Sorcerer
Base Class: Sorcerer

Some kids have imaginary friends, some kids don't. Your only difference is that yours was real.

You don't remember when your Friend showed up, or when they started to grant you gifts. All you know is that they're here now.

Sorcerers of the Imaginary Lineage possess an unusual supernatural companion known simply as their Friend. Normally perceivable only by the sorcerer, this companion's emotions influence the magic flowing through their bond. Happiness fills the sorcerer with restless energy, anger lashes outward against enemies, sadness offers supernatural comfort, and fear heightens awareness of danger.

As the sorcerer's power grows, the distinction between imagination and reality becomes increasingly difficult to define.

Level 1: Imaginary Friend

You gain an imaginary companion that only you can normally perceive. Your Friend can't interact with anything or take any physical action besides moving around. Your Friend cannot move more than 60 feet away from you. If it moves farther away, it immediately reappears in an unoccupied space within 5 feet of you.

The Friend is primarily a companion and a manifestation of your unusual magic.

Friend's Mood

Your Friend has four distinct moods. Its mood affects the magic that flows through your connection.

As a bonus action, you can change your Friend's current mood. You can change moods a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Your Friend remains in its current mood until you change it.

Happy. Your Friend is energetic, playful, and almost impossible to keep still. While your Friend is Happy, you gain a +5 bonus to your movement speed. Additionally, once per turn when you cast a sorcerer spell, you may move 5 feet without provoking opportunity attacks.

Angry. Your Friend becomes protective of you and hostile toward those who threaten you. Once on each of your turns when you deal damage to a creature with a spell, you can deal additional psychic damage equal to your proficiency bonus to one creature damaged by the spell.

Sad. Your Friend becomes quiet and clingy. When you enter this mood, you gain temporary hit points equal to your Charisma modifier. While you have these temporary hit points, you have advantage on saving throws against being frightened.

Scared. Your Friend becomes extremely alert. While your Friend is Scared, you gain a +2 bonus to your passive Wisdom (Perception), advantage on the next Wisdom (Perception) check you make to detect a hidden creature, and you can't be surprised while conscious unless you are incapacitated.

Level 6: Mood Swings

Your Friend's emotions have become powerful enough to briefly manifest through your magic. Each ability can only be used while your Friend is currently in the corresponding mood. All abilities cost 1 Sorcery Point to use.

Happy — Tag (Bonus Action). Choose one creature you can see within 30 feet of you. Until the end of your turn, your movement doesn't provoke opportunity attacks from that creature. Additionally, the next time you hit that creature with a spell before the end of your turn, you can immediately teleport to an unoccupied space within 5 feet of it.

Angry — Stop (Reaction). When a creature within 30 feet of you damages you, your Friend lashes out. The creature must make a Wisdom saving throw against your Sorcerer spell save DC. On a failed save, it takes 2d6 + your proficiency bonus psychic damage and is pushed up to 10 feet away from you. On a successful save, it takes half as much damage and isn't pushed.

Sad — Help (Bonus Action). Choose yourself or one creature within 30 feet of you. The creature gains temporary hit points equal to 1d8 + your Charisma modifier. Additionally, if the target is frightened, it can immediately repeat its saving throw against that condition, ending the condition on a success.

Scared — AHHH (Reaction). When a creature you can see within 30 feet of you makes an attack roll against you, your Friend warns you. You can impose disadvantage on the attack roll. If the attack misses, you can immediately move up to 10 feet without provoking opportunity attacks.

Level 14: Unshakable Bond

Your connection with your Friend has become incredibly strong. While you are conscious, you cannot be frightened or charmed, and whenever you fail a saving throw, you can spend 1 Sorcery Point to reroll it, using the new result. You can do this after seeing the result but before the DM tells you whether it succeeds or fails.

Level 18: Stronger Together

Your bond with your Friend has become strong enough to sustain two moods at once. You can have two of your Friend's moods active simultaneously, gaining the benefits of both.

Whenever you change your Friend's mood, you choose which of your two active moods to replace.

Additionally, when you use a Mood Swings ability, you can use the ability associated with either of your two active moods.

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