Sorcerer
Base Class: Sorcerer

Some times they say it takes a village to raise a child. In the case of the Harmonic Sorcerer, it takes a village to fuel their power by the nature of the power of Pure Good.

Born of a bloodline similar to the Divine Soul, the Harmonic Sorcerer gains the most benefit when a number of people, who have been touched by their goodwill, share a powerful secret that binds them together. This forms a network, or a community, that lends them a piece of a soul, freely given in good faith, that allows the sorcerer to cast magic and more.

 

Inspired by Sam Comerford, of a certain DnD Ideas twitter.

Harmonic Magic

Your link to your community allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or 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, choose an affinity for the source of your Harmonic power: good, necessity, community, education, or protection. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Aspect Spell
Good cure wounds
Necessity inflict wounds
Community bless
Education identify
Protection protection from evil and good
Community

You learn the bless spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Education

You learn the identify spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Necessity

You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Protection

You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

The Town Darling

Starting at 1st level, the power of your community safeguards you from ill fates. If you fail a skill check or miss with a spell attack roll by 4 or more with an ally within 30 ft, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Giving Back

Starting at 6th level, the peace of community coursing through you can be given to those you care for, enhancing healing they receive. Whenever you or an ally within 15 feet of you rolls dice to determine the number of hit points restored, you can spend 3 sorcery point to add a d4 per die involved to add to the Healing. provided you aren’t incapacitated. You can use this feature only once per turn.

Uplifting Presence

Starting at 14th level, you can use a bonus action to manifest an aura of your goodwill that inspires your allies to greater feats of wonder. While the aura is present, you and your allies  within 30ft gain a bonus to attack and skill checks equal to half your proficiency bonus(minimum of 1). The aura last for a minute, or until you’re incapacitated, you die, or you dismiss it as a bonus action.

 

I Believe In You!

At 18th level, you gain the ability to take your undying belief in one of your trusted allies, and make it manifest. Once per long rest, as a reaction to a successful attack roll or skill check by an ally, you may spend any number of sorcery points. For every point spent, you may add a d6 to the resulting roll. If used on an attack damage roll, the additional damage is Radiant.

Once you use this feature, you can’t use it again until you finish a long rest.

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