Sorcerer
Base Class: Sorcerer

Hidden Magic Sorcerers were exposed to the intense magic of a planar rift early in their youth and forced to repress it for survival. They are exposed to one of two rifts. The Void rift or the Feywild rift. A Hidden Void sorcerer focuses on necrotic and dark magic, while a Hidden Fey sorcerer focuses on psychic and wild magic.

 

You are a creature touched by the planar rifts at a very young age and then forced to remain hidden from the Mage Hunters of the world.

The power of the rift's magic has influenced you down to your core. The spark of life that sustains you is changed in some unnatural way. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks
[[/r d6]] Quirk
1 You are always icy cold to the touch. (Hidden Void)
2 You have the pupils of a snake. (Hidden Fey)
3 Shadows seem to drip from you in dim or dark lighting. (Hidden Void)
4 Your skin seems to sparkle in direct light. (Hidden Fey)
5 You often forget to breathe regularly. (Hidden Void)
6 You unconsciously mimic whoever you are talking to. (Hidden Fey)

Hidden Sight

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, You can also spend 2 sorcery points to gain truesight for the duration of an hour. This ability can be used up to the number of your proficiency modifier per day.

Unexpected Recoil

Starting at 1st level, the consequences of repressing your magic have begun to seep through. When damage reduces you to 0 hit points, you must make a Charisma saving throw (DC 15). On a success, you instead drop to 1 hit point and everyone within five feet of you takes half of the damage deal. You can’t use this feature if you are reduced to 0 hit points by the opposite damage type of your magic. (Hidden Void: Radiant, Hidden Fey: Psychic)

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hidden Magi

At 6th level, you gain the ability to infuse the subtlety of your hidden talents into your spell craft. For one hour you can cast all spells and ignore either the somatic (movement) components or the verbal (spoken) components. You must choose one or the other at the time of usage and it cannot be changed. This ability can be used once per day and resets on a long rest.

Rift Slice

At 14th level, your repressed magic bleeds over. You gain resistance to your planar rift type. You now add 1d6 of your planar rift type (Hidden Void: Necrotic, Hidden Fey: Psychic) to all of your damage rolls. The number of dice and their totalled number is doubled on a critical hit.

Arcane Overload

Starting at 18th level, you gain immunity to your planar rift damage type (Hidden void: Necrotic, Hidden Fey: Psychich). You can also spend 6 sorcery points as a bonus action to enter into an overloaded state. In this state, you gain one of the following effects (roll 1d4) for the duration.

(1) Unstable Aura: At the start of each of your turns, all creatures within ten feet of you take force damage equal to your constitution modifier (minimum of 1).

(2) Magical Prowess: You have advantage on saving throws against all spells and other magical effects.

(3) Surging Magic: Each time you cast a spell, roll a d20. On a roll of a 1 or a 20, a wild magic surge occurs (refer to the Wild Magic Sorcerer table).

(4) Arcane Resilience: You gain temporary hit points equal to your sorcerer level at the start of each of your turns.

You remain in this state for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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