Destined Bloodline (5e Subclass)

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Destined Bloodline

Sorcerer Subclass

You are cloaked in the mantle of destiny, and fate itself is the origin of you innate magical prowess.

Lucky

You have 3 luck points. Whenever you make an attack roll, an ability check or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Protection of Fortune

Beginning at level 1, you may use your charisma modifier instead of your strength or dexterity modifier for attack rolls and damage rolls. Additionally, you add your charisma modifier to your hit points per sorcerer level.

Close Call

Beginning at level 6 you may substitute your charisma modifier instead of the appropriate ability modifier whenever you are forced to make a saving throw. You still do not gain your proficiency bonus to the saving throw unless you are proficient in that type of saving throw.

Tomorrows Destiny

Beginning at 14th level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Curse of Misfortune

Beginning at 18th level, When you cast a spell you may have any number of targets fail their saving throw. You can't use this feature again until you finish a long rest.


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