Base Class: Sorcerer
"Wings, wings everywhere. White and gilded with gold, they covered its holy form, obscuring the pale flesh beneath. White, pupil-less eyes gazed out of a perfectly symmetrical face. It floated above a ruined world, its silent song echoing above a war-torn world, tormenting the few left alive. Its work were the Ruin, its art was the Suffering, its mission the Cycle. It was the Simurgh, the Hopebreaker." -Description of the Simurgh, Third of the Endbringers, aka "the Ziz", from the ruins of a destroyed world.
Some people's ancestors boinked a hyper-intelligent magical lizard with wings, some were such big nerds that they literally fell in love with Order or oodeld-their-noodles with an Eldritch Abomination, while others went through such a heavy emo phase that it permanently affected their kid. Your parent didn't do that. Instead, they somehow managed to get themselves pregnant (Yes, even the men, don't bothering thinking about it) with the child of one of the most horrifying multi-universal creatures in existence! Now with the power of the Simurgh rushing through your veins and soul, you can channel a Shard of its mind-numbingly insane powers into the world. So go out there kid, and wreck havoc in your parent's name!
This was inspired by the web serial Worm by Wildbow.
Mine is the Sight
Your link to the Ziz allows you to glimpse and influence futures not yet seen, pasts that never happened, and the constant present. When a Sorcerer class feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the Divination or Enchantment School regardless of class restrictions. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Additionally, you can learn a number of Divination spell rituals equal to your Charisma modifier. You may only cast these spells as rituals, and they must be of a spell level you can cast. Spells learnt this way are sorcerer spells for you, but don't count against your number of sorcerer spells known. You may only replace spells learned this way with other Divination ritual spells.
Yours is the Mission
From 1st level, you learn an additional 3 languages and gain a +3 bonus to all Persuasion or Deception roll.
When you reach 3rd level in this class, you learn the Command spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the duration of the spell increases to 8 hours, you gain the ability to add conditional statements to your command and/or make it more complicated, and the spell can affect the undead. If you already know the Command spell, you can choose any Enchantment spell of a spell level you can cast and learn it.
The Grand Design
As magic flows through your body, it causes mental and psychic traits of your feathered parent to emerge. At 6th level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature whose location you know within a number of feet equal to your Charisma modifier times 50. You and the chosen creature can speak telepathically with each other while you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). You can add more creatures to this bond to a maximum of twice your charisma modifier (minimum two), forming a mental communication center of sorts. If you die or are unconscious, this connection is automatically severed. Beings communicating this way need to understand at least one written or spoken language to understand each other.
Additionally, your sense of awareness expands beyond your five senses. In a radius (in feet) equal to 50 times your Charisma modifier, you can see from all angles, regardless of matter in your way. At 10th level, you can sacrifice a bonus action and a fifth-level spell slot to switch your sight to see as if you had True Sight for 10 minutes.
Mine is the Form that Always Watches
At 14th level, you gain the ability to sprout 10 thin, angelic wings from anywhere on your body. While your wings are active, you gain a flying speed of 100 feet, which overrides any other flying speeds gained from race or class. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. While your wings are active, you can use a bonus action to sacrifice a spell slot to gain a bonus to your AC equal to the spell slot's level for 1 hour.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Additionally, you no longer need to sleep, eat, or drink water. You instead regain all spell slots after spending time equal to your race's equivalent of a long rest doing non-intensive tasks such as reading, talking, or walking/flying around.
Yours is the Heart that Shatters
Beginning at 18th level, you can channel the mind-shattering Song of your parent, causing those around you to go insane. As an action, you can spend 9 sorcery points to draw on this power and exude an aura of madness to a distance equal to your The Grand Design feature's range. For 10 minute or until you lose your concentration (as if you were casting a concentration spell), each creature that starts its turn in this aura must succeed on a Wisdom saving throw or be effect by your Song until the aura ends. Any being under the Song will automatically fail their saving throw against your Yours is the Mission feature's Command spell. Using said subclass feature on creatures under this effect costs no sorcerer points. Any being immune to psychic attacks is immune to this feature. A creature that succeeds on this saving throw is immune to your Song for 8 hours.
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