Base Class: Sorcerer
Your magic abilities grant you the power to combine lethal accuracy, deadly force, and magical enhancement to leave behind a devastating trail in your path. However, as much as you try toa avoid conflict it just seems to follow you anywhere you go. Or at least, follows your greed. Your mastered skills have certainly sparked a conniving lifestyle for yourself as you hustle, steal, and charm your way through the streets with your trickery.
Dealers Hand
When you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Counterspell, Dispel Magic, Fireball, Haste, Hypnotic Pattern |
| 5 | Dominate Person, Scrying |
| 7 | Symbol, Fire Storm |
| 9 | Power Word Kill, Meteor Swarm |
Poker Face
When you cast any level spell from your Dealers Hand Spells feature, you can cast it by expending a spell slot as normal, or by spending a number of Sorcery Points equal to the spell’s requirements.
Witty Antics
You have Advantage on saving throws to avoid or end the Charmed or Frightened condition.
Pocket Bleeder
As an Action, you can spend 1 or more Sorcery Points to magically alter a throwing card. When you make an attack with this card and succeed. The target must make DC 16 INT Saving throw or take an additional 1d6 [Force damage] until the end of your nest turn.
Luck of the Draw
You can unleash an aberrant flurry of cards. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter 3 playing cards. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.
Stun. You make a Ranged Weapon Attack, on-hit the Target must make a DC 15 CHA Saving throw or be stunned until the end of its next turn.
Slow. You make a Ranged Weapon Attack, on-hit the Target must make a DC 18 CHA Saving throw or have its movement slowed by 30 ft. until the end of its next turn.
Burst. You make a Ranged Weapon Attack, on-hit the Target must make a DC 13 DEX Saving throw or will be dealt in additional 1d4 [Force damage].
Card Implosion
You can unleash space-exploding cards. As a Magic action, you send a magical explosion to up to 6 targets you can see within 120 feet of yourself. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 4d10 Force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage only.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
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