Laughing Magicians Bloodline

by DumpStat

Search GM Binder Visit User Profile

Laughing Magicians Bloodline

Your abilities in magic and trickery come from a long line of legendary mages who had the power over Synchronicity. Your uncanny ability to create your own luck allows you to have the ability to avoid and escape harm while always finding the right person to help you in your time of need. Known as con men and tricksters, your ancestors are famous for being able to outwit deities and demons alike, many times using them for their own purposes with out them realizing it. You use you magic primarily only in battle, but will also use it to protect yourself from harm.

Devil Tongue

Your neverending fights with demons and angels have taught you important lessons about them. You can speak, read and write Abyssal and Celestial. Knowing their language gives you advantage on History (Intelligence) checks to recall information about them.

Synchronicity Wave

Starting at 1st level, when you see a creature make an attack roll against you, you can use your reaction to ride the Sychronicity Wave and impose disadvantage on the attack roll. Whether the attack hits or not, you can then move up to half your speed without provoking opportunity attacks. You can use this ability a number of times equal to your Charisma modifier per long rest.

Sigils of Protection

At 6th level, you have mastered the art of crafting protection sigils as armor against physical and magical attacks. Each sigil takes 1 minute to create and needs to be drawn in magic on an article of clothing worn by the targeted creature. This skill requires you to expend 3 sorcery points for each sigil. Removing the article of clothing will drop the sigil's protection until the clothes are put back on. Any creature can benefit from these sigils, but you can only have one sigil active at a time. If you attempt to create another sigil while one is still active, the first will cease to function. All sigils last for 1 hour or until the sigil's effect ends, whichever happens first.

Protection Sigil

You are protected against all fiends and undead for 1 hour. Creatures of those types have disadvantage on all attack rolls against and you cannot be charmed, frightened or possessed by such creatures or their magics.

Curse Sigil

You are immune to all curses, whether from a creature, magic item or spell effect for 1 hour. If you are under the effects of a curse, it is suppressed for 1 hour.

Displacement Sigil

As a bonus action, you become under the effects of a blur spell. This does not require concentration and only lasts a number of rounds equal to your Charisma modifier.

Energy Sigil

You are under the effects of a protection from energy spell, but you can only choose cold or fire damage. This does not require concentration and lasts for 1 hour.

Indomitable Sigil

On a failed saving throw, you can use your reaction to add 1d4 to your saving throw. This sigil disappears after one use.

Exorcism

At 14th level, you have gained mastery over the dark magics of your enemies. You have advantage on saving throws against being Frightened or Charmed. Furthermore, you learn the spell dispel evil and good and it becomes a sorcerer's spell for you. This does not count against the number of sorcerer spells you can know, and you can cast dispel evil and good without expending a spell slot once per long rest.

Portal to the Depths

At 18th level, you have the ability to open a portal between the material plane and one of the following locations: Shadowfell, The Nine Hells or the Abyss. It takes 1 minute of careful drawing of sigils, and the portal will remain open for 1 hour. You can choose a number of creatures you can see equal to 3 + your Charisma modifier and give them the ability to travel through the gate in either direction. No other creatures can travel through the portal unless you allow it. You can create this portal once per long rest.

Additionally, when you create this portal, you can instead choose to trick an undead or fiend to pass through. The creature must be CR 5 or lower, and if they are unwilling, they must succeed on a Charisma saving throw against your spell save DC. Once the creature has passed through the portal, they are bound to you for 24 hours, after which point they will automatically return to their place of origin. While under your control, the bound creature must follow all commands you give, unless this would directly hurt them (i.e. Jump off a cliff, or kill yourself). Creatures bound in this way will help you in a fight, even if they don't think you can win. If the creature is dropped to 0 HP before they are sent back to their home plane, they die on this plane and their body remains until the 24 hours are up, at that point the body returns to their home plane.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.