Sorcerer
Base Class: Sorcerer

Wizards, Warlocks, Artificers, Sorcerers and bards all have one basic feature in common: they use magic to fight.  Sure they might have other abilities, but given a chance between taking potshots with a longbow or slinging fireballs, most magic users will opt for a fireball.  So much magic used for so much destruction cannot be cast without a cost.  Often it is carried by the caster, however as more and more spellcasters hone their craft, more of the magic leaves behind poisoned traces that can warp living things around it.  The WarBorn are those children who by luck or design were born near or grew up near one of these pools of deadly, decaying magical energy and while the effects were not immediately obvious, they were hard to miss once they started to manifest.

Changeling

When the sorcerer's powers first manifest it does so with a display of magical talent, but it is accompanied by a physical mutation.  This mutation is obvious, cannot be hidden, and marks the sorcerer' as a warborn on sight.  It is commonly held that this is a mark of the fae or other extra-planar creature and that the sorcerer was sent by that extra-planar creature to replace a real child, rather than a maturation of the child.  While some of the learned know better, it is a hard prejudice to overcome.  Select one of the mutations for the table below

Brightly colored skin

Skin is a bright color that resists cosmetic attempts to cover it or magical attempts to disguise it.  Gain resistance to one type of damage that matches the color.  Can only be chosen once.  Cannot be combined with other skin mutations

Horns

Large horns that cannot be hidden.  +1 constitution up to a maximum of 20.

Tail

A prehensile tail that can hold things and lift up to twenty lbs. It cannot be used to wield an extra weapon but it can be used to form the somatic elements of a spell.

Hooves

You have hooves. You cannot wear normal shoes and your base movement speed is 45

Crazy eyes

 Your eyes bear the mark of polluted magic and take one of the following:

  • Light sensitivity - you are sensitive to light and have disadvantage on skill checks involving sight when in full daylight.  You have 90ft darkvision and immune to magical effects that would obscure your sight.
  • Blind - you are blind but can feel the movement of magic around you.  You get 20ft blind fighting/sight.  Sorcerer can cast True strike as a bonus action a number of times equal to proficiency bonus per short or long rest.  Automatically fail sight based skill checks (eg "can you read this" "what color shirt did he wear?")

Extra Arms

You have two extra arms... or tentacles, or other appendages that perform a similar function.  The arm is set in such a way that you can choose to wield an extra weapon in each hand, but you cannot wield two two-handed weapons or carry more than one shield.  They are subject to the multi-attack restrictions as per normal.  These appendages can be used to perform the somatic elements of spells.

Chameleon skin

your skin changes to match your environment and magically impacts your clothing and gear as well.  Gain advantage on all stealth checks.  Cannot be combined with another skin mutation.

Wings

Gain flying movement equal to your walking movement.

Obviously Large head

Gain either the Telepathy or the Telekinesis feat

Arcane Recovery

Starting at first level, whenever the sorcerer receives magical healing they may choose to try and absorb the magic to replenish sorcery points instead.  Roll a charisma check against the casting healer's spell DC (or 10 + number of dice rolled to heal).  Success results in the sorcerer recovering sorcery points equal to 1/2 of the health that would have been restored (round up).  Failure results in the sorcerer receiving 1/2 healing (round down).

Bloody Focus

Your mutation is so deeply imbued with magic that it can be used to harness and focus your magical abilities.  You may choose to use your level 1 mutation as a spell focus.

Memory of War

Your own experiences in magical combat have allowed you to tap into the memories of magic users who came and fought before you.

  • You may use a cantrip instead of an attack when taking attacks of opportunity provided the spell has a cast time of 1 action or less
  • Gain another mutation

Siphon the Land

You have learned how to read the magical traces that made you.  You can see not only the deep poisoned wells of combat magics from ages past, but also the more benign eddies of the recent past.  Gain advantage on skill checks involving magic of any kind.

Not only can you read the magical traces, but you can feel them and you have learned how to harness them and ground yourself in them to hold on to your magical spells.  Gain advantage on constitution checks to maintain concentration.  You may also spend three sorcery points to automatically succeed on a concentration check.

Heat of Battle

You live in the tides of power and the memories of the heat of battle flow through you.  Spend five sorcery points for one of the following effects in a 30 ft radius for 1 minute

    • Aura of fear  - hostile creatures must make a wis save or be frightened
    • Inspiring awe - friendly creatures are inspired and can add 1d8 to any roll once per turn until the effect ends

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