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Superstician


jokomaisu

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Superstician
Enchantresses and charmers, fascinating experts in hexes and sorceries, manipulators of Extravaganza and fairy tricks, thaumaturgists skilled in countering the powers of darkness, mischief, and the maledictions of jinxes, heresiarchs, hags, and phantasms.

They’re called supersticians: masters of arcane arts, fey power, and secrets of superstition. Some are dark sorcerers who have dealings with infernal powers; others are devoted to the forces of good; others still follow the will of the Three Mothers, from whom they receive blessings and occult knowledge. Supersticians fine-tune their innate powers and natural inclination with years of practice, alone or with companions or masters, and eventually express them through precise, well-coded, and extremely effective formulas and rituals.

Sometimes they gather in covenants and factions; other times they act alone and offer their services to peasants and commoners, roaming the countryside and cities and offering to remove the evil eye from livestock or to engrave protective glyphs on barns and farms.

The power that flows in a superstician’s veins is that of Extravaganza, the power of fairies and torquoises, which somehow touched their existence before or after they were born. This kind of Knave could descend from some ancient fairy lover, from someone who received the fey’s blessing, or simply came into contact with them as a child or youth, long enough for some of their tricks to rub off. Whatever the case may be, Extravaganza flows powerfully in supersticians!

 

The Superstician Table

Level Proficiency
Bonus
Sorcery
Points
Features
1st +2 0 Preventative Magic, Protected by Fate, Spellcasting
2nd +2 2 Font of Magic, Manifestation
3rd +2 3 Metamagic, Unsuspecting
4th +2 4 Ability Score Improvement, Arcane Traveler
5th +3 5 Additional Metamagic
6th +3 6 Prodigious Innovator, Superstitious Ritual

Class Features
As a superstician, you gain the following class features.

Hit Points
Hit Dice: 1d6 per superstician level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per superstician level after 1st

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion
Saving Throws: Constitution, Charisma

Equipment
You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Preventative Magic
When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose an Abjuration spell from any other class' spell list in addition to those of the sorcerer spell list.


Protected by Fate
You can manipulate the odds of fate. You can use Protected by Fate to roll an additional d20 when you make an attack roll, an ability check, or a saving throw and
choose which of the d20s is used for the attack roll, ability check, or saving throw. You can choose to use this feature after you roll the die, but before the outcome is determined. You can also use Protected by Fate when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

Once you do so, you must finish a long rest before you can use this feature again.


Spellcasting
You have awoken latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. This conduit, which you may not yet fully understand, fuels your spellcasting.

Table: Superstician Spellcasting

Level Cantrips
Known
Spells
Known
1st 2nd 3rd
1st 4 2 2 - -
2nd 4 3 3 - -
3rd 4 4 4 2 -
4th 5 5 4 3 -
5th 5 6 4 3 2
6th 5 7 4 3 3

Cantrips
You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Superstician table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Superstician table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, as your magic is fueled by an attunement to your very soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier 

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Level 2


Font of Magic
You’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.

Sorcery Points
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Superstician table. You can never have more Sorcery Points than shown on the table for your 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. 

Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points.

Table: Creating Spell Slots

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5

Manifestation
You choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.

Blizzard (Cold)
When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).

Corrosion (Acid)
When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn. 

Hurricane (Lightning or Thunder)
You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone . 

Inferno (Fire)
When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.

Venom (Poison)
When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures immune to poison damage to take half damage, and creatures resistant to poison damage to take full damage.


Level 3


Metamagic
You gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options and one moderate Metamagic option. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted.

Minor Metamagic

Delayed Spell. When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.

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. Alternatively, if you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 20 feet.

Persistent Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.

Reliable Spell. When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.

Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can use your reaction and spend 1 sorcery point to stabilize one of the creatures knocked unconscious by it.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any vocalized or seen components.

Treacherous Spell. When you cast a spell, you can spend 1 sorcery point to alter its components in subtle ways. A creature attempting to identify the spell based on its components perceives it as a different spell of your choice, of the same or lower level. Attempts to counterspell this spell are made at disadvantage.

Moderate Metamagic

Careful Spell. When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.

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.

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.

Reflexive Spell. Immediately before rolling initiative, you can spend 2 Sorcery Points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.

Refracting Spell. When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 Sorcery Points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.

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 (or 1 for a cantrip) to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray are ineligible, but ray of frost can be modified by Twinned Spell.


Unsuspecting
You gain a knack die on Deception checks. When you fail on a Deception check against a humanoid, you can use a combination of fast-talk and your magic to make them forget your misstep, spending 1 sorcery point to reroll the check. On a success, their memory skips a beat and fills in the gap with your new story. On a failure, not only do they not believe you, but anyone who can cast spells and observed the exchange (including your target, if applicable) knows that arcane subterfuge was attempted.


Level 4


Ability Score Improvement
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Arcane Traveler
Choose one of the following:

Strange Traces
While traveling, you can spend 1 sorcery point to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.

Wode Sense
While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.


Level 5


Additional Metamagic
You gain another minor Metamagic option.


Level 6


Prodigious Innovator
Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known.


Superstitious Ritual
You are able to cast powerful conjurations to protect yourself or one of your allies. You conduct a 10-minute long ritual with which you can protect a target creature
(including yourself ), with one of the following effects:

  • The creature has resistance against a type of damage of your choosing: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, slashing, or thunder.
  • When the creature rolls a 1 on an ability check or saving throw, that creature can reroll the die and must use the new roll.
  • When a creature is reduced to 0 hit points but not killed outright, that creature can drop to 1 hit point instead. After benefiting from this effect, the protection of the Superstitious Ritual ends.

The effects of the Superstitious Ritual last for 24 hours or until you use this feature again. You can extend its duration by 24 hours by spending 2 sorcery points. Once you have used this feature, you can’t use it again until you finish a long rest.


Edited by jokomaisu (see edit history)

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