Unlucky Sorcerous Origin 2.0

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 try 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, is potent magic; and in that, you find the silver lining.

Unlucky Magic

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown on the Unluckly Expanded Origin Spells table. This spell counts as a sorcerer spell for you, and it doesn't count against the number of sorcerer spells you know.

Unlucky Expanded Origin Spells

Sorcerer Level Spells 1st Bane 3rd Ray of Enfeeblement 5th 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 nearly impossible to ever find extreme success or failure in your life. When you roll a natural 20 on an attack roll, skill check, or saving throw, you can choose to reroll that die, if you do, gain 1 point of misfortune.

A point of misfortune can be spent to let yourself or any ally within 30 feet reroll a natural 1, or force an enemy within 30 feet to reroll a natural 20. You can have a maximum number of misfortune points equal to your Charisma modifier.

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 to roll a d4. On a 1, the spell targets the caster, on a 2, it targets an (different) ally, on a 3, it targets a (different) enemy, and on a 4, it targets the original intended target. 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.When a creature rolls a natural 1 within this aura, gain a point of misfortune.

Additionally, whenever a creature makes a skill check, saving throw, or attack roll, before knowing the outcome, you use a point of misfortune to make them reroll the die, taking the result of the second roll.

You can now hold misfortune points equal to twice your Charisma modifier.



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Black Cat tiny beast, unaligned Armor Class 12

12 Hit Points 2 (1d4)

2 (1d4) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (-4) 15 (+3) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Senses darkvision 60 ft., passive Perception 13

darkvision 60 ft., passive Perception 13 Skills Perception +3, Stealth +4

Perception +3, Stealth +4 Challenge 0 (10 XP) Ill Omen The black cat cannot take the help action. This ability is instead replaced by the harass action. Harrass The black cat gives disadvantage on attacks to a hostile creature within 5 feet of the black cat. Keen Smell The black cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.