Prerequisite: Spellcasting or Pact Magic feature
Your brilliance avails you to greater magical feats, but at the cost of some of your sanity
- You learn one Metamagic option of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this Metamagic option with another one from the sorcerer class.
- You gain a number of sorcery points equal to your Intelligence modifier to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- For every two sorcerer points you are given from this feat, you gain one of the following character flaws:
- Addiction- pick an uncommon, addictive, or illegal substance you are addicted to. You must consume this substance whenever you finish a long rest, or take a point of exhaustion.
- Anxiety- whenever you roll a natural one on an ability check, make a wisdom DC 13 save. If you fail you have disadvantage on ability checks until you take a long rest.
- Arrogance- whenever your character feels insulted or offended, make a DC 11 wisdom save. On a failure, you have disadvantage on all saves until you take a long rest, or physically confront and defeat the source of the insult.
- Phobia- pick from one of the following: heights, small spaces, darkness, crowds, or a particular creature (undead, celestial, fiendish). You have disadvantage on ability checks when in the presence of this source of your fear.
- Antisocial- Your charisma based checks involving other creatures are made at disadvantage.
- Hearing Voices- whenever you fail a Wisdom check of any kind, you immediately begin to hear voices. The distraction causes you to make all saves with disadvantage until your next short or long rest.
- Intolerance- You are intolerant to the extreme of a particular race, creature type, or followers of a particular god. Whenever confronted by one of these individuals, you must make a DC 11 wisdom save or be at disadvantage on ability checks while in their presence.
- Nightmares- You suffer horrific nightmares. Make a DC 11 Constitution save before taking a long rest. If you fail, you take a point of exhaustion regardless of resting.
- Chronic Pain- You suffer from psychologically manifested pain in your body. Any time you take a point of exhaustion, you take 5 points of damage as well.
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