Sorcerer
Base Class: Sorcerer

Your innate magic comes from a time when the gods
intermingled with mortals. The blood flowing through
your veins carries the power and presence of deific magic,
however small its trace may be. Some gods were
inexplicably drawn to the mortal form, whether it be for
pleasure or some other purpose, leading to some prevalent
bloodlines and others to remain quite rare. Any given
sorcerer may be the beginning of a new bloodline, the
direct spawn of a god, or be one of a hundred generations
of sorcerers.

Divine Aspect

Beginning when you choose this origin at 1st level, your imposing visage, exemplifying deific majesty, makes creatures loathe to strike you and more willing to offer you respect. You have a +1 bonus to AC against creatures that can see you and add half your proficiency bonus to Charisma checks that do not already include your proficiency bonus.

Favor

Starting at 1st level, you can choose, much like your ancestor, to share a portion of your talent with others. When you gain this feature, choose a skill you are proficient in. You can use your action to touch a humanoid other than you and grant it advantage on skill checks with the chosen skill for the next hour or until you use this feature again.

Retribution

Starting at 6th level, when you are damaged by an attack, you can use your reaction to cast a spell at the attacking creature. The spell must have a casting time of 1 action and target only that creature.

Enduring Spirit

At 14th level, the immortal fragment within your soul fuels your body when it should have nothing left. You can’t die from exhaustion. Instead, when you would be dead from exhaustion, you are instead at 0 hit points, unconscious, and stable. The Player’s Handbook describes the recovery of a stable creature. In addition, you can tap into your wellspring of godly power to ward off death. You can spend 1 sorcery point when you make a death saving throw to gain a bonus to the roll equal to your Charisma modifier (with a minimum bonus of +1).

Channel Power

Beginning at 18th level, you have unlocked the deific potential within your blood and become a source of power for others. The benefit of your Favor feature lasts the full duration, unless you choose to end the effect early (no action required). In addition, when using your Favor feature, you can also grant the target a portion of your magic. To do so, choose a sorcerer spell you know of 1st or 2nd level and expend an appropriate spell slot. While the creature benefits from your Favor feature, it can cast the granted spell once, at its lowest level, without requiring any material components. The spell is cast using your spellcasting ability, but the creature is responsible for making any decisions defined by the spell and maintaining concentration, if needed. You can have a limited number of spells granted to creatures at the same time with your Favor feature, up to your Charisma modifier (minimum one spell).

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