Sorcerer
Base Class: Sorcerer

A gift is given to those with strong intuition and a natural charm, those who possess such qualities will be able to not only read and comprehed other people's minds, but also to acces or even alter them. whether your character will be a corrupt politician who uses their abilities to get their will done in society or a charismatic adventurer who solves mysteries and crimes connecting with people's minds this is the perfect subclasse for you.

intruder's magic

You learn additional spells when you reach certain levels in this class. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

telepathic bond

A magical tatto appears in the body of your character, it allows you to create a permanent telepathic bond between your mind and the mind of another, shown by a growth of your tatto wich shape is copied on the same part of the body of the other creature. From all of the creatures which you have a bond with, chose one to speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile) for a duration of at least one minute. To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection minutes you can use is equal to your sorcerer level, being that number aswell the amount of creatures you can telepaticly comunicate with per long rest.

Intruder's sorcery

When you cast any spell of 1st level or higher from your intruder's magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

sculptor of memories

You gain the ability to interfere in people's memories. By that, you will be able to erase a maximun of minutes equal to your profitiency bonus of the events that happend in the last hour to a creature, only if your character has been present or knows about them. You can do this once per long rest by spending 1 sorcery points per minutes of memories taken from the creature, which has to make a wisdom saving throw in order to avoid your ability

mind mastermind

You are now able not only to erase memories but to alter or create new ones on the mind of others. Same as with sculptor of memories, you can interfere in a number of minutes equal of your proficiency bonus, spending two sorcery points for each.If the subjet fails a wisdom saving throw, you can do now one of the following things:

  • Completely erase a memory of the last hour replacing it with one of your choice, even if you wasn't there at the time of the real memory.
  • Change some details or people of the person's remembrances in the space of the las 24 hours if your character was present or of the last hour if you have a very detailed version of the events or somehow readed their minds.
  • If you want to interfere in hours instead of minutes of the subject's memories you will be able to do it. For a number of hours equal of your proficiency bonus, you will not be allowed yo erase or alter the memory but you will instead make the creature believe that they dreamed the whole sequence of events, so nothing of it was real for them.

projected invisibility

Once per long rest,  as a bonus action by spending three sorcery points you and your allies will become invisible at the eyes of up to as many creatures of your choice as your proficiency bonus modifier for one minute, being able to perform your action as normal with advantage in your attack rolls or imposing disadvantage on the enemy's saving throw dice against your abilities or spells. The chosen targets will not be able to hit you or your allies unless they succeed at a wisdom saving throw using their actions, which will end the effect for them.

 

 

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