Sorcerer
Base Class: Sorcerer

A Kyle Lane can be made in 2 ways: they can be born or chosen.

A Kyle Lane is born if one of their parents is also a Kyle Lane. The genes are so dominant, that they look nearly identical. Each universe has 1 Prime Kyle Lane. When the Prime Kyle dies, their powers transfer to their nearest descendent, which completes the transformation. If the new Prime Kyle doesn’t already have a mustache or hat, they manifest spontaneously.

The role of a Prime Kyle is a very important one to their master. While Cain is capable of finding a host in any mortal, a Kyle Lane is by far the most powerful host, since they are genetically engineered to maximally harness Cain’s power. The Prime Kyle acts as the gateway for Cain to enter that universe. If there is no Prime Kyle, Cain is trapped, unable to enter or leave that universe.

If a Prime Kyle dies and there are no living Kyle Lanes in a universe, a new one is chosen at random. The new Kyle Lane is chosen based on how similar their name is to “Kyle Lane”. In the past, there was an elf named K’aeil L’ey’n who became a new Kyle. There was also a human name Kylie Layne. Even a warforged named K-Y31 L@N3. Over time, regardless of race, they begin to transform into a full Kyle Lane and become the Prime Kyle. The transformation can be slow and arduous, depending on how much the host resists the change. It starts relatively innocuous. A mustache sprouts from the new Kyle’s lip. Over time, it gets worse.

An obsession with the truth, a manifestation of magical powers, and eventually a full genetic rewrite to become a full Kyle Lane. After the final transformation, all traces of their prior identity are gone. They are now a fully powered Prime Kyle.

Mustache of Might

At 1st level, you sprout a magical mustache that represents the beginning of your transformation into a Prime Kyle. This mustache sprouts regardless of your gender, race, or other hair. If your mustache is shaved or destroyed, it regrows at the end of a long rest. 

Whenever a creature within 10 feet of you hits you with an attack, if you have your mustache, you may use your reaction to rebuke that attacker. When a creature within 10 feet of you hits you with an attack, you can use your reaction to cause the creature to make a Wisdom saving throw. The creature takes 2d6 necrotic damage on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Seeker of Truth

Your obsession with truth influences the way you see the world. You have advantage on Insight checks to determine if a creature is lying. 

Sorcerous Drain

Starting at 6th level, whenever you rebuke a creature using your Mustache of Might feature, you regain a number of sorcery points equal to half the amount of necrotic damage you deal (round down).

 

Dominate Will

At 14th level, you gain the ability to influence the minds of the weak willed. As an action you can spend a number of sorcery points up to your Charisma modifier to force creatures you target within 60 feet of you to make a Wisdom saving throw contest against your spell save DC. You can target a number of creatures this way equal to the number of sorcery points you expend. Each creature that fails the saving throw becomes charmed or frightened (your choice) by you for 1 hour.

Each time that creature takes damage, they can make the saving throw again, ending the effects on a success. If a creature succeeds on their saving throw, they can not be targeted by this ability again until you finish a long rest. 

As an action on subsequent turns, you can cast the suggestion spell without expending a spell slot on one creature that is charmed or frightened by you for as long as they remain under the effects of this ability. That creature automatically fails their saving throw against the suggestion.

Prime Kyle

Beginning at 18th level, you have reached the absolute pinnacle of your Kylehood. You are the Prime Kyle of your universe. As an action, you can expend 5 sorcery points and choose one of the following effects:

- You can cast the plane shift without expending a spell slot.

- You can teleport to within 5 feet of any willing creature you know on the same plane as you.

- You can let any willing creature you know on any plane teleport to within 5 you. 

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