Base Class: Sorcerer
Collective belief is a force capable of extraordinary things, whether good or bad, and self-confidence can help someone achieve great things. Collective faith can even create deities.
The trust (or even faith) that the people around you have in you and the support they give you are so intense that you have developed magical powers. This trust can be due to who you are or who you pretend to be, as well as being influenced by your self-confidence. It is said that the most powerful sorcerers of this type not only foster public faith in them but also cultivate strong self-confidence.
You may be the charismatic leader of a community or organization, a noble landowner popular with your people, someone seeking to rise in the hierarchy and needing supporters, a local hero, or some other type of celebrity who is the target of mass opinion and has many fervent admirers. Whatever the case, consider how you view these powers and what you plan to achieve. Have you earned people's appreciation for who you truly are, or are you deceiving them to manipulate their opinions, gaining more power and influence? Are you acting independently, or is someone behind the scenes working to boost your popularity? Do you view these powers as a gift, or are others' expectations too heavy a burden? Whatever the circumstances, people expect a lot from you.
Losing Trust
Increasing public trust or supporters can be represented by leveling up, but what happens if for some reason you lose support? Losing support may cause your powers to sporadically fail, your expended spell slots to not fully recover on a long rest, you may have to change class or subclass, you may lose levels in that class (perhaps compensating by multiclassing), or even nothing happens to your abilities, since the powers are yours from the moment you gained them, regardless of whether the feeling that originated them still exists or not. Talk to your DM about this and decide together what's best for everyone.
Level 3: Trust Spells
When you reach a Sorcerer level specified in the table below, you thereafter always have the listed spells prepared.
|
Sorcerer Level |
Spells |
|
3 |
Charm person, False life, Enhance Ability, Enthrall |
|
5 |
Motivational Speech, Intelect Fortress |
|
7 |
Charm Monster, Death Ward |
|
9 |
Geas, Hallow |
Level 3: Meeting Expectations
Starting at 3rd level, the expectations of others make you more competent and resilient. Whenever you fail a D20 Test, you can grant a bonus to the result equal to your Charisma modifier, potentially turning the failure into a success.You can use this feature a number of times equal to your Charisma modifier and regain all expended uses at the end of a Long Rest.
Level 6: Strengthened by Support
At 6th level, the encouragement and help of others strengthens you. When one of your allies targets you with a beneficial spell, beneficial feature, or the Help action, you can, as a Reaction, spend 1 to 5 Sorcery Points to gain one of the benefits below.
Defensive. Roll a number of d8s equal to the number of Sorcery Points you spent. You gain Temporary Hit Points equal to the roll for 1 minute.
Offensive. You can add a number of d6s equal to the number of Sorcery Points you spent to a damage roll of a spell you cast until the end of your next turn. The bonus damage is the same type as the spell's roll.
Level 14: Confident Presence
At 14th level, the trust your supporters place in you prevents you from faltering, and you, in turn, make others feel more confident. As long as you are not Incapacitated, you and allies within 30 feet of you have Advantage on saving throws to avoid or end the Frightened, Charmed, and Prone conditions.
Level 14: Empowered by Support
Also at 14th level, the encouragement and support you receive gives you even more power. You gain the following additional benefits for each option of the Strengthened by Support feature.
Defensive. For 1 minute, you gain Resistance to a damage type of your choice, and your Hit Point maximum cannot be reduced.
Offensive. The spell that received the bonus damage from this option ignores damage Resistance. Additionally, all Sorcery Points you spend on Metamagic during your next turn are regained at the end of that turn.
Level 18: Explosion of Collective Will
At 18th level, you carry the will of everyone who believes in you and can manifest it as a burst of energy that invigorates your allies (with voices of encouragement and comfort) and harms your enemies (with voices of repudiation and wrath). As a Magic action, you instantly generate a burst of magical energy in the form of a 30-foot Emanation that originates from you. Enemies and allies within the Emanation are affected differently, as described below. You are affected as if you were an ally.
Allies: Allies within the Emanation regain a number of Hit Points equal to 5 times your Charisma modifier. Additionally, if they are suffering from a condition or other detrimental effect that could be ended by succeeding on a saving throw or ability check, they may immediately make that roll with Advantage.
Enemies: Enemies within the Emanation must make a Charisma saving throw against your spell save DC. On a failure, an enemy takes 5d10 Force damage and is pushed 10 feet away from you. On a success, an enemy takes half as much damage only.
Once you use this action, you cannot use it again until you finish a Long Rest, unless you spend 6 Sorcery Points (no action required) to restore its use.
Previous Versions
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10/27/2025 9:31:22 PM
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Coming Soon
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7/11/2026 10:51:49 PM
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14
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Coming Soon
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