Sorcerer
Base Class: Sorcerer

You have consumed coffee that awakened magical potential in your soul and body. Whether it was coffee made from beans that stem from a god's garden, a magical experiment by an Arch-Wizard or a joke by a Trickster god, you now have magical abilities derived directly from coffee.

The constant stream of caffeine in your blood might have some consequences on how you act, your personality, your behaviorism or other aspects of you. Roll for a quirk on the table below, choose one or come up with a quirk of your own.

1d6 Quirk
1 You are unable to drink anything that is not at least in part coffee.
2 You are unable to sit still for more than two minutes as you are just too full of energy.
3 Your body temperature is unnaturally high.
4 You smell like freshly-ground coffee beans or freshly brewed coffee.
5 Your blood is as black as pure coffee.
6 You think of tea as a sin to the order of the realm.

Cold Brew

At 1st level, you learn how to turn two cups of drinkable water into piping hot coffee through your innate magic over the course of 1 minute.
When a creature drinks two cups of this coffee, they get advantage on the next Initiative check or ability check that lets them apply proficiency in the Perception skill that they make within 1 hour.

Should a creature be affected by this ability more than once during a day, they have to pass a Constitution saving throw against your spell save DC every time after the first. On a failed saving throw, the creature has disadvantage on ranged attack rolls for the duration of this ability, as they are too jittery from the magical caffeine. Should a creature suffering from disadvantage from this ability's effect be affected by this ability's effect once more before they finish a long rest, they automatically fail the Saving Throw and the duration of the disadvantage increases by another 8 hours.

You automatically succeed on the saving throw.

At 6th level, the duration increases to 2 hours and affected creatures gain advantage on the next two Initiative check or ability check that lets them apply proficiency in the Perception skill.
At 14th level, the duration increases to 4 hours and affected creatures gain advantage on the next four Initiative check or ability check that lets them apply proficiency in the Perception skill.
At 18th level the duration increases to 8 hours and affected creatures gain advantage on all Initiative check or ability check that lets them apply proficiency in the Perception skill within duration.

Mocha

Also at 1st level, as the caffeine pulses through your veins, you can sometimes draw on that energy to further increase your ability when you need it.
Once per Short or Long Rest, you can add a d8 to one of your ability check or a saving throw. You can use this feature after you roll the d20 but before the DM says whether the roll succeeds or fails.
You can use this ability again without resting if you expend two sorcery points.

Galao

At 1st level, the amount of magical caffeine in your blood has caused you to sleep less than most people. Having learnt to use that time efficiently you learn another language and gain proficiency in a kind of Artisan's Tools.

Lungo

Also at 6th level, you no longer need to sleep, instead you consume more coffee.
As long as you consume the coffee created by your Cold Brew class ability three times a day you do not need to sleep that day.
For every day you do not sleep this way, you must succeed on a Constitution Saving Throw (DC = 10 +(days awake-1)) or gain a level of Exhaustion.

When you reach 14th level in this class, you automatically succeed on this saving throw.

Espresso

At 6th level, the caffeine fueling your magic allows you to quickly cast a spell once in a while.
Once per Long Rest, when a creature you can see attacks you or forces you to make a Saving Throw, you can use your reaction to cast a spell with a casting time of 1 action or 1 bonus action.

When you reach 14th level, you can use this feature twice per Long Rest.
When you reach 18th level, you can use this feature thrice per Long Rest.

Piping Hot

At 14th level, the coffee pulsing through your blood, empowering you and coloring your soul in its distinct color has turned you partially immune to its heat, giving you resistance to fire damage.

Additionally, you can now channel the heat of your coffee into your spells, allowing you to change the damage type of one of your spells to fire damage a number of times equal to your Charisma modifier (minimum of once)

Ristretto

At 18th level, you can draw on the immense amount of caffeine in your body and soul to quicken your spells beyond any degree.
By spending 10 Sorcery Points, you can cast two spells of first level or higher in one turn. You must still follow the normal action economy.
By using this property you can also change the casting time of one of those spells to 1 bonus action. To be eligible for this, the quickened spell must have a casting time of 1 action or 1 bonus action.

Once you have used this property, you can not use it again until you have finished a Long Rest

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 8:31:45 PM
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