Base Class: Sorcerer
Your magic comes from the dark chaotic forces of the universe. It is possible that you or your ancestors were exposed to essences from the Nine Hells or similar planes of darkness, or that one of your ancestor was tainted with the blood of a demon. Some even get these powers after being kidnapped by devils as children, absorbing a specific type of dark magic that is most powerful when you're on the brink of defeat.
This type of Sorcerer benefits from running out of Spell Slots, moments at which they gain powerful uses for their Sorcery Points. Where others would fail, Sorcerers of Despair Magic thrive, always bouncing from even the worst of situations.
Drawn to Despair
Starting from 1st level, you have the ability to drain your own magic to feed the dark magic that grows within you. Once per minute, you can use your bonus action to burn through your regular magic, consuming the two highest spell slots you have available. By doing this, you gain 2 Sorcery Points and get gain Temporary Hit Points equal to the added level of the Spell Slots consumed. While you have these Hit Points, you have advantage in attack rolls and Saving Throws to resist magical effects. These Hit Points disappear after one minute if they are not depleted at that time.
Return from Despair
At 1st Level, the dark magic in your body allows you and your allies to recover when you feel farthest away from victory. Once per short rest, while you have no spell slots left to cast spells, you can use your sorcery points to heal yourself or others. During your turn, can expend any number of sorcery points to choose any creature within 30 ft. of you, that creature gains 1d4 Hit Points per expended Sorcery Point. (This does not take an action) You may also use this ability as a reaction when a creature reaches 0 Hit Points within 40ft. of you, and if you do, they gain additional Hit Points equal to your Sorcerer level.
Despair Break
At 6th level, you can use your dark magic to inflict damage onto your enemies when your magic is expended. Once per short or long rest, while you have used all of your Spell Slots, you can use your action to drive your dark magic outwards, resulting in a powerful lightning of dark energy. You can expend any number of Sorcery Points and make a ranged attack against a creature within 60 ft. of you that you can see. On a hit, that creature takes 2d6 lighting damage for each Sorcery Point expended, and that creature has disadvantage on attack rolls until the end of it's next turn.
Despair Barrier
At 14th level, you have learned to let the dark magic inside you consume your enemy's magic. Once per short rest, you can use your reaction when another creature casts a spell within 60 ft. of you to burn through their spell. To do so, you must spend Sorcery Points equal to the Spell's level +2. If you do, the spell fails, and the spell slot is wasted. If you reach 0 Sorcery Points after using this ability, you can regain Sorcery Point equal to half of the level of the spell you fumbled through this ability, rounded down.
Hope within Despair
At 18th level, you have managed to balance the power of the dark magic within you and the regular magic that you master. Up to twice per long rest, you may use either of these abilities:
- If you reach 0 Sorcery Points while you have no spell slots left, you can recover 2 spell slots of 5th level or lower, but they must be of different levels.
- If you run out of Spell Slots while you have no Sorcery Points, you regain 5 sorcery points.
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