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 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. From 1st level, you gain the effect of a Find Familiar spell. This familiar always takes the form of a black cat and appears next to you without being summoned. Whenever your familiar is reduced to 0 HP, it reappears next to you after a short or long rest.

Aura of Unease

Starting at 1st level, you set people on edge who are close to you. As an action, you generate an aura of bad luck. You, as well as all creatures within 10 feet of you, have disadvantage on attack rolls. You can end the effect of the aura at will. The aura ends automatically if you become unconscious.

Once you use this ability, you cannot use it again until after completing a long rest.



Defiance of Fate

Starting at 6th Level, as a reaction, whenever you or another creature you can see within 60 feet makes an attack roll, saving throw, or skill check, you can expend 1 sorcery point to force a reroll of that roll. The new roll result must be taken. You can use this feature a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.

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, you become the new target. This ability can only be used on spells that have a single creature as a target and you must be able to see the caster when using this ability.

Master of Superstition

From 18th level, you have confidence in your own twisted fate and can navigate your luck with ease. Aura of Unease only affects hostile creatures and the range extends out to 30 feet.

Additionally, you are now able to use Defiance of Fate a number of times equal to your Charisma modifier without expending any sorcery points to do so, regaining all expended uses when you finish a short or long rest.



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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. Hinder. As an action, the black cat can cause a hostile creature within 5 feet of it to have disadvantage on the next attack roll it makes before the start of its next turn. 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.