Sorcerer
Base Class: Sorcerer

Deep inside you dwells a powerful eldritch entity which has been unwillingly imprisoned within your flesh. You sometimes hear the creature in your dreams, or sometimes you see it out the corner of your eye. The being within you allows you to draw on its power, acting similar to a warlock's patron. Perhaps the being grants you its power so that you can act on its behalf, perhaps it seeks to manipulate you into freeing it, or perhaps it is truly a prisoner and you take its power against its will. However it came to be trapped, and whatever it seeks, the entity trapped within you grants you power from beyond.

The Patron Within

Deep within you dwells the spirit of a powerful being. Decide what kind of entity is kept within you, and gain traits accordingly.

Fiend - The soul of a powerful devil is trapped within you. You can read, speak, and write Infernal. Additionally you may cast the spell find familiar. When cast in this way, you familiar takes the form of an imp and is considered a fiend.

Great Old One - The soul of a mysterious creature from the Far Realm is trapped within you. You can understand Deep Speech. Additionally, you gain 60 feet of telepathy which you can use to communicate with any creature in range that can understand at least one language that you do.

Archfey - The soul of a powerful fey from the Feywild is trapped within you. You can speak, read, and write Sylvan. Additionally, you can speak with animals at will and you may cast the spell speak with plants once per short rest.

Celestial - The soul of a great celestial being is trapped within you. You can speak, read, and write Celestial. Additionally, you gain the spells healing word and spiritual weapon

Hexblade - Part of the magical essence of a powerful sentient weapon dwells within you. You can use you Charisma modifier as your damage modifier for weapon attacks. Additionally, you gain the Pact of the Blade feature from the warlock class, described below:

  • Pact of the Blade - You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

    Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

    You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Archfey

You can speak, read, and write Sylvan. Additionally, you can speak with animals at will and you may cast the spell speak with plants once per short rest. 

Celestial

You can speak, read, and write Celestial. Additionally, you gain the spells healing word and spiritual weapon

Fiend

You can read, speak, and write Infernal. Additionally you may cast the spell find familiar. When cast in this way, you familiar takes the form of an imp and is considered a fiend.

Great Old One

You can understand Deep Speech. Additionally, you gain 60 feet of telepathy which you can use to communicate with any creature in range that can understand at least one language that you do.

Hexblade

You can use you Charisma modifier as your damage modifier for weapon attacks. Additionally, you gain the Pact of the Blade feature from the warlock class, described below:

  • Pact of the Blade - You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

    Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

    You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Prison of Flesh

Your body acts as a prison for your patron, but your patron needs it to survive. Your patron grants you resistance based on the patron's nature.

Fiend - Your skin has a fiendish resilience to fire. You gain fire resistance.

Great Old One - Your mind is protected against assault. You gain psychic resistance.

Archfey - Your body has built a tolerance against the venom of wildlife. You gain poison resistance.

Celestial - Your heart is pure and less susceptible to the light. You gain radiant resistance.

Hexblade - Your life force is guarded by the weapon within you. You gain necrotic resistance.

Archfey

You gain poison resistance.

Celestial

You gain radiant resistance.

Fiend

You gain fire resistance.

Great Old One

You gain psychic resistance.

Hexblade

You gain necrotic resistance.

Patron's Boon

Starting at 6th level, you can expend 3 sorcery points to cast one spell up to 5th level without expending a spell slot. Once you do this once, you cannot do so again until you complete a long rest.

Inner Power

At 14th level, you can expend 6 sorcery points to blast a 30 foot cone of your patron's magical energy outward from your hands. Targets within range must make a Dexterity saving throw against your spell save DC or take 8d8 damage of the type determined by your patron.

Fiend - fire damage
Great Old One - psychic damage
Archfey - poison damage
Celestial - radiant damage
Hexblade - force damage

Emergence

Beginning at 18th level, you can weaken the barriers between you and your patron and allow your body to channel part of their true might. You may expend 10 sorcery points in order to become an embodiment of your patron's might. For 1 minute, you gain the following traits.

  • The resistance you gain from your Prison of Flesh trait becomes immunity.
  • You have resistance to all non-magical damage.
  • You may add your Charisma modifier to attack rolls and damage rolls of any attack or spell you make.
  • You levitate off the ground using magic and gain a flying speed of 40 feet.
  • You may cast one spell off the extended spell list of the associated warlock subclass of your Patron without expending a spell slot. Once you cast a spell in this manner, you cannot do so again until you use this feature again.
Imprisoned Patron Image

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