Sorcerer
Base Class: Sorcerer

Psychic powers are sometimes referred to as "sorcery" when they are gained or enhanced through interaction and bargaining with malevolent entities.

Psykers are sometimes called "witches" and particularly when such powers are used in a way that they show no regard for the dangers they may spawn for others or are used in pursuit of the agenda of the Chaos Gods.

All psykers draw their powers from the extradimensional realm known as the Warp and is the source of all psychic energy in the universe.

As such, psykers, particularly human psykers whose minds are far less disciplined and easily tempted than their Aeldari counterparts, are often in danger of possession by the daemonic entities of the Warp, insanity and ultimate corruption by the Powers of Chaos.

Chaos Attuned

At 1st level. you choose one type of DaemonLord as your God. The damage type associated with each Daemon is used by features you gain later.

You can speak, read, and write Chaos and Daemon. Additionally, whenever you make a Charisma check when interacting with Chaos or Daemons, your Proficiency is doubled if it applies to the check.

Khorne- Fire   Lord of Battle, possessed of towering and immortal fury.

Tzeentch-Cold The bizarre and ever-changing Architect of Fate, weaves powerful sorceries to bind the future to his will.

Nurgle-Poison Lord of Decay, labours endlessly to spread infection and pestilence.

Slaanesh-Psykic Dark Prince of Chaos, indulgent of every pleasure and excess, no matter how immoral or perverse.

Khorne

Lord of Battle, possessed of towering and immortal fury.

Resistance to fire damage.

Gains Warcasting.

Nurgle

Lord of Decay, labours endlessly to spread infection and pestilence.

Resistance to Poison.

Gains Elemental Adept feat.

Slaanesh

Dark Prince of Chaos, indulgent of every pleasure and excess, no matter how immoral or perverse.

Gains Resistance to psykic.

Gains Actor feat.

Tzeentch

Cold The bizarre and ever-changing Architect of Fate, weaves powerful sorceries to bind the future to his will.

Resistance to Cold.

Gains the Lucky feat.

Godly Affinity

At 6th level, when you cast a spell that deals damage of the type associated with your Daemonic ancestry, you can add your Charisma modifier to one damage roll of that spell.

Once per long rest, a spell that you cast does max damage so long as its your Daemons element.

Godly Ascension

At the 14th level, you gain an aspect of your chosen Daemonic God.

Khorne- Gain Life Leech

Tzeentch- Gain Wings

Nurgle- Gain Sporeskin

Slaanesh- Gain Mirror Image

Khorns Leech Life

When dealing any damage to an enemy, restore your hitpoints by half the damage dealt.

Nurgles Sporeskin

When you take any form of damage, you can half the amount and dealing it as poison damage to the surrounding 10ft.

Slaneeshs Mirror illusion

Gain the mirror image spell which can be cast at will.

Tzeentch

Gain wings and the ability to fly.

Flight speed is equal to your movement speed.

Daemonic Presence

Beginning at 18th level, you can channel the dread presence of your Daemon God, causing those around you to become awestruck or frightened. As an action, you can spend 5 Sorcery Points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), each Hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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