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# Sorcerous Origin ## Fortunate Bloodline Your magic is tied to your ancestry, whether they were a legendary merchant lord, an elusive thief of myth, or perhaps by chance they gambled into magic treasure - they became wealthy beyond imagining, gained unfathomable luck. These bloodlines might be well-known in lands of commerce, or faded into legend only to resurface. That luck has a way of sticking around, and your sorcerous nature is a stroke of pure luck. These sorcerers are can manipulate theirs and other's luck, whether that be good or bad fortune. Luck has a way of changing your demeanor, including physically as though it weaves it's way throughout your physicality. At your option, you can pick from or roll on the Fortunate Sorcerer Quirks table to create a quirk for your character. ##### **Fortunate Sorcerer Quirks** | d8 | Quirk | |:---:|:-----------| | **1** | You always seem to have at least one gold coin on you. | | **2** | You always have the right words for any situation. | | **3** | Whenever you cry or bleed, the ichor appears like gold. | | **4** | You've survived mortal danger countless times. | | **5** | You're always on time, even when you don't mean to be. | | **6** | Moments after you wink, your eyes glitter like gems. | | **7** | Whenever you fall, you always land on your feet. | | **8** | You have a knack for finding places on the first try. | ##### **Fortunate Bloodline Features** | Sorcerer Level | Feature | |:----:|:-------------| | **1st** | Fortune's Magic, Lucky Charm | | **6th** | Luck Barrage | | **14th** | Gambit | | **18th** | Famed Fortune | ### Fortune's Magic You learn additional spells when you reach certain levels in this class, as shown on the Fortune's Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. ##### **Fortune's Spells** | Sorcerer Level | Spells | |:----:|:-------------| | **1st** | *divine favor*, *gift of alacrity* | | **3rd** | *augury*, *fortune's favor* | | **5th** | *bestow curse*, *remove curse* | | **7th** | *death ward*, *dimension door* | | **9th** | *mislead*, *temporal shunt* | \columnbreak ### Lucky Charm When you gain this origin at 1st level, your luck manifests as a physical object, whether that be an ancient gold coin, a strange playing card, some ornate dice, or another odd object. While the object is on your person you become luckier. When you make an ability check or saving throw with a skill in which you lack proficiency, they may add a d4 to the roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the charm, you always mysteriously find it after a short rest. If it was in anyone else's possession, it disappears from their belongings or person. The lucky charm becomes dormant and inert when you die. ### Luck Barrage At 6th level, you gain the ability to fling a barrage of luck manifested as arcane energy. The appearance of this ability can be a barrage of coins or dice, a flurry of cards, an onslaught of rabbit's feet, or pretty much any way your luck manifests itself. As an action, you can spend a sorcery point to make a ranged spell attack against a target within 120 feet. On a hit, the target takes 1d12 force damage. As a bonus action on your next turn, you can repeat the attack with advantage and without spending a sorcery point. You can use Metamagic to affect this feature. All the rules for Metamagic still apply when using it on this feature. ### Gambit At 14th Level, you can manipulate the fortune of your friends, foes, and yourself. As a bonus action, you can spend 3 sorcery points to manipulate the strings of fate. When you do this roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this gambit roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You lose an unused gambit roll after a minute. After you replace a roll this way, you can’t use this feature again for 10 minutes. ### Famed Fortune At 18th level, choose any two of your skill proficiencies or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Also, your luck becomes well renown and legendary, you always seem to have an advantage. While you have your lucky charm, you gain the following benefits: - You can spend 6 sorcery points to cast the *contingency* and *find the path* spells without material components or expending any spell slots. The *contingency* spell still requires one spell slot for it's chosen spell. - If you fail a saving throw you're proficient in, you can choose to succeed instead. You can use this feature twice and regain expended uses when you finish a long rest.