Base Class: Sorcerer
You are a being, half human, half divine, able to utilize both powers to any situation you may need. Your human side allows the Indomitable Human Spirit and ease of adaptability. Your divinity allows amazing power and and presence.
Aura of the Divine
Your divinity has given you an aura, currently, you are unsure if it is good or bad.
- You gain a 15ft aura, when allies are within the aura when you end your turn, they regain hit points equal to you sorcerer level (minimum of 1), if they are at maximum hit points, they can gain temporary hit points equal to half your sorcerer level.
- When enemies are within the aura when you end your turn, their hit point maximum is reduced by your sorcerer level + Constitution Modifier (minimum of 1).
Touch of Humanity
Being Human or Humanoid, you have the ability of adaptability and curiosity.
- When you can see a creature, any ability check they make, you know what it is, additionally, if that creature succeeds, you gain proficiency in that skill for 1 hour, if you already have proficiency, you gain expertise in that skill, if you already have expertise, you cannot roll under 5 in the given skill.
Unhinged Power
Your divine side grants your spells and metamagic even more power.
- When you cast a spell that is half your level or lower, you can expend 2-6 ki points to up cast the spell by 1-3 level respectively.
- You have 4 secondary sorcery points which can be expended like normal sorcery points, these sorcery points can be regained on a short rest.
Skills of Humanity
Your humanoid side allows ease of adaptability and skills.
- You gain proficiency in 1 additional skill.
- When you fail an ability check with a skill you are proficient with, you can expend 4 sorcery points to succeed at the exact DC of the check.
Karmic Debt
Whilst your divine power is granting a surplus of bonuses, the conflict of humanity to diviner in your body is affecting how you can act.
- When you use a spell slot 3rd level or higher, roll a d4, on a 1 you lose 2d6 hit points and lose 2 hit dice until you take a short or long rest.
- All spells cast at 2nd level or lower (including Cantrips), are cast with any metamagic without expending sorcery points, you do not need to know the metamagic to use it with this feature.
True Divinity
The conflict between your humanity and divinity and has been fierce, but you have prevailed through it all. You gain the following effects.
- Your Aura increases to 30ft, additionally, when you heal allies you can end one negative condition on them by expending a sorcery point, alternatively, when you weaken an enemy with the aura, you can expend 1 ki point to poison all enemies within the radius, this bypasses resistance to the poisoned condition.
- Any spell you cast is cast 1 level higher (+1 die to cantrips), to a maximum of 9th level.
Indomitable Human Spirit
Your human side has the ability to power through anything you need.
- When you fail a saving throw, you can take 2d8 damage to instead succeed.
- When you are reduced to 0 hit points but not killed outright, you can cast 1 spell with the casting time of one action the moment of your falling, you have advantage to hit and enemies have disadvantage to the saving throws.
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