Cursed Bloodline

Throughout your life, wherever you have gone you have brought with you bad luck. Shadows lap at your heels and pets find you suspicious. You might suffer a curse because of some personal vendetta against your kin, or perhaps you yourself may have slighted a being who seeks to teach you a lesson. In spite of your rotten luck, you have adapted to harness the gloom that follows you.

Silver Linings

At 1st level, you've already learned to adapt to the plight that harrows you throughout the day. If you fail an ability check or saving throw, you may roll 1d6 and add that to your roll. This ability can only be used once per short or long rest.

Out of Sight and Mind

At 1st level the perils that befall those around you has made you adept at being removed from the limelight. You gain proficiency in the Stealth skill and can use a bonus action to conceal yourself, treating shadows or darkness as half cover to those without Darkvision or other magical sight.

Shared Suffering

At 6th level you gain the ability to pass some of your pain onto those who ail you. When you are dealt damage by a target you can see, as a reaction you may spend a sorcery point to reflect some of that damage back to your attacker in the form of Necrotic energy. The amount of damage transferred is equal to your Charisma modifier.

Despite All Odds

As your power grows and you better know yourself, you can consciously feel the curse that is latched onto you. It's no longer an ambiguous source to you, but a definitive identifiable obstacle that you can overcome and even wield at times. Beginning at 14th level, whenever you roll to hit with a spell at disadvantage and succeed, any damage dice you would roll will be doubled.

The Shackled Now Unfettered

Beginning at 18th level, you are now able to cast off your curse for a time. As an action, you can spend 4 sorcery points to exude an aura in a 20 foot circle for 5 minutes or until your concentration ends (as if concentrating on a spell). You and any allies in the range of the effect cannot have disadvantage on attack rolls, ability checks, or saving throws for it's duration. Each consecutive use of this ability costs 2 additional sorcery points, resetting on a long rest.

Bestial Bloodline

Your blood is mixed with that of beasts. It might have been a magical ritual that your ancestors invoked in honor of a creature they worshiped. Perhaps you descend from a lost circle of druids or, perhaps a more dark and carnal conception took place in your family tree. Regardless of how your power came about, you have been gifted with the aspect of a creature of the wild and can draw on it when you see fit.

Creature Aspect

At 1st level you take on the creature's aspect you are melded with. You will have modified features ranging from subtle tufts of fur to completely inhuman limbs. Choose from the table below or roll to find out what creature you embody.

d4 Creature Type 1 Canine 2 Feline 3 Ursine 4 Rodent

Animal Awakening

Beginning 1st level you start to see some benefits of your linked bloodline. You gain one of the following traits based on your creature aspect. Canine: You are proficient in the Perception skill and have advantage on Survival and Perception skill checks that rely on scent or hearing. Feline: You are proficient in the Acrobatics skill and have a climb speed equal to your move speed. Ursine: You have a natural armor class of 12+ your Constitution modifier. You also gain advantage on grapple rolls dealing with creatures your size or smaller. Rodent: You are proficient in the Investigation and Slight of Hand skills and have Darkvision.

Affinity Projection

Beginning at 6th level you are able to spend a sorcery point to summon an ethereal creature that corresponds to your aspect as an action. These summoned creatures cannot regain hitpoints or temporary hitpoints. They can appear as anything, but use the stat blocks of the creatures in the table below.

Aspect Stat Block Canine Dire Wolf Feline Lion Ursine Brown Bear Rodent Swarm of Rats x2

These spectral creatures last until they drop to zero hitpoints at which point they disappear. You can only use this ability once per short or long rest.

Wild Embrace

At 14th level you can spend 2 sorcery points to temporarily awaken your aspect further, transforming your body to gain even more benefits. Canine: Your Strength score is increased by 2, also your teeth sharpen, granting you a Bite attack that deals piercing damage equal to 2d4+ your Strength modifier. Feline: Your Dexterity score is increased by 2, also you grow long retractable claws, granting you a Claw attack that deals slashing damage equal to 1d8+ your Dexterity modifier. Ursine: Your natural armor increases to 14+ your Constitution modifier, also you gain temporary hitpoints equal to 1d12+ your Charisma modifier. Rodent: Your Intelligence score is increased by 2 and you have advantage on all Intelligence based skill checks.