Base Class: Sorcerer
Born with an immense amount of magical energy and power you are able to take from legends and myths and create magic of your own. Spells no one thought possible are second nature to you, but this power comes with a cost. These gifts have given you the perfect body and many beings will try to take that from you. You must get constantly stronger and never stop developing your skills.
Divine Magic
Your wellspring of magic allows you to learn spells from the druid class. 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 | divination |
| Evil | entangle |
| Law | detect magic |
| Chaos | fog cloud |
| Neutrality | protection from evil and good |
Envied by the Gods
Starting at 1st level, divine power covets your destiny. If you fail a saving throw or miss with an attack roll, on a 1 or a 6 a random enemy is added to combat, but only targeting you; on a 2-5 your immense power allows you to alter the outcome and reroll, you won't be targeted again until you finish a short or long rest.
Temporal Control
Starting at 6th level, the immense energy coursing through you can stop time. Once per long rest, during combat, you may stop time completely for everyone but yourself. Roll a d4 and take that many turns before time restarts.
Unfettered Flight
As a bonus action, you gain a flying speed of 30 ft. until you’re incapacitated, you die, or you dismiss them as a bonus action.
Unnatural Disaster
At 18th level, you can cause a natural disaster that affects everyone you choose. Have the DM roll a d6 1- Tornado 2- Earthquake 3- Eruption 4- Tsunami 5- Hurricane 6-Lightning storm
Its damage is determined by a d20 roll, the DM determining its affects.
Once you use this feature, you can’t use it again until you finish a long rest.
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