Sorcerer
Base Class: Sorcerer

Steveborn sorcerers are usually those born in an area touched by Steve, most commonly a Church of Steve. However, those given great power by Steve also have the possibility of becoming Steveborn sorcerers. These sorcerers are often mistaken to be direct relatives of Steve, and sometimes they will be questioned as though they can speak for Him. Though it is true Steve considers them His children, they have no actual relation to Him. They tend to embody some of the traits of Steve, and are very reflective of Him, so these misconceptions are understandable. Usually, they'll try to save money whenever they can, and only act for their own benefit. They have no problem manipulating others through magic or otherwise to get what they want, but they usually abstain from directly evil acts, and act with an "I am the most important being in the universe" mentality. They have a habit of refusing to listen to or obey people unless they will benefit directly from it (and are willing to go down fighting should they break the law), but they can occasionally break this habit in an impulsive decision, reflective of the Book of Travels from the Bible of Steve. 

They also tend to be followers of Steve, and refer to themselves as His children. 

Descendant of Undeath

At 1st level, you no longer need to eat, sleep, drink, or breathe. You may spend the entirety or part of a long rest doing light activity, such as training with a weapon or staying on watch while your party is camping. Additionally, you cannot be made to sleep by magical means.

Godly Charisma

Additionally at 1st level, your Charisma is comparable to that of the True God. As a bonus action, you can gain advantage on Charisma checks and saving throws for 1 minute. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Necrotic Blood

Starting at 6th level, the energy of the God of Undeath that flows within you grants you immunity to sickness. You gain immunity to necrotic damage. You are also immune to poison and disease.

Steve's Blessing

At 14th level, you can call upon the forces of undeath to save you from real death. Whenever you die, you can expend 5 sorcery points to come back to life. Being unconscious, dead, high, wiped from existence, or any likewise thing that would make it impossible for you to act consciously doesn't inhibit your ability to do this, because Steve proclaims so. Your Hit Points are determined by rolling your Hit Dice, as if you had finished a short rest. You can choose to expend one, few, or all of your Hit Dice for this.

For the purposes of this feature, anything that would result in the cessation of your life counts as death. 

"F*ck you, guy-who-thinks-he's-better-than-everyone. You shant touch my Holy Children."

-Steve, GOC, OTG, GOEC, BGS, GOU

Chaotic Form

Beginning at 18th level, you can tap into Steve's chaotic nature within you to release raw chaotic power for a short time. Your size increases to Large, and your appearance changes. You determine the appearance of your Chaotic Form based on the qualities of your character. You remain in your Chaotic Form for 1 minute. While in your Chaotic Form, you gain the following benefits:

  • Spells you cast expend no spell slots, but you can only cast spells in this way at their lowest possible level. In addition, you can only cast one spell of each level in this way once. You cannot cast a spell in this way if you have no spell slots remaining for it.
  • You have advantage on attack rolls made for spell attacks, and creatures that are hostile to you and your allies have disadvantage on saving throws against spell effects.
  • You gain resistance to all damage. Any damage you already have resistance to is buffed to immunity until your Chaotic Form ends.
  • You gain 40 Temporary Hit Points, which stack with of any Temporary Hit Points you already had.
  • You can take a number of reactions equal to your Charisma modifier.

After you have been in your Chaotic Form for 1 minute, you suffer one point of exhaustion, and you fall unconscious until another creature uses it's action to wake you up. If no one tries to wake you up, you regain consciousness after 1d4 hours. Once you use this feature, you cannot use it again for 24 hours (starting at the time you fall unconscious).

Previous Versions

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