Sorcerer
Base Class: Sorcerer

Your magic is a paradox: divine power filtered through the unstable reality-warping influence of delirium. You may be a saint touched by corruption, a prophet warped by the crater, or a chosen vessel whose god never intended this outcome.

Divine and Corrupted Magic

Cleric and Delerium Spells

Cleric Spells

When your Spellcasting feature allows you to learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you may choose that spell from either the sorcerer spell list or the cleric spell list. You must otherwise follow all the normal rules for learning spells, and any spell chosen this way counts as a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good Cure Wounds 
Evil Inflict Wounds 
Law Bless 
Chao Bane 
Neutrality Protection from Evil and Good 

 

Delerium Spells

Imbued with the eldritch power of delerium, your magic is fundamentally contaminated. You learn additional spells when you reach certain levels in this class, as shown on the Delerium Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a contaminated spell

Sorcerer Level Spell
1st comet shards*, Faerie Fire 
3rd controlled mutation*, grasping ghost*
5th vanish to the space between worlds*, weave the elder sign*
7th siphon time*, summon delerium elemental*

9th

contaminated hand*, Wall of Force

 

Mutant Manifestation

When you finish a Long Rest, you can choose to roll twice on the Mutations table, and must select one of the results. You gain that mutation, which remains until you finish a Long Rest, even if you don’t currently have any contamination levels.

Level 6: Contaminated Sorcery

When you cast a contaminated spell, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, you don’t gain a Contamination Level by casting the spell, and if the spell requires delerium as a material component, it is not consumed by the spell. In addition, casting a contaminated spell in this manner immediately causes an Arcane Anomaly.

Level 14: Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Though unmistakably divine in silhouette, these wings carry the unmistakable mark of corruption. Holy power made brittle, refracted, and altered by the influence of delirium. To the faithful, they are a sign of blessing tempered by tragedy; to scholars of Drakkenheim, they are proof that even the divine is not immune to the Crater’s touch.

Level 18: Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a Long Rest.

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