Sorcerer
Base Class: Sorcerer

Somewhere in your family tree your someone in your family got a bit carried away with an eldrich creature and now your famili is watched over by this creature. You seem to be its current favorite.

Eldritch Favor

When you finish a long rest, choose one Eldritch Favor from the list below. You gain its benefits until you finish your next long rest.

 

Acquired level: 3

Has multiple options: Yes

Feature type: Granted

 

Options:

 

Eyes Beyond: You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet, and you have advantage on Wisdom (Perception) checks relying on sight.

 

Flesh Endurance: You gain temporary hit points equal to your Charisma modifier + your sorcerer level.

 

Whispering Mind: You gain proficiency in one skill of your choice from Arcana, History, Insight, Investigation, Medicine, Preception, Religion or Stealth

Eyes Beyond

You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet, and you have advantage on Wisdom checks relying on sight.

Flesh Endurance

You gain temporary hit points equal to your Charisma modifier + your sorcerer level.

Whispering Mind

You gain proficiency in one skill of your choice from Arcana, History, Insight, Investigation, Medicine, Preception, Religion or Stealth

Husked Resilience

When you fail a saving throw, you may spend 1 sorcery point to roll a d4 and add it to the result, potentially turning the failure into a success.

 

You can use this feature after seeing the roll, but before knowing the outcome.

 

 

Unnatural Adaptation

 

When you take damage of a type other than psychic, you may use your reaction and spend 2 sorcery points to gain resistance to that damage type until the start of your next turn.

 

Once you gain resistance to a damage type using this feature, you cannot use this action until you finish a long rest

 .

 

Borrowed Anatomy

 You gain advantage on Constitution saving throws and as a bonus action, you may spend 3 sorcery points to assume an altered, eldritch state for 1 minute. While in this state, you gain the following benefits:

When you cast a spell that deals damage, you may change the damage type to psychic or necrotic

Once per turn, when you deal damage with a spell, you may deal extra psychic damage equal to your Charisma modifier

Once you use this feature, you cannot use it again until you finish a long rest.

 

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