Base Class: Sorcerer
The monsters occupying the Underground and Hometown, as well as the Darkners in the Dark World, are all able to cast innate magic. Sorcerers of this caliber can manipulate this magic.
Magical Heritage
The magic of either the monsters or the Darkners calls to you, granting you power in the form of various bullets.
Choose either Monster or Darkner, which grants you features. This feature grants features again at levels 6, 14 and 18.
Darkner
The Dark World, and the endless different worlds within it, spark your magical power. Your Darkner ancestors have granted you a small part of their magical abilities.
Choose two cantrips. These cantrips must be of the Illusion school. You can cast these cantrips a number of times equal to your Charisma modifier, and you regain uses after a long rest.
Monster
The Underground buried beneath Mt Ebott, as well as the surface town of Hometown, call to you. The monsters that live in these places grant you great magical abilities.
You gain two cantrips of your choice. These cantrips must be of the Evocation skill. You can cast these cantrips an amount of times equal to your Charisma modifier, which recharges after a long rest.
Magical Projectiles
The bullets used by your ancestors grant themselves to you.
You learn the magic missile spell, and can cast it an indefinite amount of times. It does not count against your amount of learnt spells.
Unstable Form
Your form becomes made of magic and dust, like that of your ancestors.
Upon dropping to 0 hit points, make a Constitution saving throw against your own spell save DC. On a success, you drop to 1 Hit Point instead. On a failure, you disperse into a fine cloud of white dust. The area your dust occupies is Lightly Obscured, and settles to the ground on initiative count 10 (losing ties). Once the dust has settled, a revivify spell or similar will restore you to life.
Once used, this ability can't be used again until completing a long rest.
Superior Magical Projectiles
You can cast the conjure barrage, using no spell slots, a number of times equal to your Charisma modifier multiplied by 2.
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