Class; Sorcerer. The Champions Blood Sorcerer is Considered a 15th Level Sorcerer.
Font of Magic. The Sorcerer has a Pool of 15 Sorcery Points They can Use these Sorcery Points to utilize their Metamagic or to Create Spell Slots, additionally they can Destroy their own Spell Slots to Create Sorcery Points instead, the Sorcerer Regains these Points on a Long Rest.
Metamagic. The Sorcerer Knows 3 Metamagic Options From the Sorcerer Class.
Special Equipment. The Sorcerer Possesses a Cloak of Protection, and a Necklace of Fireballs (this Necklace has a 50% Chance of Being Cursed).
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.
Innate Spellcasting. The Sorcerer is a 15th-level Spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Sorcerer has the following Sorcerer spells prepared and casts them without Material Components:
Cantrips (at will): Friends, light, Mending, prestidigitation, Ray of Frost, Shocking Grasp
1st level (4 slots): Mage Armor, magic Missile, shield, Witch Bolt
2nd Level (3 Slots):Misty Step, Scorching Ray, Shatter
3rd Level (3 Slots): Fireball, Fly
4th Level (3 Slots): Dimension Door
5th Level (2 Slots): Cone of Cold
6th Level (1 Slot): Chain Lightning
7th Level (1 Slot): Plane Shift
8th Level (1 Slot): Earthquake
Description
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Champions Blood Sorcerers are People of Immense Power their Arcane Blood flowing Powerfully Through their Veins, these People Typically Go down in Legend as Great Heros or Powerful Villains, Having Trained their Innate Magic To levels unseen by most, Making Waves in the Modern world as well as the course of History.
Variant
Trained Sorcerer. Some Sorcerers Aren't Self Taught and instead have the Benefit of Formal Training Perhaps from an Elder or even school for the Arcane Such Sorcerers Gain the Magical Guidance Trait Enabling them to Expend a Sorcery Point to Reroll a Failed ability Check.
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