Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Perhaps your ancestor was an angel, your birth might align with a prophecy, or you have a powerful familial connection to a divine being. Alternatively, you were simply granted divine power by a deity for which you don't directly qualify to a be cleric, but they still choose to mark you as one of their chosen ones.

More specifically, the source of your divine magic, is a god of trickery, mischief-makers and instigators who stand as a constant challenge to the accepted order, patrons of thieves, scoundrels, gamblers, rebels and liberators. You have been chosen to be a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and a bit of necessary chaos to the dull and structured societies we live in.

Divine Trickster Magic

Starting at 1st level, your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric 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 learn additional spells when you reach certain levels in this class, as shown on the Divine Trickster Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Divine Trickster Spells Table

Sorcerer Level

Spells

1st

disguise self

3rd

mirror image

5th

counterspell

7th

polymorph

9th

modify memory

Invoke Duplicity

Starting at 2nd level, you can use your connection to divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, attack rolls against you have disadvantage, given how distracting the illusion is to the target.

While your duplicate is active, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failed safe, the duplicate vanishes. If you have the War Caster Feat, you make this Constitution saving throw with advantage. 

You can use this feature once, and you gain the ability to use it again when you finish a short or long rest. Beginning at 6th level, you can use this feature twice between rests, and beginning at 18th level, you can use it three times between rests.

Like It Never Happened

Beginning at 6th level, you can escape when needed.

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Alternatively, if your Invoke Duplicity is active, you may switch places with your duplicate. This switch is completely imperceptible.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend 2 sorcery points to use it again.

Game Recognizes Game

Beggining at 14th level, you can manifest the trickery magic you command directly on yourself. As a bonus action, you can spend 1 or more sorcery points to magically alter your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You gain a bonus on Dexterity (Sleight of Hand) checks and Dexterity (Stealth) checks equal to your charisma modifier.
  • You gain a bonus to Wisdom (Insight) checks equal to your charisma modifier. 
  • You gain a bonus to Charisma (Deception) checks equal to your charisma modifier.
  • Your movement doesn't provoke opportunity attacks.

Improved Duplicity

At 18th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. Additionally, your duplicates don't count as magical or illusions when seen by creatures with True Sight or effects that detect the presence of magic.

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