Divine Coffeelock
Divine Coffeelock
Personality Trait
I’ve enjoyed fine food, drink, among the high society elites. Rough living grates
on me.
Ideal
Greater Good. I kill monsters to make the world a safer place, and to exorcise my
own demons.
Bond
I sold my soul for knowledge. I hope to do great deeds and win it back.
Flaw
I hide a truly scandalous secret that could ruin my family forever.
Aberrant Origins
You once suffered the dominating powers of an eldritch being, leaving a psychic
splinter in your very being and dark whispers in your mind.
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given
you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn
additional warlock cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock
spells of 1st through 5th level. The table also shows what the level of those slots
is; all of your spell slots are the same level. To cast one of your warlock spells of
1st level or higher, you must expend a spell slot. You regain all expended spell
slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast
the 1st-level spell witch bolt, you must spend one of those slots, and you cast it
as a 3rd-level spell.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC for a warlock spell you
cast and when making an attack roll with one.
Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments
of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain
certain warlock levels, you gain additional invocations of your choice, as shown
in the Invocations Known column of the Warlock table. A level prerequisite refers
to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the
invocations you know and replace it with another invocation that you could learn
at that level.
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal
service. You gain one of the following features of your choice.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You
learn additional sorcerer cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer
spells of 1st level and higher. To cast one of these sorcerer spells, you must
expend a slot of the spell's level or higher. You regain all expended spell slots
when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level
and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of
your magic relies on your ability to project your will into the world. You use your
Charisma whenever a spell refers to your spellcasting ability. In addition, you use
your Charisma modifier when setting the saving throw DC for a sorcerer spell you
cast and when making an attack roll with one.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of your innate magical
power. Your choice grants you features when you choose it at 1st level and again
at 6th, 14th, and 18th level.
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This
wellspring is represented by sorcery points, which allow you to create a variety of
magical effects.
Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher
levels, as shown in the Sorcery Points column of the Sorcerer table. You can
never have more sorcery points than shown on the table for your level. You
regain all spent sorcery points when you finish a long rest.
Flexible Casting. You can use your sorcery points to gain additional spell slots, or
sacrifice spell slots to gain additional sorcery points. You learn other ways to use
your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell
slot as a bonus action on your turn. The Creating Spell Slots table shows the cost
of creating a spell slot of a given level. You can create spell slots no higher in
level than 5th. Any spell slot you create with this feature vanishes when you
finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can
expend one spell slot and gain a number of sorcery points equal to the slot's
level.
Sorcerous Restoration
At 20th level, you regain 4 expended sorcery points whenever you finish a short
rest.
Sorcerer: Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic
power. You can now touch other minds with that power and alter the world
around you by using it to control the magical energy of the multiverse. Will this
power shine from you as a hopeful beacon to others? Or will you be a source of
terror to those who feel the stab of your mind and witness the strange
manifestations of your might?
Psionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in
this class, as shown on the Psionic Spells table. Each of these spells counts as a
sorcerer spell for you, but it doesn't count against the number of sorcerer spells
you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from
this feature with another spell of the same level. The new spell must be a
divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
Sorcerer Level Spells
1stArms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7thEvard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic Speech
Starting at 1st level, you can form a telepathic connection between your mind
and the mind of another. As a bonus action, choose one creature you can see
within 30 feet of you. You and the chosen creature can speak telepathically with
each other while the two of you are within a number of miles of each other equal
to your Charisma modifier (minimum of 1 mile). To understand each other, you
each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer
level. It ends early if you are incapacitated or die or if you use this ability to form
a connection with a different creature.
Psionic Sorcery
Beginning at 6th level, when you cast any spell of 1st level or higher from your
Psionic Spells feature, you can cast it by expending a spell slot as normal or by
spending a number of sorcery points equal to the spell's level. If you cast the
spell using sorcery points, it requires no verbal or somatic components, and it
requires no material components, unless they are consumed by the spell.
Psychic Defenses
At 6th level, you gain resistance to psychic damage, and you have advantage on
saving throws against being charmed or frightened.
Revelation in Flesh
Beginning at 14th level, you can unleash the aberrant truth hidden within
yourself. As a bonus action, you can spend 1 or more sorcery points to magically
transform your body for 10 minutes. For each sorcery point you spend, you can
gain one of the following benefits of your choice, the effects of which last until
the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind
total cover. Your eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed and can hover. As you fly,
your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can
breathe underwater. Moreover, gills grow from your neck or fan out from behind
your ears, your fingers become webbed, or you grow writhing cilia that extend
through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes slimy
and pliable. You can move through any space as narrow as 1 inch without
squeezing, and you can spend 5 feet of movement to escape from nonmagical
restraints or being grappled.