Base Class: Sorcerer
The Multiverse has been bent and shaped by powerful magics for ages. Of the most notable there is none more infamous than the artifact known as the Deck of Many Things. You are the product of a wish made and lost to time. Your innate magic comes from the very cosmos and the world altering magic of a deck of cards. Where as Wild Magic conjures the very chaos of raw magic, your gifts are divined through you as their medium. A teller of fortunes and a bringer of omens, your very being brings to question the very nature of reality.
The power of cosmic will is at your finger tips. Much like the many talents of oracles and seers across time, the embodiment of will leaves a visible trace across your person. At your option, you can pick from or roll on the Cosmic Sorcerer Quirks table to create a quirk for your character.
| d6 | Quirk |
|---|---|
| 1 | Your skin is marked with the visible symbols and faces that line the deck of many things. |
| 2 | When you are asleep, your body floats a few inches from where you lay (you are still considered prone when lying down). |
| 3 | Your shadow is lined with cosmic rays and starlight. |
| 4 | Your eyes are always shadowed even in the brightest of light. |
| 5 | Your speech gives off a faint echo. |
| 6 | One of your hands has an iridescent black circle on the front and back of your palm while the other has a hole straight through in the same location. |
Cosmic Reading
Starting when you choose this origin at 1st level, your potential to read the will of the cosmos is unlocked. As an Action you target a creature that you can see within 60 feet (including yourself) to read the will of the cosmos for. You summon a spectral deck of cards representing a deck of many things and draw a single card to reveal their fate (you can use an altered deck of playing cards to simulate the deck). Any Effect that requires a saving throw uses your Sorcerer spell save DC.
You can use this feature a number of times equal to 1 plus your proficiency bonus, and you regain all expended uses when you finish a long rest.
At level 10, your connection to the cosmos broadens as you gain access to cards marked by an asterisk: "*"
Cosmic reading
| PLAYING CARD | Effect |
|---|---|
| Ace of diamonds-Vizier |
You cast divination focusing on information for the target creature. The target creature may ask the question but you divine the knowledge of the answer. |
| King of diamonds- Sun* |
The target creature regains up to half it's maximum health if missing and for the next minute gains temporary hit points equal to your Sorcerer level at the start of their turn. |
| Queen of diamonds- Moon |
the target creature gains 2 luck points which can be used similar to the lucky feat. These points last until the target's next long rest. |
| Jack of diamonds- Star* |
The target creature gains the effect of the foresight spell for 10 minutes instead of it's normal duration. |
| Two of diamonds- Comet |
For the next minute, if the target creature reduces any other creature to 0 Hit Points, they can make an extra weapon attack as part of the same action. If this extra attack hits, it is a critical hit. |
| Ace of hearts- The Fates |
The target creature rolls a d20 and records the number rolled. They can replace any attack roll, saving throw, or ability check they make or another creature that they can see makes with the foretelling roll. The target creature must choose to do so before the roll is made. The foretold roll can only be used once and is lost when the creature finshes a long rest. |
| King of hearts- Throne |
The Target creature gains advantage on all Charisma Persuasion checks for 1 hour, during this time they may also cast suggestion (using your spell save DC) once without expending a spell slot. |
| Queen of hearts- Key |
The target creature gains +1 to either their weapon attack rolls or spell attack and spell save DC (your choice) for 1 hour. The bonus to weapon attack rolls counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. |
| Jack of hearts- Knight* |
A knight appears 30 feet from the target creature. The knight is an ally to the target and it's companions. In combat, the knight shares the target's initiative count, but it takes its turn immediately after theirs. It obeys verbal commands (no action required by them). If none are issued, It falls under the Dungeon Master’s control and acts according to its nature. The knight disappears in starlight at dawn. |
| Two of hearts- Gem |
The target creature gains 1d6 x 100 GP |
| Ace of clubs- Talons |
the target creature must succeed a charisma saving throw or any item they are currently holding in their hands disintegrates. |
| King of clubs- The Void* |
You cast hold monster on the target creature. A creature who fails their save is also blinded and deafened as long as they remain paralyzed. |
| Queen of clubs- Flames* |
A bearded devil appears 30 feet from the target creature. The devil is hostile towards the target. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature. The devil disappears after 1 minute. |
| Jack of clubs- Skull |
You summon a lesser avatar of death under the Dungeon Master’s control. It appears in a space of the GM's choice within 10 feet of the target creature and attacks them. The avatar fights until the target dies or it drops to 0 hit points, whereupon it disappears. |
| Two of clubs- Idiot* |
You cast confusion which only affects the target creature. This spell does not require concentration. |
| Ace of spades- Donjon |
The target creature must succeed a Wisdom saving throw or become incapacitated until the end of your next turn. |
| King of spades- Ruin* |
The target creature loses 1d6x100 GP. Gold lost by a creature other than yourself appears in your possession. |
| Queen of spades- Euryale* |
The target creature must succeed a Constitution saving throw or take a -2 penalty to saving throws for 1 minute. |
| Jack of spades- Rogue |
A spy appears 30 feet from the target creature. The spy is hostile towards the target. Roll initiative for the spy, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature. The spy disappears after 1 minute. |
| Two of spades- Balance |
The target creature must succeed a Wisdom saving throw or be charmed until the end of your next turn, while charmed this way, a hostile creature treats you and your allies as friendly and a non-hostile creature will become hostile towards you and your allies. |
| Joker (with TM)- Fool |
The target creature must succeed an intelligence saving throw or be stunned until the end of your next turn. On a failure, draw from the deck again choosing a new target for the second draw. |
| Joker (without TM)- Jester* |
The target creature chooses to gain advantage on all attack rolls, ability checks, or saving throws for 1 hour. Alternatively, you can discard this card and draw 2 additional cards and select new targets for their effects. |
Other-Worldly Disposition
Your powerful connection to the cosmos strengthens your mind. Starting at 1st level, you gain resistance to Psychic Damage.
Favorable Draw
Starting at 6th level, you have learned to nudge the will of the cosmos to better suit your goals. When you use your cosmic reading action, you may draw a 2nd card as part of the same action and choose which of the 2 effects to use. You may also spend 2 sorcery points to have no card go into effect.
At 14th level you may spend any number of sorcery points to draw an equal amount of cards and choose one from the cards drawn as the reading's effect.
Twisting Fate
At 14th level, you gain the ability to transform into an ephemeral being of weal and woe. As an action you can spend 4 sorcery points to transpose your body into a being of dark smoke and starlight for 1 minute. While in this form you gain a hover speed of 10 feet and resistance to bludgeoning, piercing, and slashing damage.
While in this form you gain access to the following reactions:
Weal- When a creature you can see within 60 feet fails a saving throw or misses with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Woe- When a creature you can see within 60 feet succeeds on a saving throw or hits with an attack roll, you can roll 2d4 and subtract it from the total, possibly changing the outcome. If the outcome is changed, the creature also has disadvantage on the next attack roll, ability check, or saving throw it makes within the next minute.
Once you use this feature, you can’t use it again until you finish a long rest or spend 5 sorcery points to use it again.
Untethered Will
You have adopted the greatest ability the deck has to offer, which is to travel the cosmos without limitation. Beginning at 18th level, you learn the Astral Projection spell. It counts as a sorcerer spell for you but doesn’t count against the number of sorcerer spells you know and you may cast it without the need for material components.
Previous Versions
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10/24/2022 11:42:49 PM
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11/6/2022 11:03:17 AM
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Coming Soon
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