Base Class: Sorcerer
A Heart of the Misfit sorcerer is one who has wandered far and wide, only to find their soul beyond fitting. They thrive in the unknown but go their entire lives in search of the place where they truly belong. Their power comes from the latent magical potential they are born with. This magical potential is based neither on lineage, nor on unholy bargain, but is simply the mark of a unique creature. This power often goes latent and unrealized, as the trigger is simply extended solitude. No two Heart of the Misfit sorcerers are alike, and they will often come to blows should they meet. Some thrive in subtlety and deception, while others prefer to wear their differences proudly. Many other wielders of magic spit upon the Misfit sorcerers, for they embody a lack of the training and study that is required of most wielders of the Weave. To have the heart of the misfit is not to be lucky, it is to make one's own luck. The shared mantra of the Misfits sums them up: “Weave of making, growing, breaking, you too shall know of true discomfit, for I have never known a mold I could not shake, nor of a rule I could not break.”
Mastery of Hedges
You learn the Druidcraft, Prestidigitation, Thaumaturgy, and Minor Illusion cantrips. You are able to cast all of these without their Verbal and Somatic components. You may also cast all other cantrips without one of their components.
Cloak of Identity
Should the cloak be destroyed, all things within its pockets will be destroyed as well. You may resummon the cloak using a ritual that takes 1 hour and requires 15gp. The cloak holds a number of pouches equal to your sorcerer level / 2. Each of the pouches can hold up to 13 cubic feet of materials that weigh no more than 100lbs. While wearing your cloak, your AC becomes 13 + your Dexterity Modifier. The cloak itself weighs 1 pound, no matter what is inside the pockets.
At 14th level, the cloak gains a level of sentience and can be called upon to accomplish simple tasks. You may give it mental commands, and it takes its turn immediately after yours.
Cloak
Medium construct, unaligned
Armor Class 12
Hit Points: 33
Speed 10 ft.
STR 17 (+3) DEX 14 (+2) CON 10 (+0) INT 1 (-5) WIS 3 (-4) CHA 1 (-5)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 6
Damage Transfer. While it is grappling a creature, the cloak takes only half the damage dealt to it, and the creature grappled by the cloak takes the other half.
Actions:
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one medium or smaller creature. bludgeoning damage On Hit: The creature is grappled escape DC 13. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Expanded Contortion
Displaced Spell: Spend two sorcery points to make the starting location of the cast spell a point within 60ft of your character.
Delayed Spell: Spend one sorcery point to freeze a spell in time, and release it within a minute of casting it. This can only be applied to one spell at a time. If it is applied to a second spell, the first immediately goes off.
At 14th level gain access to this metamagic option.
Redirected Spell: Spend a number of sorcery points equal to the caught spell and release it back at the caster using your spellcasting modifier and ability score.
Grasp of Magic
When you cast the Counterspell or Dispel Magic spell on an object, you may use this ability before you roll. If you successfully counter or dispel it, you gain a number of sorcery points equal to half the level of the dispelled magic. You may only do this a number of times per day equal to your Charisma Modifier.
Mold the Weave
Once per day you may reach into one of your cloak pockets and roll a d4.
1-3: You pull out an item of low value that is not useful in your given situation.
4: You pull out an item that will be useful to you in solving an immediate problem.
Once per 7 days, you may also cast the Teleport spell without using a spell slot.
Previous Versions
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8/5/2020 6:51:03 PM
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Coming Soon
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