Accursed Acolyte

A Sorcerous Origin whose curse boosts spell damage or save DCs at a necrotic cost to the sorcerer and returns Spell Points when it deals that damage.

Identity

The Accursed Acolyte is the Sorcerous Origin whose power was laid on them as a punishment and works as intended. The curse takes a price each time it is used and grows instead of fading. It is aimed at whatever the original grievance was. Many Accursed Acolytes are devout, because a curse implies someone empowered to lay one, and the only institution willing to discuss the matter is often a temple.

Features

  • L3 Cursed Casting

    When you cast a sorcerer spell of 1st level or higher, you can draw on the curse. Add your Charisma modifier to one damage roll of the spell or raise its saving throw DC by 2, and take necrotic damage equal to twice the spell's level. This damage cannot be reduced or prevented. You also learn the Chill Touch cantrip, which does not count against your cantrips known.

  • L7 Lasting Curse

    You regain 1 Spell Point each time you take damage from Cursed Casting, and you have resistance to necrotic damage. You also cannot be cured of your curse by any means short of an effect that would raise the dead.

  • L11 Curse Transfer

    As a bonus action, you can spend 2 Spell Points to push part of the curse onto one creature within 30 feet. The creature must succeed on a Charisma saving throw against your spell save DC or be cursed for 1 minute. While cursed, it has disadvantage on the first attack roll and the first saving throw it makes each turn, and you take no Cursed Casting damage.

  • L15 Accursed Form

    As a bonus action, you can spend 5 Spell Points to stop resisting the curse for 1 minute. At the start of each of your turns, you gain temporary hit points equal to twice your Sorcerer level. Your spell attacks deal an extra 1d8 necrotic damage, and any creature that ends its turn within 10 feet of you takes necrotic damage equal to your Charisma modifier.

  • L18 Returned Curse Capstone

    Once per long rest, as an action, you can turn the curse outward for 1 minute. All Cursed Casting damage is dealt to a creature of your choice within 60 feet instead of to you, and your spell save DC increases by 2. If you drop to 0 hit points during the minute, you do not fall Unconscious until the minute ends.