Base Class: Sorcerer
Your sorcerous magic comes from ancient beings that have gifted you with visions to change reality and view what others cannot. Sorcerers of this origin normally become fortune tellers or swift messengers using their magic to twist fate. Gods and powerful entities bestow these magical capabilities to people who they believe to create the biggest impact and change the future toward their favour.
Quick Divintion
At 1st level, you gain the ability to temporarily see the future when attacked creating yourself a way out of the attack. When a creature you can see targets you with an attack you can use your reaction to impose disadvantage on the attack.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses. When you reach 18th level you can use an unlimited number of times.
Swift Messenger
At 1st level, you have become quicker at relaying and travelling to give these messages. Your speed increases by 10 ft while you aren't wearing armour. Additionally, when you cast message you can target a number of creatures equal to your Charisma modifier and when you cast message it only takes a bonus action to cast rather than an action.
Alert Messenger
At 6th level you have learnt ways to weave messages across great distances. You learn the sending spell. It classes as a sorcerer spell but it doesn't count against the number of sorcerer spells you know. If you cast sending and you are aware if the message doesn't arrive.
Additionally, you can take an extra reaction each round and when a creature you can see attacks an ally within 60 feet of you, you can use your reaction to impose disadvantage on the attack. You can use this ability a number of times equal to your Charisma modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
Planar Messenger
At 14th level, you have learnt how to twist your magic to speak to God-like creatures and how to travel to distant realms. You learn the contact other plane spell and the plane shift spell. They class as sorcerer spells but don't count against the number of sorcerer spells you know. Additionally, when you cast contact other plane you always succeed on the Intelligence saving throw.
Extreme Divination
At 18th level you have mastered the visions gifted to you to see the future for extended periods of time. You add the foresight spell to the spells you know. It classes as a sorcerer spell but doesn't count against the number of sorcerer spells you know. Additionally, when you roll initiative you may cast a spell with a casting time of an action before combat begins.
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