Jinxed Birth

At birth, you were marked by the spirits of nature. Your clan, tribe, village, or other local government authorities saw the omens portending the terrible power you would wield. From a young age you were tutored by the Elders, Shamen, or Soothsayers in the ways of the primal magic held within you that dance the line between this realm and the next.

Jinxed Birth Features

Level Features 1st Auspex's Sortilege; Blowgun expertise 6th Primal Fear 14th Fouled Darts 18th Scrycaster

Auspex's Sortilege

Your inherent mystical attunement allow you to learn a variety of spells connected to the natural and spiritual realms. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell, the following spells are added to the sorcerer spell list for you:

Spell Level Spells Cantrips Druidcraft; Spare the Dying 1st Cause Fear; Hex 2nd Augury; Gentle Repose 3rd Bestow Curse; Speak with the Dead 4th Divination; Locate Creature 5th Danse Macabre; Reincarnate 6th Bones of the Earth; Soul Cage 7th Resurrection; Sequester 8th Animal Shapes; Maddening Darkness 9th Imprisonment; True Resurrection

Blowgun Expertise

Beginning at 1st level, your training with blowguns has increased the power of your lungs, giving you special expertise with the blowgun. Whenever you Attack using a blowgun, you gain the following additional benefits:

You use your choice of your Dex or Con modifer for the attack and damage rolls. You must use the same modifer for both rolls.

You are able to use larger blowgun darts than normal, which deal 1d4 piercing damage. The damage increases at 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You ignore the loading property of blowguns.

When you use the Attack action and attack with a blowgun, you can use a bonus action to make a second attack with a blowgun.

In addition, you can use an Herbalism Kit during a short or long rest to coat your blowgun darts with toxins. Each dart requires 10 minutes to prepare. If a dart is not used within 24 hours, it loses its potency. If you hit a creature with a toxic dart, the creature takes 1d4 additional poison damage. The creature makes a Con save. On a failed save, the creature is poisoned. The poisoned creature can make a Con save at the end of each of its turns to try to end the poisoned condition.

Primal Fear

Beginning at 6th level, whenever a creature within 30 ft of you misses you with an attack, you can spend 1 socery point as a reaction to project a spectral visage around yourself and spook the attacking creature. The creature must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of its next turn.

Fouled Darts

Beginning at 14th level, when you Attack a creature with a dart from a blowgun, you can spend 6 sorcery points to mix foul magic into your darts. On a hit, the target makes a Con save. On a failed save, the target is afflicted, as if it had failed its third save as described in the Contagion spell. You choose which disease infects the target - Blinding Sickness, Filth Fever, Flesh Rot, Mindfire, Seizure, or Slimy Doom. These effects are in addition to any poison already coating the darts. If the attack misses, the dart loses its toxic effect.

Scrycaster

At 18th level, you learn the Scrying spell, if you don't already know it. You are able to communicate with the target of your Scrying spell as if you were using the Message cantrip. While your Scrying spell is active, you can spend Sorcery points to cast spells using the invisible sensor created from your Scyring spell as the point of origin for the spell. The number of Sorcery points required is equal to the spell level of the spell you are casting (Cantrips require 1 sorcery point). If a spell you attempt to cast in this way requires Concentration, you are able to simultaneously Concentrate on the Scying spell and the second spell for up to 15 seconds, at which time both spells end. If the target must make a saving throw against a spell cast in this way, it has advantage on the save.