Sorcerer
Base Class: Sorcerer

Sometimes the magic that fuels a sorcerer comes from a  source that isn't easy to explain. Having abilities that can influence the sources of luck, your innate magic might come from divine forces. Perhaps your birth might align with an ancient prophecy, marking you favored by the gods. Or maybe you were simply born lucky.

An Astral Influence Sorcerer might be seen as a threat by most Order Domain religions. Stealing or granting favor to people can be seen as bending or abusing a system set in place by the gods themselves. However, in some cultures, the ability to bend luck is seen as a sign of a divine blessing, and the Astral Influenced may even command religious power. The only place where most people agree, is that an Astral Influenced should not be allowed near a gambling hall.

Astral Affinity

3rd-level Astral Influence Feature

Starting at 3rd level, your influence over the astral forces grant you the Guidance cantrip, you can cast it without the need for verbal or somatic components. Additionally, you gain profiecency with a gaming set of your choice and can use it as a spellcasting focus.

You also gain an additional spell based on the kind of Astral Affinity you posses, or have been granted, as shown below.
It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.

Afinnity type: Boon:

Bestow Luck

 bless

Extract Luck  

bane
Bestow Luck

You learn the bless spell, but it doesn’t count against your number of sorcerer spells known.

Extract Luck

You learn the bane spell, but it doesn’t count against your number of sorcerer spells known.

Inate Divination

3rd-level Astral Influence Feature

The inate divination in your blood lets you choose from an expanded list of spells when you learn a sorcerer spell.

Astral Influence Expanded Spells:
Spell Level Spells
1st  guiding bolt
2nd   augury
3rd   bestow curse
4th   divination
5th   commune

A Twist of Fates

6th-level Astral Influence Feature

Starting at 6th level, you can call on Astral powers to swap fates with a creature. 

You can use your Reaction to swap places with another creature within 60ft. The creature must be large or smaller. If the creature is unwilling, it must succeed on a charisma saving throw against your spell save DC, or be forced to trade places with you.

Once you use this feature, you can’t use it again until you finish a long rest.

Shifting the Odds

14th-level Astral Influence Feature

Starting at 14th level, you can call on Astral powers to alter fate in your and your companions favor.

Once per Long Rest you can, as an action, curse up to six targets, that you can see, thereby stealing their luck. The targets must succeed on a Charisma saving throw against your Spell Save DC, or have their luck taken away. Whenever a target that fails this save makes an attack roll or a saving throw, the target must subtract 1d4 from the attack roll or save for one hour.

For each creature that becomes cursed this way, you can grant a creature (including yourself), that you can see, the stolen luck, providing them with a bonus of 1d4 to all its attack rolls and saving throws.

This feature requires concentration and ends early if the target dies while under its effect.

(OPTIONAL FEATURE: If the DM allows it, the recipiants of you blessing also receives Inspiration)

Lady Luck's Blessing

18th-level Astral Influence Feature

Starting at 18th level you can summon the spirit of lady luck. As an action, you can summon the spirit of Lady Luck within 10 feet of you, Lady Luck is stationary and has a a 30-foot aura originating from her. The spirit is intangible and invulnerable, and she creates the following effects within her aura before vanishing:

  • Until the end of you next turn, the spirit gives advantage to all ability checks, attack rolls and saving throws to any number of creatures of your choice in the aura.
  • Until the end of you next turn, the spirit gives disadvantage to all ability checks, attack rolls and saving throws to any number of creatures of your choice in the aura.
  • Until the end of your next turn, a death saving throw by you or an ally in the aura, is an automatic natural 20 roll.
  • (OPPTIONAL FEATURE: if the DM allows it, you and a number of your allies in the aura gain inspiration.)

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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