Path of the Sorcerers’ Curse (5e Subclass)
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Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. To some this magic is a blessing, to others a curse. For you it’s a stockpile of magic you can’t expel the way most can, and it’s suffocating.
Maybe you’ve been cursed to never cast spells, or maybe you can’t quite wrap your head around weaving magic like others can. Either way, You rage in order to work this font of energy out of your body, before you explode.
Your rage comes from the magic that’s writhing within you, with only one way out… by chucking it as hard as you can.
At 3rd level, you can infuse your weapon attacks with the magic surging within you. After hitting with a weapon attack and dealing the normal damage for that weapon, you can roll 1d8 on the Spelled Strike table. You can make this attack only once per turn. Your magical ability does not come from your ability to control your magic, rather how hard you can hit with it. Your spell DC is equal to 8 + your strength modifier + your proficiency modifier. At 6th level, when using the spelled strike, The weapon for this attack is considered magical for the purposes of overcoming non magical resistances. At 14th level, the damage for your spelled strikes increases by 1 damage die (Fire bolt increases to 2d8, primal savagery increases to 2d4, etc.).
- Spelled Strike Table
The target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. This effect lasts one minute, whereafter the effect ends. This effect does not stack with another spelled strike Resistance or the casting of the Resistance cantrip.
|2. Minor Illusion||
You create one of the effects of minor illusion on the target, something the target is wearing/welding, or create a sound near/ originating from the target
|3. Primal Savagery||
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. You can make a melee spell attack as a bonus action against one creature within 5 feet of you. Your spell attack bonus is equal to your strength modifier + your Proficiency Bonus. On a hit, the target takes 1d4 acid damage. After you make the attack, your teeth or fingernails return to normal.
|4. Create Bonfire||
You create a bonfire under the feet of the target. The bonfire fills the space of a 5 foot cube.The target must succeed on a dexterity saving throw or take 1d4 fire damage. The Bonfire remains there for 1 minute, and a creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
|5. Chill Touch||
You create a ghostly, skeletal hand in the space of the target which assails the target with the chill of the grave. The target takes 1d4 necrotic damage and it can’t regain hit points until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. The hand stays until the start of your next turn.
|6. Viscous Mockery||
A string of insults laced with subtle enchantments are magically created, insulting the target. If the target can hear, The target must succeed on a wisdom saving throw. If the target fails, it has disadvantage on the next attack the target makes before the end of it’s next turn
|7. True Strike||
Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target
|8. Fire Bolt||The target takes 1d8 fire damage|
At 6th level, You can throw the magic within you like a shot put or a spear, creating an explosion of random effects. As an action on your turn you chose a point within 60 feet of you. Each creature within 20 feet of the point you chose must roll on the Catapult Chaos table for which spell effect is cast on the target. Taking this action counts as an attack against creature(s) for the purposes of continuing your rage. You can use this ability a number of times equal to your constitution modifier (a minimum of once).
Also at level 6, while raging, You gain resistance to damage from spells.
- Catapult Chaos Table
Make a dexterity saving throw. You take 8d6 fire damage on a failed save, or half as much on a success.
|2. Conjure Barrage||
A Barrage of random weapons are created and fly towards you. You must succeed on a Dexterity saving throw. You take 3d8 damage on a failed save, or half as much damage on a successful one.
|3. Vampiric Siphon||
A shadow-wreathed force siphons life from you. Make a constitution saving throw. If you fail, You take 3d6 necrotic damage, and on a success you take half. The creature that threw the Catapult Chaos regains hit points equal to half the amount of necrotic damage dealt.
Make a wisdom saving throw. If you fail your speed is halved, you take a -2 penalty to AC and Dexterity saving throws, and you can’t use reactions. On your turn, you can use either an action or a bonus action, not both. Regardless of your abilities or magic items, you can’t make more than one melee or ranged attack during your turn. If you attempt to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until your next turn, and you must use your action on that turn to complete the spell. If you can’t, the spell is wasted. you make another Wisdom saving throw at the end of your turn. On a successful save, the effect ends for you.
A twisting pattern of colors weaves through the air. The pattern appears for a moment and vanishes. If you can see, You must make a Wisdom saving throw. On a failed save, you are charmed for the duration. While charmed by this spell, you are incapacitated and have a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
|6. Enemies Abound||
Make an Intelligence saving throw. you automatically succeed if you are immune to being frightened. On a failed save, you lose the ability to distinguish friend from foe, regarding all creatures you can see as enemies until the spell ends. Each time you takes damage, you can repeat the saving throw, ending the effect on a success. Whenever you choose another creature as a target, you must choose the target at random from among the creatures you can see within range of the attack, spell, or other ability your using. If an enemy provokes an opportunity attack, you must make that attack if it is able to.
|7. Dispel Magic||
Any spell of 3rd level or lower on you ends. For each spell of 4th level or higher on you, Roll a d20. The DC equals 10 + the spell's level. On a successful check, the spell ends.
You gain the ability to understand any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.
At 14th level, how you have this well of magic reveals itself. Choose one of the origin/ancestry options below. You gain the abilities of that origin/ancestry.
You gain the Dragon Wings ability from the sorcerer's dragon ancestry subclass.
You gain the Unearthly Recovery ability from the sorcerer’s divine soul subclass.
You gain the Pyromancer's Fury ability from the sorcerer’s Pyromancy subclass. You use your barbarian level instead of your sorcerer level for this ability.
As a bonus action you can transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. You can use this feature the amount of times equal to half your constitution modifier rounding down, a minimum of once. You can regain all uses after finishing a long rest.
You gain the Storm's Fury ability from the storm sorcerer subclass. You use your barbarian level instead of your sorcerer level for this ability, and you use your Barbarian spell DC instead of your sorcerer spell save DC.
Wild magic Origins
You gain the Controlled Chaos ability from the wild magic sorcerer subclass. You also roll on the Wild Magic Surge table each time you use the Hurl Magic ability.