Sorcerer
Base Class: Sorcerer

This subclass of sorcerer is reliant on the ambition and the constitution of the player. All their magical abilities are determined by their ability to harness energy from an unwilling celestial, like a reverse warlock. Due to this, your spellcasting ability is constitution. 

 

Sheer Will

At level One, the Sorcerer gains advantage on all checks to maintain concentration on casting spells.

Also,, you gain "unarmored defence" making your AC = 10 + con + proficiency / 2 (rounded down)

Resilience Of The Mind

At lvl1, when the sorcerer is forced to make a mental saving throw (wisdom/intelligence) via magical means, they may choose to add their constitution modifier to their check after rolling but before it is confirmed whether they have succeeded/failed the saving throw.

They may use this feature as many times equal to their proficiency bonus. This resets on a long rest. 

A Simple Man's Mind.

At lvl 3, you gain the ability to manipulate your stolen magic more creatively; you gain these additional meta magic options:

Redirect: As a reaction the sorcerer may redirect an offensive spell targetted at them or an ally (if the sorcerer has enough movement to get between the ally and the spell). This costs 1 sorcery point per level of spell (cantrip = 1, 9th lvl spel = 10). They may redirect this to another enemy but not the original spellcaster.

Overcharge: For 2 sorcery points, the sorcerer can change their spell in order to avoid resistances that their target holds. Keep in mind that the sorcerer MUST know about this resistance either by visible indicators or an appropriate check to determine it. 

Fast Hands

At Sixth level, whenever you make a melee attack, you may expend your bonus action to cast a spell of casting time 1 action. 

Positive Feedback

At 14th level, you gain immunity to a type of damage related to your power source. Your source of power origins determines this immunity.

Dragon/Elemental: Related to their type (fire elemental = resistance to fire damage). 

Fey: Psychic Damage.

Fiend: Fire damage.

Celestial: Radiant damage.

undead/aberration: necrotic damage.

Construct = Poison/Necrotic damage.

When hit with a spell that links to your immunity; you regain sorcery points relevant to the spell's level. (cantrip = 1SP, 1st LVL = 2SP etc)

Complete Control of "Patron"

Whenever you cast a spell of level 3 or higher, you may roll 1d100. If your roll is equal to or greater than 75 you gain 2 of the following benefits.

It is an immediate critical strike no matter the original accuracy roll.

Your spell is upcast by 1 LVL 

Your spell does not use its material components. 

Your spell is under the effect of trispell (twin spell but tripled instead of doubled) even if it would not normally be eligible for twin spell.

If it is a saving throw based spell, the target immediately fails the throw.

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