Base Class: Sorcerer
A Gilded Origin sorcerer is capable of utilizing monetary wealth to fuel their magic further. Using gold to generate extra sorcery points or to fuel metamagic options. Gilded sorcerers usually come from higher standings in life, wealthy merchants,powerful and rich nobles and everything in between, though it's not unheard of to find a peasant or commoner with low funds of this origin.
Valuable Defense
Starting at first level, you can sacrifice wealth for defense. When you are hit with an attack, as a reaction, you can sacrifice an amount of gold pieces(Up to your Charisma Modifier) and add that number to your Armor Class, potentially causing that attack to miss. This bonus disappears at the start of your next turn. After using this feature you must take a short or longer rest before using it again.
Funded Magic
Starting at 6th level, you are able to transform Gold into sorcery points. At the end of your long rest you can create a number of sorcery points equal to your Charisma Modifier, expending 10gp per point. These sorcery points can go over your sorcerer level.
Additionally, when you cast a cantrip, you can add one of the listed affects for that casting, while expending the listed costs.
•If the cantrip deals damage, add your Charisma Modifier to the damage roll. Cost: 8 Silver Pieces
•If the cantrip deals has a set duration and deals no damage, you can extend the duration by up to 10 minutes. Cost:2 Silver Pieces per Minute.
•If the cantrip has an attack roll, add your Charisma Modifier an extra time. Cost:2 Gold Pieces
Sorcerous Bribery
Starting at 14th level, you master the use of magic and gold to make things go your way. As a reaction in combat whenever a creature makes a saving throw or attack roll, you can bring a sentient creature with 2 sorcery points and an amount of Gold Pieces equal to the creatures Challenge Rating or Level. The creature must make a Wisdom Saving Throw against your spell save DC. On a failure, the creature must reroll the save or attack roll, and the gold will magically be transported to the creature's pocket, vault, or hoard of money and/or treasures/valuables.
Sorcerous Vault
At 18th level, your magical connection with wealth, you have learned to summon a magic opening to a storage space for all of your possession's, and can summon it at will. It can be summoned anywhere within 30ft of you as an action, and dismissed as a free action. If any creature or being attempts to reach through the opening, the must make a Dexterity saving throw. On a failed save, the take 10d10 force damage, and are thrown 20ft backwards and knocked prone, on a successful save, they take half the damage, and are not moved. Whether the make the save or not, what ever they reached into the vault with is forced back out.
When the opening is in place, you can spend 1 sorcery point to attempt and to make a creature reach into the opening. The creature must make a Wisdom Saving Throw against your spell DC, on a fail they reach into the vault, on a success they ignore it.
Previous Versions
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