Jesus
Short Rest    Long Rest
Half-Elf
- Ability Score Increase: Your Charisma Score increases by 2, and two other abilities scores of your choice increase by 1.
- Size: Medium
- Speed: 30 feet
- Darkvision: 60 feet
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Language: You can speak, read, and write Common, Elvish, and one other language of your choice.
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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 a number of Sorcery Points equal to your Sorcerer 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. The created spell slots vanish at the end of a long rest.
Spell Slot Level - Sorcery Point Cost
1st Level - 2 Sorcery Point
2nd Level - 3 Sorcery Point
3rd Level - 5 Sorcery Point
4th Level - 6 Sorcery Point
5th Level - 7 Sorcery Point
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.
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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.- Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
- Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
- Seeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have al ready used a different Metamagic option during the casting of the spell. - Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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Ability Score Improvement:
When you reach 4th level you can gain a feat, 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.
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
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Sorcerous Versatility (optional):
Whenever 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 cant rip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list. - Magical Guidance (optional): You can tap into your inner wellspring of magic to try to 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.
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Chaos Magic:
Your spells are not under your control. When casting, declare at what level spell you wish to cast. Roll the letter (A-Z) die. You MUST declare which level you are casting at BEFORE you roll the letter die. Whichever letter is rolled casts the spell indicated within the letter for the level declared. If WILD is rolled, re-roll the letter die until you get a letter. Wild magic surge is applied to that spell.
There is only 1 spell per letter for each spell level unlocked. Your number of casts are limited to your normal number of spell slots. All spells are considered prepared for the day as each cast is entirely random and based upon the die roll. DM is allowed to perform wild magic surge as normal even if WILD is not rolled. Character MUST be Sorcerer and chosen Wild Magic origin. Character knows only 1 cantrip throughout the entire campaign. DM can apply Wild Magic Surge to the cantrip. Sorcery points work as normal. Player must confirm spells with DM before adding to the table.- Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
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Tides of Chaos:
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. - Twisted Chaos: Starting at 5th level, you can spend a sorcery point to reroll your letter die, but you must use the new result.
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Shaped Chaos:
Starting at 6th level, you have the ability to alter your form using your innate chaos magic. Once per long rest, you can magically assume the shape of a Cobalt Dragon Wyrmling for 10 minutes.
While transformed, the following rules apply:
*Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, all of your skill, and saving throw proficiencies.
*When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, you return to half the number of hit points you had before you transformed (rounded up).
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
* You can still cast spells. However, you may not have the access to required material components.
- Skill Proficiencies: Insight, Religion
- Languages: Any two languages of your choice.
- Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp.
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Shelter of the Faithful:
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. - Suggested Characteristics: Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.