Sorcerer
Base Class: Sorcerer

Being an inborn sorceror is not easy. Their lives are full of difficult trials and tribulations, but they are one the most powerful magic wielders of all time. Being able to cast all sorcerer, wizard and cleric spells, they can both hit you with a fireball and bring the living back from the brink of death. Connective sorcerers have special telekinesis that can damage other creatures with the might of a barbarian in a frenzied rage. Though they start with more bad points than good, at their highest, their might is unrivalled. 

Imagine a person able to heal and damage at the same time with protection spells all over their mortal form. That, my friends and fellow players is a Connective Magic Sorceror.

Inborn Telekinesis

You can move anything and cause it 1d8 damage per your level.

Horrible Psychosis

Starting at the 6th level, you have the ability to twist one's mind using magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d8 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Greater Restoration

At the 14th level, you can heal a creature of its fatal conditions such as breaking a bone, petrification, etc.

Kill Circle

Beginning at the 18th level, the harmful energy of your telekinesis enlarges. Once per short rest, you can create a sixty-foot radius of magic that immediately affects all creatures of your choice with power word kill. 

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