Sorcerer
Base Class: Sorcerer

Some adventurers, despite their obvious power, do not wish for status or fame. Instead, they do their utmost to propel a comrade or loved one to new heights and prosperity. Thus are true Kingmakers born. Sorcerers who embrace this ideal gain magic that aids their allies and enhances their abilities, enabling their companions to defeat the strongest foes and stand tall as heroes among mortals. When the mission is complete or the great foe slain, Kingmakers can then quietly retire or enjoy a peaceful life, comfortable that they have done their part to secure a bright future for all. Those who take such sorcerers for granted, regarding them as weak or inconsequential, soon learn otherwise if they leave; most find themselves suddenly bereft of the power they once had, often leading to their death through their own hubris.

Level 3: Kingmaker Spells

When you reach a Sorcerer level specified in the Kingmaker Spells table, you thereafter always have the listed spells prepared.

Kingmaker Spells
Sorcerer Level Spells
3 Bless, Enhance Ability, Heroism, Warding Bond

5

Beacon of Hope, Crusader's Mantle
7 Death Ward, Freedom of Movement
9 Circle of Power, Rary's Telepathic Bond

Level 3: Spell Crafter

You learn an additional Metamagic option. You learn another additional option at levels 10 & 17. Also, whilst your Innate Sorcery is active, spells you have prepared with a range of Touch instead have a range of 30ft.

Level 6: Mana Restoration

You may use your Font of Magic ability to restore the spell slots of other creatures, instead of your own. You must expend the appropriate amount of Sorcery Points, and be touching the creature to do so. Any spell slot you create with this feature vanishes when you finish a Long Rest. Whilst your Innate Sorcery is active, the range of this ability increases to 30ft.

Level 14: Spell Symbiosis

Whenever a creature casts a spell within 30ft of you, you may take a Reaction - and use the corresponding level of Sorcery Points - to apply one of your Metamagic abilities to that spell. You cannot change the target/s of the spell or the level at which is cast. You may use this ability a number of times equal to your Charisma modifier (minimum of once) and gain all expended uses when you finish a Long Rest.

Level 18: Guardian Angel

Whenever you cast a spell from the Kingmaker spell list, you may modify it so that it doesn't require concentration. Once you have used this ability, you cannot do so again until you finish a Long Rest, unless you expend 4 Sorcery Points (no action required) to restore your use of it.

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