Sorcerer Subclass: Cursed Speech

by Acenm5

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Sorcerer - Cursed Speech

Cursed speech is a sorcery technique passed down within a few elite families in the mixed elven/human city of Lenspring, where affluence garners power in all its forms. Though spies and insurgents have succeeded in stealing some secrets of cursed speech, knowledge alone is not enough to make use of it. This form of magic requires a great deal of natural ability. Lacking such talent can lead to violent, unintended results.

Verbal Magic

1st-level Cursed Speech feature

Your aptitude for magical utterances allows you to cast many additional spells. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from any spell list, but that spell must only have verbal components (and no somatic or material components) if it is not from the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

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

Verbal Spells
Sorcerer Level Spells
1st command, dissonant whispers,
vicious mockery
3rd blindness/deafness, knock
5th mass healing word, power word fall
7th dimension door, power word burn
9th contact other plane, geas

Omnipotent Tongue

1st-level Cursed Speech feature

As long as a creature has an Intelligence of 2 or more, it can understand what it hears you say, regardless of whether it understands any languages normally.

Empowered Words

6th-level Cursed Speech feature

Whenever you cast a spell that requires verbal components and allows one or more creatures to make a saving throw to resist or negate the spell's effects, you can expend 1 sorcery point to roll Xd6, where X is your sorcerer level. If a creature succeeds on its saving throw but has less hit points than the result of your roll, the creature is treated as having failed the saving throw instead.

Voice of Safe Return

14th-level Cursed Speech feature

By simply speaking comforting phrases as an action, you can cause yourself and up to 5 willing or unconscious creatures within 30 feet of you to instantly teleport to the location where you last completed either a short or long rest. Once you do, you can't do so again until you complete a long rest.

Crumbling Word

18th-level Cursed Speech feature

You can mouth a single curse-infused word as a bonus action, forcing each creature of your choice that you can see within 30 feet of you to succeed on a Charisma saving throw against your spell save DC or suffer a number of levels of exhaustion based on its current hit points:

  • More than 100 hit points: 1 level
  • 100 hit points or fewer: 2 levels
  • 80 hit points or fewer: 3 levels
  • 60 hit points or fewer: 4 levels
  • 40 hit points or fewer: 5 levels
  • 20 hit points or fewer: 6 levels

Once you use this feature, you can't do so again until you finish a long rest.

Spell Descriptions

Power Word Burn

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that can spark spontaneous combustion in one creature you can see within range. If the target has 50 hit points or fewer, it erupts into flames, taking 4d8 fire damage as its body begins to shine bright light in a 10-foot radius until it dies. Otherwise, the spell has no effect.

At the beginning of each of its turns, a burning target takes an additional 2d8 fire damage. The magical fire doesn't harm objects or produce heat perceptible to anyone but the target, and it can't be put out by nonmagical means.

Power Word Fall

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to suffer extreme vertigo. If the target is Large or smaller, it is knocked prone. Otherwise, the spell has no effect.

The prone target must make a Strength saving throw at the beginning of each of its turns. On a fail, it can't use its movement to stand up this turn.

Credits

Original Homebrew Content by Acenm5. Take the Survey.


Context: D&D 5th Edition by Wizards of the Coast, LLC.


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SORCERER | CURSED SPEECH
 

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