Base Class: Sorcerer
You are the seventh child of a seventh child, born under celestial omens that mark you as a figure of prophecy. Your destiny is intertwined with powers of insight, healing, and divine mystery, giving you an uncanny connection to the unseen and the unknown.
Level 3: Prophetic Insight
Your connection to prophecy gives you an uncanny ability to alter fate. When you or a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to roll a d6 and add or subtract the result from the roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 3: Seventh Son Spells
When you reach a Sorcerer level specified in the Seventh Son Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Detect Evil and Good, Healing Word, Augury, Mirror Image |
| 5 | Clairvoyance, Mass Healing Word |
| 7 | Divination, Greater Invisibility |
| 9 | Legend Lore, Scrying |
Level 6: Infinite Dreams
You can enter a prophetic trance for 1 minute, heightening your awareness and resilience. As an action, you can:
- Gain advantage on Insight, Perception, and Arcana checks for the duration.
- Use Detect Thoughts at will without expending spell slots.
- If reduced to 0 hit points while in this state, you immediately drop to 1 hit point and end the trance.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 14: The Evil that Men Do
You sense and punish malice. As an action, choose a creature within 30 feet that has dealt damage to you or an ally in the last minute. The creature must succeed on a Charisma saving throw or be cursed for 1 minute. While cursed:
- It takes psychic damage equal to your Charisma modifier at the start of its turns.
- It has disadvantage on attack rolls and saving throws against your spells.
The creature can repeat the saving throw at the end of its turns, ending the curse on a success. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
Level 18: Play with Madness
You unleash the chaotic or clairvoyant power of your destiny. As an action, choose one of the following effects:
- Madness Unleashed: Each creature of your choice within 30 feet must succeed on a Wisdom saving throw or be affected by Confusion for 1 minute.
- Infinite Clarity: Allies of your choice within 30 feet gain truesight out to 30 feet and advantage on attack rolls, saving throws, and ability checks for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
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