Unlucky Sorcerous Origin

You don’t know what the reason is; perhaps being born under a bad star? Your mother was hexed by a witch? A trickster god just wants to watch you suffer? No matter how you tr to explain it, one thing is for certain: bad luck follows you everwhere. Valuable objects break, relationships fall apart, businesses crumble and people have generally learned to keep a safe distance from you. Yet this luck, unfortunate as it may be, still is potent magic; and in that, you find the silver lining.

Unlucky Expanded Origin Spells

 

Sorcerer Level Spells
1st Bane
3nd Ray of Enfeeblement
5rd Bestow Curse
7th Elemental Bane
9th Contagion
11th Harm

Unlucky Mark

You are a sign of ill fortune and everyone knows it. Starting at 1st level you can cast Find Familiar once per day without the use of a spell slot or any components. This familiar always takes the form of a black cat.

Aura of Unease

Starting at 1st level, you set people on edge who are close to you. Any creature who comes within a 5′ radius of you has disadvantage on attack rolls until the end of their turn.

Defiance of Fate

Starting at 6th level, you learn to control some amount of your own luck, but find it impossible to ever find extreme success or failure in your life. Any time you roll a natural 1 or a natural 20 on an attack roll, skill check, or saving throw, you must reroll that die.

Additionally, enemies can never score a critical hit against you. They must also reroll natural 20s on attacks that target you.

Jinx

Beginning at 14th level, you have learned to use your bad luck to turn the tides of battle. As a reaction, you can spend sorcery points equal to the level of any spell being cast plus one to choose a new target for that spell at random. This ability can only be used on spells that have a target and you must be able to see the caster.

Master of Superstition

From 18th level, you have confidence in your own twisted fate and can navigate your luck with ease. Aura of Unease extends out to a 10 ‘ radius and only affects hostile creatures.

Additionally, whenever a hostile creature makes a skill check, saving throw, or attack roll, before knowing the outcome, you make make them reroll the die, taking the result of the second roll. You may use this ability a number of times equal to twice your Charisma modifier per day.