Base Class: Sorcerer
Sometimes the spark of magic that fuels a sorcerer comes from a source far beyond the mortal realm, and now glimmers within their very blood. This being the case, your innate magic might come from a distant but powerful familial connection to a Far Realm dweller. Perhaps your ancestor was struck a deal with a spirit of the Astral Plane, transformed their bloodline for all eternity. Or your birth might have aligned with a particular arrangement within the cosmos, marking you as a child of destiny or a chosen vessel of extraplanar magic.
The Quori are outsiders from the Dal Quor, the Region of Dreams within the Far Realm. Forty thousand years ago they succeeded in opening up the gates between Dal Quor and the Material Plane and nearly overran the world. It was through a unified effort between all the able denizens of the Material Plane to wage war on the invading spirits and successfully seal the portal once again. Some Quori, however, were able to escape to their new plane and, with the seal made permanent between the realms, began to find any way to live in an alien environment. Many perished, but those who survived did so by striking deals with humans of the Material Plane. Your bloodline is the result of one of these unions. Your heritage tied itself to that of this renegade spirit - while you offer it a vessel in which it can survive, it offers you access you great, boundless arcane power.
Far Realm Arcanum
Your link to the Far Realm allows you to learn spells from the cleric class, specifically the evocation school of magic. When your Spellcasting feature lets you learn or replace 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.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| Good | cure wounds |
| Evil | inflict wounds |
| Law | bless |
| Chaos | bane |
| Neutrality | protection from evil and good |
Chaos
You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Evil
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Good
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Law
You learn the bless spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Neutrality
You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Mystical Instinct
Starting at 1st level, an instinctive nature guides you toward survival. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Otherworldly Visage
At 6th level, your outerworldly essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Gain double the proficiency points to Charisma saving throws and two Charisma skills of your choosing that you are proficient in.
Fortified Mind
Starting at 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature tries to deal psychic damage to you, that creature takes the same amount of damage that you would have taken.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
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