Base Class: Sorcerer
Born with a little something extra a Starchild has magic running through their veins. Some without this gift see may see it as a curse or disability, but those who truly see them know the Starchild's magic shines bright.
On April 20th I was gifted with my own little natural 20. He was born with an extra chromosome 21 and we were told about his disability. He has had many hurdles in his short time here, every one of them he has overcome showing what a little fighter he is. When I look at his face and his smile, I see the magic in the world anew and am inspired to be better like him for him. I Dedicate this build to my little Starchild, my little hero and the other Starchildren like him no matter what makes them different. Your magic is everywhere and may your light always burn bright.
Magic is Blood
The blood in your veins is magic and you can use it to gain more magic when needed. At 1st level you can choose to spend a number of your hit die equal to a the level of a spell you can cast and cast a spell without using a slot. If you do you roll those hit dice and take that much damage this damage cannot be prevented. You may use this feature once per short or long rest. At level 14 you may use this feature twice between short rest.
At 6th level when you use this feature to cast a spell of 3rd level or higher you gain one sorcery point for every 3 levels of the spell cast.
Magic is Life
At 6th level, as long as you have magic you have life. Whenever you are reduced to 0 hit points, if you have any spells slots 1st level or higher left you may use your reaction expend a spell slot to gain hit points equal the level of the spell slot times your charisma modifier. This effect cannot give you more hit points than your hit point maximum.
Also whenever a spell is cast to bring you back to life from death it requires no material components.
Magic is Everywhere
Starting at 14th level, everyone has magic in them, and you can use your connection to magic to influence its effects in others or yourself. Whenever you or a creature you can see within 60ft makes an ability check or saving throw and fails or succeeds. You can use a reaction to cause the creature to reroll that ability check or saving throw and take the new roll. You can use this feature a number of times equal to your proficiency bonus between long rest. You may also spend 2 sorcery points when you use this feature to make the new roll be at advantage or disadvantage.
Magic Burns Bright
Beginning at 18th level, when you use your life force to cast magic you can increase its damage and draw back its excess energy into yourself. Whenever you use your Magic is Blood feature and roll damage for a spell that spell does the maximum damage for each of the dice that would be rolled, and if the spell requires an attack roll and you roll a natural 20 to hit you gain back 1 spent hit die.
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