Sorcerer
Base Class: Sorcerer

Unlike most sorcerers, you channel your magic through your blade. More specifically, you channel this magic through a mere dagger. Though this dagger may as well be your lifeline as it has been with you throughout your whole life. It grows and changes as you do, and forbids you from using any other kind of bladed weapon. From the blade you can feel the power of the abyss you were born out of. With this volatile power at your fingertips you render many asunder as you slowly cripple them and bring them closer to a gruesome end.

Level 3: Psionic Spells

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

Psionic Spells
Sorcerer Level Spells
3 Arms of Hadar, Calm Emotions, Detect Thoughts, Dissonant Whispers, Mind Sliver
5 Hunger of Hadar, Sending
7 Evard’s Black Tentacles, Summon Aberration
9 Rary’s Telepathic Bond, Telekinesis

Level 3: Sovereign Blade

Once you reach 3rd level in this class you gain proficiency with Daggers as well as Light Armor. You cannot learn proficiency in any other bladed weapon and when you are wielding a dagger it counts as your spell focus. Any dagger you wield is referred to as your Abyssal Blade. When you attack with your Abyssal Blade you use your Charisma modifier for its attack and damage rolls. As you gain levels in this class your Abyssal Blade evolves with you. At 6th level, your Abyssal Blade deals three-times its base weapon die (Ex. going from a 1d4 to a 3d4) with its short- and long-range doubling. By 12th level, it deals five-times its base weapon die and its short- and long-range triple. By 18th level it deals 10-times its base weapon die and its short- and long-range quadruple.

Level 3: Abyssal Scar

When you roll a critical hit with your Abyssal Blade you render your foe vulnerable to the touch of the abyss. Through this infection you are able to apply an Abyssal Scar. You are also able to apply these scars without a critical hit, but doing so requires you to hit a creature with your Abyssal Blade and have them make a Constitution Saving throw. The DC of this save is the same as your Spell Save DC. These scars stack and require a creature to take an action and make a DC 10 Arcana check. These scars deal 1d4 necrotic damage that ignores resistance, the damage of which occurs at the beginning of a creature's turn.

When you reach 6th level in this class, the die changes to a d6 and the Arcana check increases by 3. When you reach 14th level in this class the die changes to a d8 and the Arcana check increases by 6. When you reach 20th level in this class, the die changes to a d10 and the Arcana check increases by 9.

You can only apply an Abyssal Scar, without the use of a critical hit, an amount of times equal to your proficiency bonus.

Level 6: Void Dancer

Your flair and proficiency with wielding the abyss has further evolved to the point where it can be seen as mesmerizing by those who look upon you. You are able to make an extra attack with your Abyssal Blade and you gain access to the Weapon Mastery of Daggers. In addition, at the start of combat on your turn, when you unsheathe your blade you may make a Performance check contested by a single creature's Insight check, so long as the creature is within your line of sight and is no further than the long-range of your Dagger. If you are successful, you may roll you melee weapon attacks with your Abyssal Blade at advantage. If you attack another creature with your Abyssal Blade you can expend a level 3 spell slot, or higher, as a bonus action to redo the performance check against the targeted creature. If at any point you are rendered incapacitated or restrained, you lose the advantage you may have gained from this ability.

Level 6: Resonance

Your dependency on the abyss's power has begun to manifest in a more visible way to a point where if your blade leaves your hand those with keen enough eyesight are able to see a sliver of a thread connecting its hilt to your fingers. Whenever you throw your Abyssal Blade you are able to recall it back to your hand so long as it hasn't left it's short-range distance. If it falls within its long-range, than it requires a bonus action to recall it back to your hands. In addition to this, if your Abyssal Blade were ever to be destroyed, you may expend 5 Sorcery Points as a reaction to its destruction to have the blade reform in your hand in 1d6 rounds. Should the blade require attunement, it reattunes the moment it reforms.

Level 14: Chaos Theory

Through your own experience, you've begun to comprehend the state of the abyss on a deeper level. Though what you don't yet understand is how the void takes just as much is it gives. In these instances, you have learned how to turn certain misfortunes into opportune moments.

    • Ignorance - Should you ever roll a 5 or less on a Wisdom based check, all Intelligence saving throws are made at disadvantage for the next 24 hours.
    • Arrogance - Should you ever roll a 5 or less on Intelligence based checks, all Wisdom saving throws are made are disadvantage for the next 24 hours.
    • Vanity - If you roll a 5 or less on Charisma saving throws, you are penalized a -5 to your AC for 24 hours.
    • Cowardice - If you roll a natural 1 with your Abyssal Blade, your max hit points becomes halved for the next 24 hours.
    • Dazed - Should any creature pass on any of the saving throws of your spells, you are penalized a -1 to the attack roll of your Abyssal Blade for ever instance in which a creature passes a saving throw from one of your spells.

When you experience any of these debilitating affects you may, as a Magic Action, expend 2 Hit Dice to remove the adverse effect and turn it into a temporary Boon that stays in affect for half as long as its counterpart.

    • Ignorance to Self Aware - You gain Blindsight out of a range of 60-feet for the next 12 hours.
    • Arrogance to Humility - You can add half your Charisma modifier, rounded down, to your Intelligence saves an amount of times equal to your bonus proficiency for the next 12 hours.
    • Vanity to Acceptance - You can make a bonus attack with your Abyssal Blade if you successfully apply a condition on a creature via one of your spells so long as a creature is within your line of sight and within the short-range of your Abyssal Blade for the next 12 hours.
    • Cowardice to Bravery - When you successfully apply an Abyssal Scar, without the use of a critical roll, you may, as a bonus action, expend 3 Sorcery Points to give out your class level in Temporary Hit Points, to creatures of your choice within 30-feet of you for the next 12 hours.
    • Dazed to Focused - You can transfer the cumulative penalties on your attack roll onto the next damage roll of one of your spells within the next 12 hours.

These boons, as well as their debilitating counterparts, can only occur when you're in initiative and disappear, regardless of the remaining time left, when initiative ends.

Level 18: Voidkin

You're now looked upon as the physical embodiment of the very abyss you walked out of so long ago. The lines of magic that flow through you now pulse and glow through your very skin. To those less educated, you might be considered some kind of abomination especially when your magic is at it's peak. As a magic action you may expend a 5th level spell slot, or higher, to enter into what is known as your Abyssal State. This lasts for 1 minute, or unless you are made incapacitated. While in this state you can now make three attacks with your Abyssal Blade. In addition to this, if you are successfully in using your Void Dancer ability, you may also add half your bonus proficiency, rounded down, to the damage roll of either your Abyssal Blade or one of your spells that causes damage. Your body also begins to pulsate with the volatile energy that's inside of you causing you to shed bright light in a 10-foot radius with an additional 10-foot of dim light. As a bonus action you can cause yourself to surge before briefly emitting a blinding light from your body. When doing so, you cause any creature within 30-feet of you to make a Constitution saving throw, the DC of which is equal to your Spell Save DC. Should a creature fail this save, they are given the Blinded condition till the end of your next turn. You may perform this surge a number of times equal to your Charisma modifier.

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