Sorcerer: Difference between revisions

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== Divine Soul ==
== Divine Soul ==
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power of the Three.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power of the ancient War-Bringer gods.
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Divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the Roll.<br>
Divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the Roll.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Empowered Healing ====
==== Empowered Healing ====
''1st Level Divine Soul Feature''<br>
''6th Level Divine Soul Feature''<br>
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints a Spell restores, you can spend 1 Sorcery Point to reroll any number of those Dice once, provided you aren’t Incapacitated. You can use this feature only once per turn.
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints a Spell restores, you can spend 1 Sorcery Point to reroll any number of those Dice once, provided you aren’t Incapacitated. You can use this feature only once per turn.
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'''Otherworldly Wings.''' Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
==== Otherworldly Wings ====
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
''14th Level Divine Soul Feature''<br>
You can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re Incapacitated, you fall Unconscious, or you dismiss them as a Bonus Action.
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'''Unearthly Recovery.''' At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
==== Unearthly Recovery ====
Once you use this feature, you can’t use it again until you finish a long rest.
''18th Level Divine Soul Feature''<br>
You gain the ability to overcome grievous injuries. As a Bonus Action when you are missing any of your Hit Points, you can regain a number of Hit Points that would bring you up to your maximum.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
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=== Draconic Soul ===
== Draconic Soul ==
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.


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| 9th || Freedom of the Wind, Legend Lore
| 9th || Freedom of the Wind, Legend Lore
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'''Dragon Ancestor.''' At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
'''Dragon Ancestor.''' At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draikyaan. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
You can speak, read, and write Draikyaan. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the Check.
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'''Draconic Resilience.''' As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
'''Draconic Resilience.''' As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
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'''Elemental Affinity.''' Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
'''Elemental Affinity.''' Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.