Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
-1
|
Athletics |
STR |
0
|
Deception |
CHA |
+3
|
History |
INT |
-1
|
Insight |
WIS |
+3
|
Intimidation |
CHA |
+3
|
Investigation |
INT |
-1
|
Medicine |
WIS |
+1
|
Nature |
INT |
-1
|
Perception |
WIS |
+3
|
Performance |
CHA |
+3
|
Persuasion |
CHA |
+5
|
Religion |
INT |
-1
|
Sleight of Hand |
DEX |
+2
|
Stealth |
DEX |
+2 (disadvantage due to armor)
|
Survival |
WIS |
+1
|
|
Languages
- common
- origin
- custom lineage bonus
- 2 tool or language proficiencies from background
Class and Background Abilities
- Psionic Spells - You learn additional spells when you reach certain levels. 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. Eventually can be cast with sorcery points.
- Level 1: arms of Hadar, dissonant whispers, mind sliver
- Telepathic Speech - 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 3 (CHA mod) miles of each other. 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.
- Hexblade's Curse (single target bonus damage, gain HP on kill) (1/short rest)
- Hex Warrior (use CHA instead of DEX for hit and damage)
Race Abilities
- Feat: Metamagic Adept - You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- Transmute 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.
- Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Skill Proficiency
- Bonus Language: tbd
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