Base Class: Sorcerer
Some sorcerers arise just from a being having belief in themselves, so much self-confidence that the Universe just says, "eh, sure!"
Self-Confidence
Starting at 1st level, you have advantage on Deception and Persuasion checks.
Bolster Self
Starting at 1st level, you can use a bonus action to heal yourself by 2d6 + your Constitution modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you are out of uses, you can use it again by spending 2 sorcery points.
Magical Secrets
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you and don't count against the number of spells that you can know.
You learn two additional spells from any classes at 14th level.
Use Magic Device
Starting at 14th level, you ignore all class, race, and level requirements on the use of Magic Items.
Magical Secrets
By 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Sorcerer table, or a cantrip. The chosen spells count as sorcerer spells for you and don't count against the number of spells that you can know.
Perfection
At 18th level, you have achieved perfection. You gain proficiency in all saving throws and no longer require food, drink, or sleep to survive. The magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Additionally, at the start of each of your turns, you regain hit points equal to 3 + your Constitution modifier if you have no more than half of your hit points left.
Previous Versions
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