Unlucky Sorcerous Origin

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.


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.

Arcane Incarnate

Arcane Incarnate

Your innate magic comes from the raw arcane magic that weaves through the entire multiverse. You might have endured exposure to some form of raw magic, perhaps through an arcane spell of epic proportions. Perhaps you are descended from a creature who had arcane magic flowing in their veins, such as a dragon, djinn, or even a deity of arcane magic. Whatever the cause, one thing is certain: you wield arcane magic as effortlessly as breathing.

Effortless Arcana

At 1st level, whenever you cast a cantrip, you may do so without any somatic or verbal components.

Expanded Knowledge

At 1st level, you add a spell of your choice from the wizard spell list to your known spells. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. This spell does not count against the number of spells you know, and is considered to be a sorcerer spell for you.

You learn an additional wizard spell at 3rd, 5th, 7th, and 9th levels.

Arcane Weaver

Starting at 6th level, whenever you sacrifice a spell slot for spell points, you gain an additional sorcery point. Additionally, you gain one Metamagic option of your choice.

Incarnate’s Defense

Starting at 14th level, whenever a spell forces you to make a saving throw, you may choose to make it a Charisma saving throw instead.

Arcane Master

At 18th level, you can use two Metamagic options on a spell when you cast it.

Celestial Bloodline

Celestial Bloodline

Not all magic stems from dark pacts and eldritch forces. Your innate power is a blessing of the gods. Perhaps you are an aasimar, a descendant of a union between a mortal and a celestial entity. Or perhaps your birth was foretold by an ancient prophecy, and your holy powers a symbol of providence.

In some cultures, sorcerers of this nature may live as godkings claiming divine right to rule. In others, they may be shunned by those in power, who view such manifestations of divine power outside the clergy as a threat to their authority.

Divine Magic

At 1st level, your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell and it becomes a sorcerer spell for you.

Radiant Soul

Starting at 1st level, your divine blessing allows you to serve as a conduit for holy energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage.

Additionally, you know the sacred flame and thaumaturgy cantrips and can cast them at will They don’t count against your number of can trips known.

Puissant Light

Starting at 6th level, your inherent grace fortifies you against harm. You and friendly creatures creatures within 10 feet have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Angel Wings

At 14th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Angelic Form

At 18th level, you embody your celestial heritage. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You add your Charisma modifier to saving throws against spells.
  • You emit bright light in a 60-foot radius and dim light 30 feet beyond that.
  • Enemy creatures in the bright light have disadvantage on saving throws against your sorcerer spells that deal fire or radiant damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Fey Bloodline

Fey Bloodline

The power of the elves is ancient and implacable, and it runs strongly in your veins. The possible reasons for the potent manifestation of your heritage are endless. Perhaps you are a scion of a mighty arch fey, or were blessed by such an entity at birth. Perhaps you were born at a conjunction between the Prime Material Plane and the Feywild, or were exposed to a vortex of magic while making the transition between the two planes.

Sorcerers of the fey bloodline usually have overemphasized elvish features. Their eyes might be a particularly vibrant purple or green, their ears could be longer, or their movements may be exceptionally graceful. Many find such physical features beautiful in an otherworldly kind of way, while others may be put off by your seemingly alien nature.

Fey Ancestry

At 1st level, you can read, speak, and write Sylvan. Additionally whenever you make a charisma check when interacting with fey creatures, your proficiency bonus is doubled if it applies to the check.

Natural Spellcasting

At 1st level, your link to nature allows you to learn spells normally associated with the druid class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list, in addition to the sorcerer spell List. You must otherwise obey all the restrictions for selecting the spell and it becomes a sorcerer spell for you.

Misty Escape

Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Presence

Beginning at 14th level, fey magic surrounds you with an entrancing aura. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal~ The saving throw DC for the spell uses your spell save DC.

Captivating Aura

Starting at 18th level, you learn to project the beguiling and fearsome presence of the fey. As an action, you can expend 5 sorcery points to draw on this on this power and exude an aura of confusion to a distance of 60 feet. For 1 minute, or until you lose your concentration (as though you were casting a concentration spell} each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened by you (your choice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Infernal Bloodline

Infernal Bloodline

There is hellish power burning in your blood You may be a tiefling, a scion of the Pact Primeval whose ancestry is manifest in your appearance. Or maybe one of your parents was a cambion or some other hellspawn. Or perhaps you struck a bargain with a fiend to gain dark powers. Some infernal bloodlines follow long and storied dynasties, while others are spontaneous, the product of a newly-struck pact between a mortal and a sinister patron.

Fiends are fearsome warriors, and infernal sorcerers gain a measure of that affinity for battle. Weapons feel natural in your hand, and you manifest a tough hide that provides some protection from those of your enemies. More so than any other bloodline, you are well- suited to the thick of the fighting.

Bonus Proficiencies

At I st level, you gain proficiency with shields, simple weapons, and martial weapons.

Infernal Resilience

As magic flows through your body, it causes physical changes that reflect your infernal power. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Additionaly, parts of your body are covered by a tough hide. When you aren’t wearing armor, your AC equals 13 +your Dexterity modifier.

Dark Bargain

At 6th level, you learn to stretch the limits of your hellish fortune and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Infernal Hate

Starting at 14th level, your mastery of your dark power allows you to add the force of hellish fire to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra fire damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Hellish Vigour

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.