Base Class: Sorcerer
You have begun to transform into an Otherworldy being and gained some semblance of magical power. Perhaps you are a descendant of a great Eldritch being, a rising member of a mysterious cult, or an accidental passerby that absorbed the dying embers of a forgotten god. From where ever hence your origin lies, you have the power to strike deals with other creatures and offer some of your power. In return, whether they know it or not, your powers and abilities grow with every soul you invest in.
Overtime, sorcerers of this origin can become mad with power, create massive fanatic cults based around them, and become a being beyond mortal understanding.
Pact-maker
Starting at 1st level, you can offer your power to others. As a bonus action, you can target a willing creature you can see within 100 feet of you and create a tether of magic that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you.
While you are tethered to a creature, when you can cast a spell, you can deliver the spell from your space or the bound creature’s space, including spells with a range of self.
While tethered to you the affected creature gains the following benefits:
- They can use your ability check bonuses or saving throws instead of their own
- They can cast any of your sorcerer cantrips using your spell modifiers
Eldritch Power
Starting at 1st level, you gain some of the benefits of being a patron. You gain the Eldritch Blast cantrip and it counts as a sorcerer cantrip for you, but does not count against the number of sorcerer cantrips you know.
You also gain proficiency in Persuasion.
Patron's Gift
At 6th level, you gain the power to further share your magic. As a reaction that you can take whenever you want except on your own turn, you can restore a spell slot of another creature within 100 ft of you using the Flexible Casting rules (you can either use up one of your own spell slots that the creature also has the ability to use, or you can use a number of Sorcery points equivalent to converting to the spell level that the creature can also use). If you use a spell slot to do this, you gain a temporary spell slot equal to half the expended spell's level (rounded up), or if you use sorcery points, you gain a number of sorcery points equal to half the amount you expended (rounded up).
In addition, at the beginning of your turn, you gain temporary hit points equal to twice your Charisma modifier (minimum of +2) if you are currently tethered to a creature. If you are missing any hit points when you gain these temporary hit points, you may choose any number of them to regain hit points instead.
True Pact-maker
At 14th level, you can expand your gifts beyond just one acolyte. When you use your pact-maker feature, you may instead choose a number of willing creatures up to your charisma modifier (minimum of 2).
In addition, there is no longer a time limit to the tether.
Also, as a reaction whenever you or one of the creatures you are tethered to takes damage, you may divide the damage as you like to either yourself or any number of the tethered creatures.
Otherworldly Patron
Starting at 18th level, you become a true otherworldly being. Your body mutates or changes in an aesthetic of your choice. You also gain the following benefits:
- Your constitution goes up by 4 and so does your constitution maximum
- While you are tethered to a creature, it no longer matters how far they are away from you
- Whenever a hostile creature attempts to subject you to a wisdom, charisma, or intelligence saving throw, they have to make a charisma check equal to your Sorcerer spell DC or have the effect turned back against them.
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