Curse of the Weeping Litch Bloodline

Those afflicted with this curse carry an ancient burden. They are the blood relatives of an ancestor who gave everything for ultimate power over life and death. Cursing their family to help repay the debt owed in life energies. These unfortunate souls live a life where even a casual touch could kill a friend and just being alive attracts the undead. Some however have taken to making use of this curse as a weapon for whatever cause they deem worth their time or simply to repent for their ancestor's actions.

People with the curse often will gain features including pale skin, grey hair and eyes where the whites are black and the iris is white. They will also always have a noticeable symbol representing the curse on their hands.

Thematic spells (optional rule)

While not mandatory I recommend adding these spells as options for this subclass to learn beyond what's regularly available to the sorcerer. These spells are both thematically and mechanically appropriate.

Spell Level Spells 0 Spare the Dying 1st Detect Evil & Good, Protection from Evil & Good 2nd Pass without Trace, Gentle Repose 3rd Animate Dead, Feign Death, Vampiric Touch 4th Death Ward, Phantasmal Killer 5th Contagion, Raise Dead 6th Create undead, Circle of Death 7th Etherealness, Resurrection

Touch of death

When you take this bloodline at 1st level any time your palm touches a living thing you immediately and involuntarily begin draining the life from the victim. This touch of death is treated like a regular cantrip and can benefit from your metamagic.

Touch of death

Necromancy cantrip

Casting Time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Instantaneous

Any creature you try to touch must attempt a dexterity saving throw. If they fail they take 1d6 + half your sorcerer level rounded down in necrotic damage. If you have the creature grappled they automatically fail. Any damage this spell deals to living humanoids heals the caster for half the damage caused rounded down.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 14th level (4d6).

Unholy beacon

When you take this bloodline at 1st level you become a beacon for weak minded undead. Any undead with a intellect or wisdom score of 7 or below are unknowingly attracted within 1 mile. Note that they don't know your exact location, once within 300 feet they feel like you could be in any direction.

It's not all bad news though, at the cost of one bonus action and a sorcery point you can attempt to force your will upon an undead within 30 feet that would be attracted to you this way. They must succeed on a wisdom saving throw against your spellcasting DC or fall under your control for 1 hour. The creature is considered to be charmed and will listen to your orders to the best of it's ability.

Like any normal spell you can use your metamagic to do things like extend it's duration or casting range. You can only maintain control of one undead at a time using this ability. Lastly if you attempt to take control of an undead already under another's control you both must make opposing rolls using your respective spell attack modifiers with the winner gaining control of the undead.

Shadow Aspect

At 6th level you can tap into two new traits. Firstly you always know the subtle spell metamagic and it now makes any spell cast with it silent. If you already knew that metamagic choose an additonal one.

Secondly you can spend 2 sorcery points to cast the pass without trace spell on yourself without concentration.

Mercyless spellcasting

At 14th level once per turn when casting a cantrip you can add an extra 7d4 damage to a spell's damage if the target is unaware of you.

Master the curse

At 18th Level gain the following benefits.

You can control your unholy beacon at will and select what kind of undead you want to attract.

When you cast the touch of death spell on a creature you can spend 3 sorcery point to attempt to paralyze them. They must succeed on a constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each one of its turns, ending the effect on a success.