Sorcerer
Base Class: Sorcerer

Whether it's a closely held family secret that you and your relatives have a 'sixth sense', or your family proudly boasts about their descent from a famous prophet, your bloodline is blessed with the gift of second sight.  Your strange ability allows you to see to the heart of matters, allowing you to innately understand people or animals, discern truth from lies, uncover long lost secrets, or even catch elusive glimpses of the future.  The "cunning" or the "sight" may have been bestowed on your family ages ago as part of a deal with a mercurial Archfey, or maybe you have been blessed with it as a sign of divine favor.  Whatever the origin, your abilities primarily allow to see what others cannot, and while some may resent you for it, others will surely seek to make use of your unique abilities.  

 

Premonition

Starting at 1st level, once per long rest, the DM may, at their discretion, provide you with a dream that might contain hints or guidance related to your current objective, or a warning about the secret motives of your current enemies or allies.  The clarity of the vision is up to the DM's discretion, and it is up to you to try to figure out the true meaning of your premonition after the fact. In the time between first receiving a vision and your next long rest, you can make a WIS or INT roll (the DM chooses which type) to try to assist in deciphering the sign you have received.

Your innate magic or 'sixth sense' enhances your natural perceptive abilities.  Whenever you make a perception, investigation, or insight check, you gain a bonus to that check equal to your charisma modifier (minimum +1).  In addition you gain proficiency in one of the above listed skills of your choice.  

 

Gift for Divination

Your gift allows you to learn all spells from the Divination School, including those that are not normally on the sorcerer spell list.  When your Spellcasting feature lets you learn or replace a sorcerer cantrip or sorcerer spell of 1st level or higher, you can choose a Divination Spell from any other spell list, or any spell from the sorcerer spell list.  You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.  

In addition, once at each of your 1st, 6th, 14th, and 18th sorcerer levels, you may choose one of the following spells as an at-will ability.  Once you've chosen an at-will ability, it cannot be swapped out or replaced.  If you already know the at-will ability you are choosing as a sorcerer spell, you may select another sorcerer spell from the list to replace it.

Each at-will ability must be a spell level at which you can cast, but does not count against your total spells known.  You may cast each of your at-will abilities once per long rest, without using components or consuming spell-slots.  At level 2 or higher, you may gain additional uses of your at-will abilities by spending 1 sorcery point for each additional use beyond the first.   These at-will spells still take the same amount of time to cast, and may be used in conjunction with Metamagic like any of your other spells. 

At-Will Divination

You may select from among the following at-will abilities at 1st, 6th, 14th, and 18th levels:

  • Level 1: Detect Evil and Good, Detect Magic, Detect Poison and Disease, Identify.
  • Level 2: Detect Thoughts, Find Traps, Locate Animals or Plants, Locate Object, See Invisibility.

Second Sight

Starting at 6th level, choose one of the following benefits as a permanent boon:

Darkvision

If you do not have it already, you gain darkvision out to a range of 60 feet, as described in chapter 8, "Adventuring".  If you already have darkvision, increase the range of your darkvision by 60 feet.

Ethereal Sight

You can see into the Ethereal Plane within 60 feet of you.

Blessing of Foresight

At 6th level, you gain the ability to sense danger before it happens, increasing your ability to evade hostile moves against you.  When you are hit with an attack, you may use your reaction to gain a temporary bonus to your AC equal to your Charisma modifier.  The bonus lasts until the start of your next turn.  

In addition, if you are targeted by a spell or effect that requires a dexterity saving throw, you may use your reaction before rolling to give yourself advantage on the saving throw.  

You may use each of these reactions once per short rest, or additional times by expending 1 sorcery point.  

Fated Insight

At 14th level, your ability to see into the immediate future improves.  When you see a creature make an attack roll, saving throw, or ability check, you can use your reaction to cause the roll to be made with advantage or disadvantage.  You may use this feature a number of times equal to your Charisma modifier, and expended uses recharge on a long rest.  

Clarity of Vision

At 14th level, your field of vision expands, allowing you to see in every direction at once.  You are able to visually perceive things at any angle from you, even if you are facing a different direction, so long as your vision is not obscured and the object being perceived is within your usual range of vision.  The expansion of your vision applies both to your regular vision, and to any other sight-based ability, including those achieved through your other sorcerous origins features or spell effects.  

In addition, your supernatural senses allow you to "see" even when your vision is impaired.  You gain blindsight up to 30 feet, and within that range you may now ignore any disadvantage imposed by darkness, blindness, invisibility, or other attempts to cloud your sight. 

 

True Sight

At 18th level, nothing can escape your notice.  In addition to your other abilities, once per long rest you may use a bonus action to spend 3 sorcery points to gain the "truesight" ability for one hour without casting a spell or using components. 

In addition, your  abilities enhance your ability to perceive the world around you.  You may choose any two of the following features:

  • Your passive perception scores are each increased by +5.
  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
  • You have advantage on all perception, investigation, and insight checks. 

You may spend 1 sorcery point to switch out one of these features for another on the list once per long rest.  

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