Sorcerer
Base Class: Sorcerer

Your innate magic comes from a daemon, a kind of genius-spirit which resides with and within your soul. While the daemons of others may lead them to create great works of art, technological innovations, or inspiring leadership, yours imbues you with a powerful connection to magical forces, allowing you to wield spells the way a gifted writer wields a pen. How the daemon came to be within you you may never know, but the more you practice your magic, the more its powers will be accessible to you.

Magical Gifts

Naturally charismatic, when you choose this origin at 1st level you have access to the Bard spells list in addition to the Sorcerer spells list. You have the Ritual Casting ability and may use it, given the spell has the ritual tag and it is one of your known spells. The daemon allows its gifts to be temporarily shared, giving you the guidance cantrip in addition to the four cantrips (for a total of five cantrips) you can know at 1st level.

Font of Genius

Your genius grants you some abilities sooner than others. At 1st level you have access to sorcery points, starting with 1 sorcery point and gaining more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. The other aspects of sorcery point usage apply as well (meaning you must wait until 2nd level to expend sorcery points to regain spell slots). Metamagic is also available to you sooner, as you gain the subtle spell Metamagic option at 1st level. Gaining this does not affect the amount of Metamagic options you may have, i.e., you still gain at 3rd level the two Metamagic options you normally would in other sorcerer subclasses. All other Metamagic rules still apply.

Daemonic Possession

More in synch with your daemon, you are able to call upon it and enter a kind of possession, enhancing your abilities. At 6th level you can enter a magical rage as a bonus action. While under the sway of your daemon, you gain the following benefits if you aren't wearing any armor:

  • You have advantage on Charisma checks and Charisma saving throws.
  • When you make a spell attack, you gain a bonus to the damage roll equal to your proficiency bonus.
  • You have resistance to psychic and radiant damage, and have advantage on concentration checks. 

Daemonic Possession lasts for 1 minute. It ends early if you are knocked unconscious or if you come under control of a hostile creature through an enchantment spell. You can end your possession as a bonus action. You may use the ability a number of times equal to your proficiency bonus, and then must finish a long before using it again.

Inspiring Aura

By 14th level, you have learned to further share your innate abilities. As a bonus action, you can expend sorcery points to give an inspiration die to one creature other than yourself within 60 feet of you and whom you can see, using the following chart to determine the cost of each die:

  • D6: 6 - CHA modifier = total sorcery point cost
  • D8: 8 - CHA modifier = total sorcery point cost
  • D10: 10 - CHA modifier = total sorcery point cost
  • D12: 12 - CHA modifier = total sorcery point cost

For example, if you have a Charisma modifier of 3 and wish to give a companion a D10 inspiration die, it would cost you 10 minus your Charisma modifier of 3, or 7 sorcery points, to give them the die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the inspiration die, but must decide before the DM says whether it succeeds or fails. Once the die is used, it is lost; creatures can have only one die at a time.

Furthermore, once per round, and as a reaction, you can expend sorcery points to give a boost to a creature's AC when they are attacked. You may spend any number of sorcery points equal to up to twice your Charisma modifier for a temporary increase equal to the points you spent, rounded down. For example, if you have a Charisma modifier of 3, you may spend up to 6 sorcery points to give a boost to AC of 6. You may use this on yourself or any willing creature within 60 feet of you and whom you can see. This ability must be used before the DM determines if the attack succeeds or fails. However, if an attack against you matches your own AC, you may expend (again, once per round) 1 sorcery point as a reaction to make the attack fail. Once the boost has been given and the success or failure of the attack has been determined, the boost disappears.

Spellcasting Savant

Your spellcasting abilities have improved significantly. Beginning at 18th level, while under daemonic possession, you gain these additional feats:

  • You may have up to two concentration spells going at once. To do so, spend sorcery points equal to the level of the higher of the two spells. For example, if you cast a concentration spell of level 4, and then a concentration spell of level 3, you would still have to spend 4 sorcery points to cast the second spell. If you fail a concentration check, both concentration spells dissipate.
  • If a spell has the Ritual Tag, you may spend sorcery points equal to the spell's level to cast it as an action without expending the spell slot. You may not use this in conjunction with the quickened spellMetamagic option.
  • If you roll a critical hit on a spell attack (natural 20), or if a creature rolls a critical failure (natural 1) on a save against a spell you cast, you can choose to regain the spell slot spent to cast the spell. If you choose to do so, you cannot regain a spell slot this way again until you finish a long rest.

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