Sorcerer
Base Class: Sorcerer

Whenever an individual performs an act of charity, they are momentarily filled with a certain magic that fills them with strength, righteousness and purpose. Your innate magic is fueled by this spirit of charity.

Your power may be borne from the prayers of your ancestors or family members that have offered a great treasure to the world or performed a great act of charity in the name of your healthy birth, or it may simply manifest through your chosen way of life by either providing relief to the needy or in renouncing material possessions to feed the spirit of charity blossoming within you.

Spirit of Charity Sorcerers are generally favored by the common folk and while they may be tolerable in a certain number, their existence may be closely monitored or heavily regulated by city governments, as too many may result in a faulty economy due to their natural production, consumption and destruction of gold. Those that join religious organizations may have more liberty to use their power in their organization's name.

Blessed Are The Poor

Starting at 1st level, the hunger and harshness that comes with your chosen way of life has taught you to adapt and endure.

  • If you are carrying less than 100 gold, you gain advantage on your Dexterity and Wisdom checks.
  • If you are carrying less than 10 gold, your hitpoint maximum increases by a number equal to your proficiency bonus + sorcerer level.
  • If you are carrying no gold, you gain +2 to your AC and a bonus to Constitution saving throws equal to your proficiency bonus.

In addition, when you take a short rest, you may choose to roll either an extra hit dice or your blessings die, which restores an amount of gold equal to your roll. At 1st level, your blessings die is equal to 1d6, and increases to 1d8 at 5th level, 1d12 at 11th level, 1d20 at 17th level and 1d100 at 20th level. You may only roll your blessings die once per day and only if you are carrying less than 100 gold.

These bonuses do not apply if you store more than one gold piece or any object with a value of 100 gold or more in a bank, container or otherwise in your name. If you wish to give your party member or a trusted ally your gold, you must declare that it is no longer yours upon handing it.

Alms, Alms!

Starting at 6th level, you gain the ability to trade gold into sorcery points. In exchange for 20 gold, you are able to restore 1 sorcery point.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

In addition, whenever you make a Charisma check to spare or request alms from a stranger, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

Earthly Potency

Beginning at 14th level, the potency of your spells increase upon sacrificing earthly possessions. Whenever you cast a spell, you can choose to spend either 25 gold or an object with a true value of 125 gold. If you choose to spend, you can gain one of the following benefits of your choice:

  • You can raise the DC of the spell cast by +1.
  • You gain a bonus of +10 to your spell attack roll.
  • You gain a bonus of 3d6 + your Charisma modifier to the damage of your spell.
  • Spells that have a duration of 1 hour or more gain a bonus to their duration equal to 1d4 hours.

You have four uses of this ability, and you regain all charges when you finish a long rest.

The Real Treasure

At 18th level, your vagabond way of life has taught you of true value in the ways of magic. Whenever you cast a spell that consumes material components, you may choose to ignore the cost of the spell in exchange for a gold piece. Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points and another gold piece to use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes