Sorcerer
Base Class: Sorcerer

Some sorcerers get their magical powers from being the scion of an ancient magical bloodline of dragons. Others, from being infused with the chaotic essence of magic itself. Those kinds of sorcerers are chumps. The most intelligent know that true power lies in a group of people called "The Players" and "The Dungeon Master", whose powers can control even the gods themselves. By entreating these patrons to favour you, you can cause even the basic laws of chance to bend and sway to your whims.

Fudge the Roll

Dice are fickle beings, and can easily be stealthily rerolled. Starting at first level, you can entreat your "Player" to "fudge the dice" for you. After rolling a d20 for any reason, you can choose to roll a number of d20s equal to your charisma modifier -2 (to a minimum of 1). You can then choose whichever of the newly rolled dice you wish to be the result of the roll and use that, or use the original roll. For instance, if you roll a 1 on a death saving throw and have a Charisma score of 18 (+4), you can then roll two more d20s and choose whichever result you wish to use for the death saving throw. Once this feature has been used, it cannot be used again until you finish a long rest.  

Smooth Talker

You begin to draw upon the talents of your "Player", who has experience with less-than-honest interactions. You gain proficiency in the Sleight of Hand and Deception skills. If you already have proficiency in either of those skills, you gain expertise in that skill instead.

How Did That Die Get In There?

When multiple dice are rolled, nobody could possibly tell if an extra one happened to slip in there, right?

Starting at 6th level, whenever you cast a sorcerer spell of 1st level or higher that allows you to roll more than (spell level * 2) dice to determine damage or healing, you can choose to roll one extra die. If there are multiple damage types or dice rolls, the extra die is the smallest die that the spell allows to be rolled, and can only be applied to one instance of the spell (casting Scorching Ray using this feature, for instance, will only allow one of the rays to deal 3d6 fire damage, instead of all of them). 

This feature can be used a number of times equal to your Charisma modifier.

Jostling the Table

At 14th level, you gain the ability to ask your "Player" to "accidentally" jostle the table, then place the "minifigures" back where they sort of remember them to have been, maybe.

As a bonus action on your turn, you can immediately move yourself and all creatures of your choice, hostile or otherwise, within 30ft of you up to 5 feet. This movement is considered teleportation, meaning it can go through walls and obstacles. This movement cannot provoke any opportunity attacks for any reason, nor can it trigger effects which occur "when a creature enters a space for the first time on a turn", though it still counts as having entered the space for subsequent entries on the same turn. 

Once this feature has been used, it cannot be used again until you have completed a long rest.

Plot Armour

Beginning at 18th level, you have grown such a bond with your "Player" that you can use the most powerful defensive ability of all: Something known as "Plot Armour". 

Whenever you are hit by an attack roll or fail a saving throw, you can expend one spell slot of any level (no action required), adding the level of that spell slot to your AC or to your saving throw for the triggering attack or effect only, potentially causing the attack to miss you or to succeed on the saving throw. Whenever you miss an attack roll, you can also expend a spell slot of any level to add a bonus to your attack roll equal to the spell's level/2 (rounded up), potentially causing the attack to hit. You can only use this feature once per attack roll or saving throw (You cannot expend three spell slots to gain three bonuses to your AC, for instance).

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