Sorcerer
Base Class: Sorcerer

The shinies produce incredible power- power enough to keep potentially massive Bergs floating. Sometimes when a child is born to near a shine or if a shiny dies at the same time a child is born, that child absorbs some of its power and becomes a shine child sorcerer. A shine child’s potential powers are as wide and varied as the shinies themselves.

Shiny Sense

Your connection to the shinies allows you to sense them. By spending one minute concentrating, you can sense the distance and direction of all shinies within a number of miles from you equal to you proficiency bonus. At level six, you also know the color of any shinies you can sense. At level fourteen, the distance at which you can sense shinies increases to a number of miles equal to 10 times your proficiency bonus. At level eighteen the distance at which you can sense shinies increases to a number of miles equal to 100 times your proficiency bonus.

Shiny Connection

When you first gain a level in this class you choose two colors of shinies that you gained power from. You may choose from the following list of colors: red, blue, yellow, green, purple, orange, brown, and pink. You gain powers based on these colors at level one, six, and fourteen. You also gain additional spells based on these colors. Additionally, at the eighteenth level you gain an additional color through this ability for a total of three colors. When you gain a new color you gain all abilities associated with that color from the Shine Connection, Empowered Shine, and Shiny Embodiment features as well as all additional spells from that color.

 

At first level you gain abilities based on your colors, as shown on the following table.

 

Shiny Connection Abilities

 

Color 

Ability

Red

You learn blade ward as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, you gain one additional hit point every time you gain a level in sorcerer.

Blue

You learn mending as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, you gain proficiency with three sets of artisan’s tools of your choice.

Yellow

You learn vicious mockery as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, you gain proficiency and expertise in performance and proficiency in one other skill of your choice.

Green

You learn shillelagh as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, as long as you are not wearing medium or heavy armor your armor class increases by 1.

Purple

You learn mage hand as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, you may communicate telepathically with any creature within 10 feet of you that understands at least one language. If you are touching a creature you are communicating with using this ability, that creature may respond back telepathically.

Orange

You learn primal savagery as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, you gain proficiency and knowledge expertise in handle animal and any language of your choice.

Brown

You learn mold earth as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, when you cast the mold earth cantrip you affect a 10 foot cube of earth instead of a 5 foot cube.

Pink

You learn friends as a sorcerer cantrip. It does not count towards the number of cantrips known. Additionally, when you cast the friends cantrip the target of the cantrip does not become hostile at the end of the spell as long as no Charisma (deception) or Charisma (Intimidation) checks were made against them during the spell’s duration. The creature is still aware that you casted magic on them. 

Shiny Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the following 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. The spells you learn are dependent upon which shiny colors you choose for your Shiny Connection class feature (listed in the table).

 

Shiny Magic

 

Sorcerer Level

Spells

1st

inflict wounds (red), identify (blue), guiding bolt (yellow), goodberry (green), dissonant whispers (purple), beast bond (orange), create or destroy water (brown), ceremony (pink)

5th

vampiric touch (red), glyph of warding (blue), mass healing word (yellow), speak with plants (green), sending (purple), phantom steed (orange), erupting earth (brown), beacon of hope (pink)

13th

finger of death (red), Mordenkainen’s sword (blue), divine word (yellow), regeneration (green), forcecage (purple), draconic transformation (orange), reverse gravity (brown), simulacrum (pink)

17th

blade of disaster (red), invulnerability (blue), psychic scream (yellow), mass heal (green), weird (purple), true polymorph (orange), prismatic wall (brown), wish (pink)

 

Empowered Shine

You gain new abilities that utilize your sorcery points based on which colors of shiny you gain power from. You gain new abilities based on the colors chosen by your Shiny Connection feature from the following table.

 

Empowered Shiny Powers

 

Color

Ability

Red

Shield of Meat- As a bonus action on your turn you may spend 1 sorcery point to expend a hit die to regain hit points (as if they had expended it during a short rest). Additionally, after regaining hit points in this way, the next time a creature damages you with a melee attack you may choose to spend 1 sorcery point as a reaction. If you do the creature that made the attack takes necrotic damage equal to twice the amount that you had healed with this ability.

Blue

Shiny Strike- When you make a weapon attack you may spend 1 sorcery point to empower your attack with magic. When you empower a weapon attack in this way, you gain a bonus on your attack and damage roll for the attack equal to your charisma modifier. This bonus is applied to attacks and damage rolls in addition to the bonus applied by your strength or dexterity modifier, but does not apply if another effect replaces the strength or dexterity bonus to attack or damage rolls with the weapon attack with a different ability modifier.

Yellow

Inspired Glow- When you or another creature you can see within 30 feet makes a skill check or ability check, you may use your reaction and spend 1 sorcery point to roll 2d4 and add the result to the roll. 

Green

Shiny Pollen- Whenever you cast a spell that deals damage to one or more creatures you may choose to spend a number of sorcery points equal to the level of the spell. If you do, each creature damaged by the spell takes additional poison damage equal to twice the level of the spell.

Purple

Big Brain- As a reaction, you may spend 1 sorcery point to do any one of the following effects

  • Give yourself resistance to either force or psychic damage until the beginning of your next turn.
  • Immediately remove either the charmed or frightened condition from yourself.
  • Give yourself advantage on a single Strength, Dexterity, Intelligence, or Wisdom saving throw originating from an effect or creature you can see.
  • Stand up from being prone without expending movement.

