Sorcerer
Base Class: Sorcerer

Manipulate the Magic of Money

Your magic is the product of supernatural wealth and fortune. Perhaps one of your ancestors bought a god’s favor. Or maybe you gambled with your soul for power in a rigged game and won. Regardless of your actual net worth, the trappings of wealth – from material goods to influence to luck itself – naturally gravitate towards you.

Level 3: Endowment Spells

When you reach a Sorcerer level specified in the Endowment Spells table, you thereafter always have the listed spells prepared.

In addition, when you cast a Sorcerer spell with a Material component, you can use a Material component of equal or greater value (such as coins) instead.

Endowment Spells
Sorcerer Level Spells
3 Bless, Find Steed, Lesser Restoration, Prestidigitation, Unseen Servant
5 Create Food and Water, Sending
7 Divination, Freedom of Movement
9 Greater Restoration, Mislead

Level 3: Haute Couture

You have a set of Fine Clothes. While you are wearing a set of Fine Clothes, you have the following benefits:

Bespoke Fit. While you aren’t wearing armor, your base AC becomes 13 plus your Dexterity modifier.

Fast Fashion. As a Magic action, you can replace these clothes with a new set of Fine Clothes. When you do so, you can decide what the new set of clothes looks like, including color, style, and accessories.

Pocket Change. When you cast Prestidigitation to create a trinket, you can instead create a priceless object such as a Ring of Three Wishes and hurl it at a creature within 120 feet of you. Make a ranged spell attack. On a hit, the target takes 1d4 Radiant damage as the object explodes into light. Hit or miss, the creature also takes 1d4 Psychic damage at your flagrant abuse of wealth. The damage of each effect increases when you reach certain Sorcerer levels, increasing to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.

Level 6: Asset Management

You have an extradimensional vault that can hold a number of pounds equal to 50 times your Sorcerer level. As a Bonus Action, you can either touch an object to deposit it into your vault, or withdraw an object from your vault to an unoccupied space within 5 feet of you, including into one of your free hands. If the object is worn or carried by another creature, the creature can make a Charisma saving throw against your spell save DC, and if it succeeds, the object is not deposited.

Once you target an object that is worn or carried by another creature, you can’t do so again until you finish a Short or Long Rest, unless you spend 2 Sorcery Points (no action required) to restore your use of it.

Level 14: Gilded Grace

Being rich elevates the weight of your opinions and insulates you from harm. You gain the following benefits:

Money Talks. You add 1d6 to your Charisma checks and Charisma saving throws.

Non-Aggression Principle. You are always under the effects of the Sanctuary spell (saving throw DC equal to your spell save DC). If you make an attack against a creature or deal damage to it, the effects are suppressed for that creature until the start of your next turn.

Level 18: Lap of Luxury

You always have the Magnificent Mansion spell prepared. When you cast this spell, you can change its casting time to an action. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Immediately after you cast this spell, you can safely transport yourself and up to five other creatures within 30 feet of you into the dwelling created by it (you choose where for each creature). An unwilling target can make a Charisma saving throw against your spell save DC, and if it succeeds, it is not transported.

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