Sorcerer
Base Class: Sorcerer

Every so often a warlock pledges their next born child to the service of their patron. Or a witch casts a curse on a pre born child or mother. Or even the patron themselves selects the child for a greater destiny. No matter the way the child is born with magic even if they themselves have never signed a pact with a warlock patron, and they find they can draw on some of that power themselves.

Inherited Magic

Your connection to a powerful patron allows you to learn spells normally associated with the Warlock class. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can choose the new spell from the Warlock spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Additionally you can learn one 1st spell from the warlock's spell list. This spell is treated as a sorcerer spell and does not count towards the number of spells you know. As you level up if you replace this spell, you must replace it with another spell from the Warlock's spell list.

Cursed Luck

Some consider being near a pact born unlucky, however they do not realize the truth of it. Hostile creatures within 10ft of you can't gain advantage on ability checks or saving throws. This radius increases to 30ft at level 18.

Additionally if a creature within 30ft of you makes a ability check, or attack roll you can use your reaction to subtract 1D6 from the roll, this can be done after the dice are rolled, but before the outcome is applied. Once you use this ability you must complete a short or long rest before you can use it again.

Awakened Invocation

At 6th level, you can learn 1 invocation from the Warlocks invocation list. The invocation you select can not have any prerequisites other than class level, in which case you can count your sorcerer levels as 1/2 of a warlock level for those prerequisites. You can not swap out this invocation once you select it.

You can select a additional invocation once you reach level 12 in this class, and another one at 18th level.

Magical Recovery

At 14th level after you finish a short rest roll a D4 and subtract 1 from the result. You can then recover one spent spell slot of that level or lower.

Unleashed Potential

At 18th level you gain the ability to tap into hidden magical reserves you've stored within yourself increasing your physical capabilities far beyond that of the average mortal. As a bonus action you can tap into this magical energy, and for up to 1 minute or until you fall unconscious you gain the following abilities:

  • Any of your attributes below 16 are set to 15
  • At the start of each of your turns you gain Temporary HP equal to your Charisma Modifier
  • You gain the effects of Haste spell cast upon you with no concentration
  • If you declare an attack action you can add 1D4 force damage to each ranged weapon attack or 1D10 force damage to each melee weapon or unarmed attack.
  • You gain resistance to all damage.

After using this ability you suffer 2 points of exhaustion when it ends, and you can't use it again until you complete a Long Rest.

Previous Versions

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2/5/2021 4:43:50 PM
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2/12/2021 7:32:44 PM
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