Sorcerer
Base Class: Sorcerer

You were not born magical. Or at least you don't think you were. In any case you weren't born to this world, but when you woke up to the strange new land you found that you had changed yourself. With a simple wave of your hand and a few magic words, you are now capable of doing anything you can imagine. And with newfound friends and adventures to be had, you are ready to make your mark on this land.

Keepsake

At 1st level, you a keepsake or roll a d10 to determine one randomly. This keepsake acts as a spellcasting focus for you.

Keepsake Table
d10 Keepsake

1

Smartphone that stays charged but doesn't do much but act as a flashlight

2

Your grandfather's fancy pocketwatch

3

A yo-yo

4

Your favorite childhood doll

5

A well-worn baseball cap

6

A deck from a card game

7

A beautiful piece of jewelry

8

A thermos

9

A bottle of hand sanitizer that never runs out

10

A worn copy of Lord of the Rings

 

Well Versed

After spending many years in your former life learning practical skills, you find yourself more well rounded in this life. You may choose any three skills to gain proficiency in.

Unexpected Affinity

Starting at 6th level, you can cast any spell available on the wizard spell list. To do so, you must spend a number of sorcery points equal to the level of the spell, and the spell cannot be of a level higher than your proficiency bonus. This does spend a spell slot.

After using this ability, you regain it after a long rest.

Different Rules

At 14th level, you gain the ability to use two metamagic options on a single spell.

Hidden Power

Beginning at 18th level, you can spend 10 sorcery points as an action to overcharge your body with magical energy. For the following one minute, all of your abilities rise by 4 points. At the end of this minute you lose the bonus and become exhausted for 10 minutes.

You regain use of this feature after 1d4 days.

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