Base Class: Sorcerer
Blessed by an ancient fey creature referred to as a leprechaun, mischievous soul sorcerers draw on the power of luck, mischief, trickery and treasure.
Fate's Fortune
Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. You gain the following benefits:
- You learn the guidance cantrip, which doesn’t count against your number of sorcerer spells known. You can cast it without using verbal components. Starting at 6th level, it has a range of 30 feet for you, and you can cast it as a bonus action.
- You know the bane and bless spells, which don’t count against your number of sorcerer spells known.
Gambler's Trick
Gently pulling on the threads of luck, you can produce one of the following effects as a reaction, when you or a creature within 30 feet of you flips a coin, rolls a die, draws a card or otherwise performs a minor act that involves chance:
- A number of flipped coins (up to your charisma modifier, minimum of 1) lands on the side you will it to.
- A number of rolled dice (up to your charisma modifier, minimum of 1) lands on either its maximum or minimum value (your choice)
- A card drawn from a deck will be either the suit or the value that you desire (your choice as to which)
- A minor act that somewhat involves chance (throwing a dart while blindfolded, flipping a bottle, etc.) either succeeds or fails (your choice)
Hoard of the Sun
Starting at 6th level, you gain an extradimensional space to use as you see fit. This extradimensional seems to be infinitely large, holding any amount of objects inside it. You can send and retrieve any objects that you can reasonably conceal on your person, such as gold coins, gems, small weapons or arrest warrants to and from this space as a bonus action. When you retrieve an object(s), they re-appear in one or more of your hands. Additionally, when you gain this feature, the hoard has 750* gold pieces inside it.
*Consult your dungeon master for the amount of gold before unlocking this ability. The amount of gold pieces should be appropriate to the setting and campaign. 750gp is an approximation and might be too much or too little for a character to have at 6th level, depending on the campaign.
Fortune's Favored
Starting at 14th level, fate seems to favor you more than most. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 sorcery points to cancel the disadvantage for that roll. Additionally, you can spend 4 sorcery points as a bonus action to gain advantage on an ability check, attack roll or saving throw you make before your next short or long rest.
Artifact of Luck
At 18th level, you gain an extraordinary amount of control over fate and luck. When you gain this feature, you master the ability of imbuing one object of importance to you with potent magical luck. This can be a coin, gem, weapon, or any token that you have a connection to. If you create another one, it destroys the previous one. To imbue the item with luck, you must spend an evening indulging in an activity requiring luck, such as gambling. Once the evening (which counts as a short rest) is complete, it becomes a magical artifact, which requires attunement to gain its benefits (which can be done during the same short rest). The artifact grants the following benefits to anyone while it's on their person:
- When the wearer makes an ability check, attack roll or saving throw, they can add a d4 to the roll.
- The wearer can cast Foresight on themselves once per long rest.
- When the wearer or an ally the wearer can see within 30 feet of them rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, they can use a reaction reroll or let the ally reroll the die. The wearer or the ally must use the new roll.
- The wearer can cast the Misty Step spell once per short rest.
- The wearer gains the benefit of a Boon of Luck. (They can add a d10 roll to any ability check, attack roll, or saving throw they make. Once they use this boon, they can’t use it again until they finish a short rest.)
- The wearer can cast Dimension Door once per long rest.
Previous Versions
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