Base Class: Sorcerer
Somewhere in your family tree your someone in your family got a bit carried away with an eldrich creature and now your famili is watched over by this creature. You seem to be its current favorite.
Eldritch Favor
When you finish a long rest, choose one Eldritch Favor from the list below. You gain its benefits until you finish your next long rest.
Acquired level: 3
Has multiple options: Yes
Feature type: Granted
Options:
Eyes Beyond: You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet, and you have advantage on Wisdom (Perception) checks relying on sight.
Flesh Endurance: You gain temporary hit points equal to your Charisma modifier + your sorcerer level.
Whispering Mind: You gain proficiency in one skill of your choice from Arcana, History, Insight, Investigation, Medicine, Preception, Religion or Stealth
Eyes Beyond
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet, and you have advantage on Wisdom checks relying on sight.
Flesh Endurance
You gain temporary hit points equal to your Charisma modifier + your sorcerer level.
Whispering Mind
You gain proficiency in one skill of your choice from Arcana, History, Insight, Investigation, Medicine, Preception, Religion or Stealth
Husked Resilience
When you fail a saving throw, you may spend 1 sorcery point to roll a d4 and add it to the result, potentially turning the failure into a success.
You can use this feature after seeing the roll, but before knowing the outcome.
Unnatural Adaptation
When you take damage of a type other than psychic, you may use your reaction and spend 2 sorcery points to gain resistance to that damage type until the start of your next turn.
Once you gain resistance to a damage type using this feature, you cannot use this action until you finish a long rest
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Borrowed Anatomy
You gain advantage on Constitution saving throws and as a bonus action, you may spend 3 sorcery points to assume an altered, eldritch state for 1 minute. While in this state, you gain the following benefits:
When you cast a spell that deals damage, you may change the damage type to psychic or necrotic
Once per turn, when you deal damage with a spell, you may deal extra psychic damage equal to your Charisma modifier
Once you use this feature, you cannot use it again until you finish a long rest.
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