Skill |
Ability |
Score
|
Acrobatics |
DEX |
+2
|
Animal Handling |
WIS |
+1
|
Arcana |
INT |
+1
|
Athletics |
STR |
0
|
Deception |
CHA |
+5
|
History |
INT |
-1
|
Insight |
WIS |
+1
|
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
|
Survival |
WIS |
+3
|
|
Languages
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: Comprehend Languages, 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.
- Fey Presence - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
- Font of Magic - You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. 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.
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.
- 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.
- Skill Proficiency: Perception
- Bonus Language: Giant
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