at 1st level, you project an aura of negative energy from yourself that extends 15 feet in every direction.
When you reach 14th level, your aura's radius increases to 30 feet.
Chain of Detriment
At 1st level, if you roll a 1 on an attack roll, ability check, or saving throw, you can start a chain of detriment that last up to your next short or long rest. The next time a hostile creature in your aura makes a roll of that same type, it does so with disadvantage. If it rolls a 1, this effect extends to the next hostile creature in your aura who hasn't been affected by the current chain, and that makes a roll of the same type.
Mischievous Magic
At 1st level, your magic causes a series of unfortunate events to transpire around you. When you cast a sorcerer spell of 1st level or higher, you can choose a creature inside your aura. The target must make a Charisma saving throw against your Spell Save DC or become jinxed. If the target is already jinxed, it automatically succeeds on it's saving throw.
A creature who becomes jinxed suffers from a special curse that adversely affects them. When a creature becomes jinxed, they must roll from the Jinxed table to determine the effects of their curse.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Cursed Chanting
At 6th level, you have learned dark chants to foil your enemies attacks. When you can see a creature making an attack or casting a spell inside of your aura, you can spend 1 sorcery point as a reaction to start chanting one of your incantations to try and foil it. Choose the effect of this chant from the options detailed below:
- The target makes its attack at disadvantage.
- When the target deals damage to another creature, you reduce the damage rolled by half.
- When the target cast a spell that requires a saving throw, you can mitigate its effects, granting advantage on saving throws against the spell.
Wave of Discontent
At 14th level, your negative energy can now be focused into ripples of catastrophe that plague your enemies. As an action, you stifle a number of creatures inside of your aura up to your Charisma modifier. Before the start of your next turn, those creatures have disadvantage on their next attack roll, saving throw or ability check.
Once you use this feature, you must finish a short or long rest before you can use it again.
Master of Misfortune
At 18th level, you have gained complete control over your negative energy and can now direct its effects more effectively. As a bonus action, you can spend 2 sorcery points and choose one creature within your aura. This creature becomes jinxed, if not already, and you choose what curse is placed on the target. In addition, a jinxed creature can now have up to 2 curses at the same time.
Keep it Superstitious.
Becoming cursed by your Mischievous Magic should advance the story in a way that foreshadows, explains, or enhances thematically the curses effects. An example of which could be a litter of stray black cats making their way past the goblin rogue, granting him the Curse of the Luckless; or perhaps a strange wind blows at the exact moment the ranger releases her arrow, causing it to veer off course and strike the stealthy rogue in the tree, forcing him to reveal his location.
Jinx
| d6 | Curse |
|---|---|
| 1 | Curse of the Blind |
| 2 | Curse of the Fumbler |
| 3 | Curse of the Hushed |
| 4 | Curse of the Luckless |
| 5 | Curse of the Substitute |
| 6 | Curse of the Trickster |
Curse of the Blind. The creature is considered Blinded for up to a minute. At the end of each of the targets turns, it can make a Charisma saving throw, ending the effects of this curse on a success.
Curse of the Fumbler. For the next minute, at the start of each of the creatures turns it must first roll a d10. On a 1 or 2, an object or piece of equipment it is carrying slips from its grasp and flies 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west.
Curse of the Hushed. For the next minute, the creature cannot speak except falteringly and cannot be heard farther than 10 feet away.
If the creature attempts to cast a spell which requires a Verbal component, roll a d20. On an 8 or lower, the spell is wasted.
Curse of the Luckless. The first time the creature rolls a natural 20 on an attack roll, ability check, or saving throw within the next minute, it treats it as a natural 1 instead.
Curse of the Substitute. For the next minute, whenever the creature is within range of an attack or spell, it must first roll a d10. On a 1, it becomes the new target of the attack or spell.
Curse of the Trickster. For the next minute, whenever the creature tries to moves 5 feet or more, it must first roll a d10. On a 1, it trips and falls prone.
Credits:
Creadted and designed by \u\o-kra
Special thanks to Groggen2, Izzy, Jaek layhnet, and the folk in the Discord of Many Things, and to the folk over in the mattcolville discord servers. Thank you GMBinder for creating such a wonderful tool for the homebrewing community.
"Sorcerous Origin: Cursed Existence" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used are property of Wizards of the Coast. ©Wizards of the Coast L.L.C.
This subclass was designed for both the official sorcerer class published by WotC (located in the PHB for 5th edition Dungeon and Dragons) and also designed for the tweaked sorcerer class designed by /u/SwordMeow located here