Orange

Adaptation- As an action you may spend 4 sorcery points to gain any of the following benefits for 10 minutes as your body is warped by your magic.

  • You gain a fly speed equal to you walking speed.
  • You gain tremorsense at a range of 15 feet and a burrow speed equal to half your walking speed (rounded down).
  • You gain the ability to breathe both air and water and gain a swim speed equal to your walking speed.
  • Your armor class increases by 2 as long as you are not wearing medium or heavy armor.
  • Your melee weapon attacks deal 2 additional damage.
  • You gain resistance to one type of damage. 
  • You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision doubles.

You may benefit from multiple different effects chosen from this list, but each effect must be paid for separately with sorcery points and must originate from a different action.

Brown

Shiny Stride- When you finish a long rest you may be choose to spend half of your total sorcery points (rounded down) and spend one minute creating a magical beacon. The magical beacon lasts until you take a long rest. At any point as an action you may spend 1 sorcery point to teleport yourself and all items you are carrying to the closest unoccupied space to your beacon. When you use this ability you may choose to teleport any number of creature’s you can see within 30 feet of you and any items they are holding to the closest unoccupied space to your beacon as well, but you must spend an additional sorcery point per creature to accomplish this.

Pink

Shiny Heart- When a creature you can see is affected by a spell, you may choose to spend a number of sorcery points equal to the spell’s level as a reaction. If you do, you are also affected by the spell. As long as you can see the creature affected by the spell and that creature continues to be affected by the spell you continue to be affected by the spell as well.

Shiny Embodimant

At the fourteenth level you embody the powers of the shinies you draw power from. You gain abilities from the following table based on which colors you have chosen by your Shiny Connection feature. 

Shiny Embodiment Powers

 

Color

Power

Red

Power of Flesh and Blood- Your body has been permanently warped by a red shiny. You are immune to the paralyzed and stunned conditions, and may end any affect that is inflicting the grappled or restrained conditions on you as a bonus action. Additionally, when you are reduced to 0 hit points you may choose to fall unconscious or to remain conscious and act normally. If you choose to remain conscious you automatically fail a death saving throw at the end of each of your turns as long as you have 0 hit points.

Blue

By Silver and Steel- A blue shiny as made you incredibly adept at using items. You gain an additional magic item attunement slot. Additionally, whenever you gain a level of sorcerer you learn any spell from the artificer list as a sorcerer spell in addition to the spells you normally learned. You cannot learn cantrips in this way.

Yellow

Masterpiece- You have been blessed with incredible creativity thanks to a yellow shiny. You may choose to roll a Charisma (Performance) check in place of any skill check, ability check, or saving throw once per short rest. Additionally, when you make a skill check with advantage due to the help action or another creature makes a skill check with advantage due to you using the help action, three twenty sided dice are rolled and the highest result is used to calculate the result of the check. This ability is regained after a short rest.

Green

In Bloom- A green shiny has filled you with incredible natural vitality. You no longer age and as long as you can spend at least one hour per day either in rain or direct sunlight you do not require food and may spend a long rest doing light activity instead of sleeping. You are immune to any effect that would reduce your hit point maximum. If you would gain a level of exhaustion you may attempt a DC 15 Constitution saving for throw,  and if you succeed you do not gain the level of exhaustion. Finally, you have advantage on saving throws against any effect that would give you the poisoned condition.

Purple

Godmind- A purple shiny has given you the mental clarity to strengthen your mind. You gain proficiency in Intelligence and Wisdom saving throws. Additionally, you may concentrate on two spells at once, but you take 2d12 psychic damage when you cast the second concentration spell and an additional 2d10 force damage at the beginning of your turn each turn you concentrate on two spells.

Orange

Wilderheart- An orange shiny has gifted you with the ability to coexist with other creatures. You gain the magical ability to communicate to any creature with a language as long as that creature’s type is not humanoid. Additionally, any non-humanoid creature that sees you for the first time must succeed at a Wisdom saving throw equal to your spell save DC or believe you are the same kind of creature as itself until you either attack it or cast a spell.

Brown

Soil- You have been granted the wide ranging power of a brown shiny. Using your Shiny Stride ability to create a beacon now only requires 2 sorcery points. Additionally, you may spend 10 minutes and 2 additional sorcery points to create an additional beacon. You may have a number of beacons equal to your charisma modifier. Whenever you teleport using your Shiny Stride ability, you may choose any of your beacons as your destination. Any creatures teleported using your Shiny Stride ability must go to the same beacon as you.

Pink

Loving Embrace- A pink shiny has given you the ability to depend on and protect those you hold dear. When you finish a long rest, you may chose up to a number of creatures equal to your Charisma modifier within 30 feet of you to bond with. Until the next time you take a long rest, whenever a creature you are bonded with takes damage you may use your reaction to reduce the damage by half (rounded down). If you do, you take psychic damage equal the damage prevented this way. Additionally, any creature you are bonded with may use their bonus action to spend and roll one of their hit dice. When they do you regain hit points equal to the result of the roll.

Shine On

At level eighteen you may cast the additional spells you gain based on the colors of shiny you have chosen as part of your Shiny Connection feature without expending material components or a spell slot by instead spending a number of sorcery points equal to the spell’s level minus one. This means that you may cast the additional spells gained at first level without expending material components, spell slots, or sorcery points as long as those spells are cast at 1st level.

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