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Divine Coffeelock

The document outlines the character details and abilities of a Sorcerer with an Aberrant Mind origin, including spellcasting features, metamagic options, and personality traits. It details the character's stats, spell slots, spells known, and unique abilities gained from their eldritch patron. Additionally, it describes the character's background, equipment, and social privileges due to their noble birth.

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0% found this document useful (0 votes)
16 views11 pages

Divine Coffeelock

The document outlines the character details and abilities of a Sorcerer with an Aberrant Mind origin, including spellcasting features, metamagic options, and personality traits. It details the character's stats, spell slots, spells known, and unique abilities gained from their eldritch patron. Additionally, it describes the character's background, equipment, and social privileges due to their noble birth.

Uploaded by

k.holden274
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Str 8 Dex 14 Con 14

1. Spellcasting, Sorcerous Notes


Origin Int 12 Wis 12 Cha 16
2. Otherworldly Patron, Darkvision-60ft
Pact Magic Fey Ancestry-You
Noble have Human
advantage on saving throws
Sorcerer
3. Eldritch Invocations against being charmed, and magic can't put you to sleep.
4. Pact Boon Trance-You don’t need to sleep, and magic can’t put you
5. Font of Magic to sleep.Arcana,
You canPerception,
finish a long rest in 4 hours if you spend
Insight
6. Metamagic those hours in a trancelike meditation, during which you
7. ASI +2 Cha, Sorcerous retain consciousness.
Common, Elven
Versatility Whenever you finish
Saving Throws: thisConstitution,
trance, you can gain two
Charisma
8. Magical Guidance proficiencies that you don’t have.
9. Sorcerous Origin You mystically acquire these proficiencies by drawing
feature them from shared elven memory, and you retain them
10. ----- until you finish your next long rest.
11. ASI +2 Cha, Incisive Sense- Advantage on Investigation and Insight
Sorcerous Versatility checks.
12. ----- Blessing of the Moonweaver
13. Metamagic Lvl 1 – Dancing lights - cantrip
14. ----- Lvl 3 Sleep - Once per long rest.
15. ASI +2 Con, Sorcerous Lvl 5 Invisibility (Self Only) - Once per long rest.
Versatility Once per long rest.
16. ----- Wisdom is your spellcasting ability for these spells.
17. Sorcerous Origin
feature
18. -----
19. ASI Tough, Sorcerous
Versatility
20. Metamagic

Equipment: A set of fine clothes, a signet ring, a scroll of


pedigree, and a purse containing 25gp

(b) any simple weapon [Quaterstaff]


(b) an arcane focus
(b) an explorer's pack
Two daggers
Feature: Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are
welcome in high society, and people assume you have the right to be wherever
you are. The common folk make every effort to accommodate you and avoid
your displeasure, and other people of high birth treat you as a member of the
same social sphere. You can secure an audience with a local noble if you need to.

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.

Spells Known of 1st Level and Higher


At 1st level, you know two 1st-level spells of your choice from the warlock spell
list.
The Spells Known column of the Warlock table shows when you learn more
warlock spells of your choice of 1st level or higher. A spell you choose must be of
a level no higher than what's shown in the table's Slot Level column for your
level. When you reach 6th level, for example, you learn a new warlock spell,
which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the
warlock spells you know and replace it with another spell from the warlock spell
list, which also must be of a level for which you have spell slots.

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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

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.

Pact of the Tome


Your patron gives you a grimoire called a Book of Shadows. When you gain this
feature, choose three cantrips from any class's spell list (the three needn't be
from the same list). While the book is on your person, you can cast those
cantrips at will. They don't count against your number of cantrips known. If they
don't appear on the warlock spell list, they are nonetheless warlock spells for
you.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive
a replacement from your patron. This ceremony can be performed during a short
or long rest, and it destroys the previous book. The book turns to ash when you
die.
Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark
on you, infusing you with arcane magic. This font of magic, whatever its origin,
fuels your spells.

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.

Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more
sorcerer spells of your choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 3rd level in this class, you can
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the
sorcerer spells you know and replace it with another spell from the sorcerer spell
list, which also must be of a level for which you have spell slots.

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.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier


Spell attack modifier = your proficiency bonus + your Charisma modifier

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.

Creating Spell Slots


Spell Slot LevelSorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain
two of the following Metamagic options of your choice. You gain another one at
10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless
otherwise noted.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can't increase an ability score above
20 using this feature.

Sorcerous Versatility (Optional)


When you reach a level in this class that grants the Ability Score Improvement
feature, you can do one of the following, representing the magic within you
flowing in new ways:
Replace one of the options you chose for the Metamagic feature with a different
Metamagic option available to you.
Replace one cantrip you learned from this class' spellcasting feature with another
cantrip from the sorcerer spell list.

Magical Guidance (Optional)


When you reach 5th level, you can tap into your inner wellspring of magic to try
and conjure success from failure. When you make an ability check that fails, you
can spend 1 sorcery point to reroll the d20, and you must use the new roll,
potentially turning the failure into a success.

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?

Source: Tasha's Cauldron of Everything

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.

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