Sorcerer
Base Class: Sorcerer

Among sorcerers there is a mythological figure whose very soul is tied to magic. Known as the Painted One, this gifted spellcaster is destined to be magic's ambassador among the material world. There can only ever be one Painted One, marked by magic at the time of its creation with strange, arcane tattoos that glow with an eldritch light. Despite their best efforts, no Painted One has escaped their destiny. Whether a Painted One considers this charge a blessing or curse is irrelevant. They must share the wonders of magic with all they encounter and safeguard existence against those who would abuse its power.
Painted One Features
Sorcerer Level Feature
1st Illustrated Form, Voice of Magic
6th Arcane Ambassador
14th Eldritch Tapestry
18th Living Conduit
26th Epic Sorcerous Origin

Illustrated Form

Starting at 1st level, your body is painted with the colors of magic in the form of glowing magical tattoos. When you add a spell to your spells known, you can choose to represent that knowledge in the form of an eldritch tattoo. While in your true form you gain the following benefits of your tattoo according to the school of the spell you chose to learn. These benefits are lost if you remove your tattoo or exchange it for another.
• Abjuration. Once per round when you attempt a saving throw against a spell or magical effect, you can choose to grant yourself advantage on the roll.
• Conjuration. When you spend movement, instead of walking you can magically teleport a distance equal to the movement you spend, appearing in an unoccupied space you can see. You cannot use this feature if you are unable to move.
• Divination. You learn two additional non-Epic spells from any class spell list that are of a level you can cast, which do not count against the number of spells you can know. You cannot use the spells learned in this way to replace your eldritch tattoos from your Illustrated Form feature.
• Enchantment. When a creature fails a saving throw against a spell you cast and does not take damage from the spell on a failure, it has disadvantage on saving throws against that spell for the remainder of spell's duration.
• Evocation. When you cast a non-Epic spell of 1st level or higher that deals damage, you can increase the level of the spell by 1 to a maximum of 9th level, regardless of the slot expended to cast the spell.
• Illusion. When you cast a spell that cannot deal damage, you can choose to make the spell's effects invisible for its duration.
• Necromancy. When you slay an enemy creature with a spell, you regain 2 sorcery points, up to your sorcery point maximum.
• Transmutation. When you assume a form other than your true form, you retain the benefits granted by your eldritch tattoos from your Illustrated Form feature. The tattoos also appear on the body of your new form.
When you add a new spell to your spells known, you can choose to replace one of your eldritch tattoos with a tattoo from that spell's school. Additionally, at 6th, 14th, and 18th level, you increase the number of eldritch tattoos you can have on your body by one. You cannot gain the benefits of a single tattoo more than once at a time.

VOICE OF MAGIC

At 1st level, you are destined to spread magic about the world and share its gifts with others. You can speak telepathically with any creature within 30 feet of you that has a spellcasting feature. At 18th level, the range of this feature increases to 120 feet.

ARCANE AMBASSADOR

At 6th level, you can use your talents and voice to persuade others to embrace magic and all its wonders, and you gain proficiency in Persuasion. If you are already proficient in Persuasion, you instead double your proficiency bonus for any Persuasion ability checks you attempt. Additionally, you have advantage on Charisma ability checks against creatures lacking a spellcasting feature.

ELDRITCH TAPESTRY

At 14th level when you cast a spell of 1st level or higher, you can choose to project its magic onto a nonmagical object or structure within 5 feet of you. The spell creates a beautiful portrait on the surface that is charged with magical energy. When a creature touches the tapestry, it absorbs the spell's power and the tapestry disappears. A creature that has absorbed a spell in this manner can cast the spell as an action without the need for any components, using your spell save DC and spell attack bonus (when applicable). This benefit lasts for 1 hour or until the creature casts the spell in this manner. Once you have created an eldritch tapestry, you must finish a short or long rest before you can create another. The tapestry immediately vanishes if you create another one before the first one is used.

ELDRITCH TAPESTRY

At 14th level when you cast a spell of 1st level or higher, you can choose to project its magic onto a nonmagical object or structure within 5 feet of you. The spell creates a beautiful portrait on the surface that is charged with magical energy. When a creature touches the tapestry, it absorbs the spell's power and the tapestry disappears. A creature that has absorbed a spell in this manner can cast the spell as an action without the need for any components, using your spell save DC and spell attack bonus (when applicable). This benefit lasts for 1 hour or until the creature casts the spell in this manner. Once you have created an eldritch tapestry, you must finish a short or long rest before you can create another. The tapestry immediately vanishes if you create another one before the first one is used.

LIVING CONDUIT

At 18th level you are a channel through which all magic flows. When you are affected by a spell of 5th level or higher, you gain 3 sorcery points.

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