Sorcerer
Base Class: Sorcerer

Some say blessed others cursed, the Mystic has been imbued with the gift of foresight. Whether its from a divine deity or creature beyond time and space, Mystics have the ability to see into the future and ones fate. For reasons far beyond the understanding of man they have been gifted this power to aid beings from the material plane, perhaps to spread the word of the deity or summon something that was never meant to be here.

Mystic's can be hermits shut out from the world for things they know will happen or fortune tellers looking for quick coin helping commoners with their plights, to war advisers granting commanders valuable insight to upcoming skirmishes. 

For the fates have been written, but nothing is set in stone.  

Mystic Spells

1st-level Mystic feature

You learn additional spells when you reach certain levels in this class, as shown on the Mystic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an illusion spell from the cleric, sorcerer, or wizard spell list.

Sorcerer Level    Spells
       1st  Detect Evil and Good, Find FamiliarIllusory Script
      3rd  Arcanist's Magic AuraAuguryLocate object
      5th  Phantom Steed, Spirit Guardians
      7th  Arcane EyeDivinationLocate creatureSecret chest
      9th  Contact other plane, Dream, Legend loreScrying
     11th  Find the pathProgrammed illusionWord of recall

Perceivable Outcomes

1st-level Mystic feature

You evoke your otherworldly gifts to grant you the vision to see briefly into the future, you learn the cantrip Guidance. This cantrip doesn’t count against the number of sorcerer cantrips you know.  

In addition you may spend 2 sorcery points to re-roll the ability check the spell was used on.

Premonition

1st-level Mystic feature

You have a the ability to see beyond the present and gaze into the immediate future. When you are hit by an attack or you fail a saving throw, you can use your reaction to add your charisma modifier to your AC against that attack or to that saving throw, this lasts until the start of your turn.

You can use this feature a number of times equal to half your sorcerer level rounded up, and you regain all expended uses when you finish a long rest.

Mystic Sorcery

6th-level Mystic feature

When you cast any spell of 1st level or higher from your Mystic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Mysticism

6th-level Mystic feature

You are immune to being charmed or frightened, in addition you gain proficiency in Insight; if you already proficient in that skill double your proficiency bonus when using that skill.   

Mind's Eye

14th-level Mystic feature

You tap into your well of endless possibilities and awaken your mind's eye, gaining incredible insight into the world unravelling before you. You can use a bonus action and 3 sorcery points to enter your Mind's Eye for 1 minute, while in this state you gain the following:

  • If in combat, you may change your initiative to 20.
  • Your premonition feature is always active and doesn't end at the start of your turn.  
  • Once per turn, when you cast a melee or ranged spell, deal an extra 2d6 force damage.

Omniscient

18th-level Mystic feature

Channelling your imbued perceptiveness you can draw out your visions to constantly have a mental image of events that will happen. As a action you can spend 8 sorcery points to cast foresight, the target must be self.

This feature can used once and resets after a long rest.

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