Sorcerer
Base Class: Sorcerer

Though the Aspects show themselves in all living creatures, there are some who are more attuned to their influence than others. The sins and virtues that shaped the world can be molded into arcane energy, providing aid or despair to the creatures targeted by the aspectical influence.

Aspect Embodiment

At 1st level, whenever you finish a long rest, you can embody one Aspect pairing and draw their energy into you. You know how to connect with 2 pairings upon choosing this origin. You can connect with additional pairings as you level, connecting with 2 additional pairings at 6th and 14th level, and all 7 at 18th level.

At 6th level, you can choose to embody more than one Aspect pairing, spending 2 sorcery points for each pairing after the first. The amount of Aspects you can embody at the same time increases as you gain levels in this class. At 6th level, you can embody up to 2 pairings at the same time, at 14th level you can embody 3, and at 18th level you can embody 4.

The available pairings are detailed at the end of this subclass.

Envy and Kindness

When you make a saving throw that others are also making, such as from a fireball spell or a dragon’s poison breath, you and a number of creatures of your choice equal to your proficiency bonus gain a bonus to the saving throw equal to your Charisma modifier (minimum of 1).

Gluttony and Temperance

Your maximum hit points increase by an amount equal to your proficiency bonus, and you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Greed and Charity

You can determine the exact value of a gemstone or piece of jewelry that you are touching if you spend 10 minutes examining it. In addition, whenever you or an allied creature within 10 feet of you regains hit points from a spell, they regain additional hit points equal to your proficiency bonus.

Lust and Chastity

You gain proficiency in one Charisma skill of your choice, and you have advantage on saving throws against being charmed.

Pride and Humility

You gain a bonus to initiative equal to your Charisma modifier (minimum of 1) and you can cast the spell disguise self once without expending a spell slot.

Sloth and Diligence

You can choose to switch your position in the initiative order with a willing creature as long as that creature is below you in the order. In addition, your movement speed increases by 10 feet.

Wrath and Patience

You can spend 10 minutes studying a creature you can see.Once you have studied it, you choose to learn either the creature’s vulnerabilities, resistances, or immunities, if it has any. You cannot target the creature with this feature again until you finish a long rest. In addition, any attack rolls you make against the creature within 8 hours with advantage.

Comfort and Provocation

Beginning at 6th level, you can affect how other creatures perceive you. As a bonus action, you can target a hostile creature you can see within 60 feet of you and force it to make an Intelligence saving throw. On a failed save, the creature sees you either as harmless or dangerous (your choice) for 1 minute.

If it considers you harmless, it won’t attack you or target you directly with abilities. If it considers you dangerous, it targets you with all its attacks and effects if it’s able. The creature can repeat the saving throw if you attack it or target it with a spell or ability, ending the effect on a successful save.

Once you have used this feature, you can’t use it again until you finish a short or long rest.

Understanding of the Self

Starting at 14th level, you understand how the Aspects work within all living beings. You can now affect willing allies with your Comfort and Provocation ability, allowing them to gain the benefits of the feature instead of you. The ally must be within 30 feet of you and you must be able to see them. If you use the feature in this way, the hostile creature can repeat the saving throw only if your chosen ally attacks it or targets it with a spell or ability, not if you attack it.

In addition, you can now embody one or multiple pairings at the end of a short rest rather than a long rest. Any limiting factors of the pairing, such as the Pride and Humility pairing, are reset after a short rest unless stated otherwise. All other limitations still apply.

Sins and Virtues

Upon reaching 18th level, you understand the driving forces of other humanoids to the point where you can predict their actions. As a reaction, you can spend 5 sorcery points and automatically succeed on a saving throw if the source originates from a humanoid.

In addition, you can spend 7 sorcery points and call on the powers of the Aspects to aid yourself and a number of creatures within 30 feet of you up to your Charisma modifier (minimum of 1). If you call on the Cardinals, the chosen creatures are infused with sinful focus, giving them a bonus to attack rolls equal to your Charisma modifier (minimum of 1). If you call on the Sovereigns, the creatures are granted virtuous determination, raising their hit point maximum and current hit points by an amount equal to your sorcerer level.

These effects last for 1 minute, until you use this feature again, or until you are reduced to 0 hit points.

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