Sorcerer
Base Class: Sorcerer

Sometimes the magic that fuels a sorcerer comes from a  source that isn't easy to explain. Having abilities that can influence the sources of luck, your innate magic might come from divine forces. Perhaps your birth might align with an ancient prophecy, marking you favored by the gods. Or maybe you were simply born lucky.

An Astral Influence Sorcerer might be seen as a threat by most Order Domain religions. Stealing or granting favor to people can be seen as bending or abusing a system set in place by the gods themselves. However, in some cultures, the ability to bend luck is seen as a sign of a divine blessing, and the Astral Influenced may even command religious power. The only place where most people agree, is that an Astral Influenced should not be allowed near a gambling hall.

Astral Affinity

Starting at 1st level, your influence over the astral forces grant you the Guidance cantrip, you can cast it without the need for verbal or somatic components. Additionally, you gain profiecency with a gaming set of your choice and can use it as a spellcasting focus.

You also gain an additional spell based on the kind of Astral Affinity you posses, or have been granted, as shown below.
It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Afinnity type: Boon:

Bestow Luck

 bless

Extract Luck  

bane
Bestow Luck

You learn the bless spell, but it doesn’t count against your number of sorcerer spells known.

Extract Luck

You learn the bane spell, but it doesn’t count against your number of sorcerer spells known.

Expanded Spell List

Astral Influenced expanded Spells:
Spell Level Spells

1st

Divine Favor, Guiding Bolt

2nd

Fortune's Favor, Augury

3rd

Bestow Curse, Beacon of Hope

4th

Divination, Aura of Purity

5th

Circle of Power, Commune

A Twist of Fates

Starting at 6th level, you can call on Astral powers to swap fates with a creature. 

You can use your Action to swap places with another creature large or smaller. If the creature is unwilling, it must succeed on a charisma saving throw against your spell save DC, or be forced to trade places with you.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Shifting the Odds

Starting at 14th level, you can call on Astral powers to alter fate in your favor.

You can use your Action to curse a target and steal their luck. The target must succeed on a wisdom saving throw or have their luck taken away, giving it disadvantage on all its rolls while also giving you advantage on all your rolls for one minute. This feature requires concentration and ends early if the target dies while under its effect.

Once you use this feature, you can’t use it again until you finish a long rest.

Lady Luck's Blessing

Starting at 18th level you can summon the spirit of lady luck. As an action, you can summon the spirit of Lady Luck within 10 feet of you, Lady Luck is stationary and has a a 30-foot aura originating from her. The spirit is intangible and invulnerable, and she creates the following effects within her aura before vanishing:

  • The spirit restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the aura.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the aura.
  • You and a number of creatures equal to your Charisma modifier (minimum of 1) gain inspiration.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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