Serendipity Scion (5e Subclass)

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Serendipity Scion[edit]

Sorcerer Subclass

Some people are just born lucky. Some are born so lucky that they spontaneously develop magical powers. Perhaps spontaneously isn’t the correct phrase in all cases. Some instead inherit some form of super luck or subconscious power of over probability from their ancestors, usually halflings who make up the majority of Serendipity Scions. Even when born of larger species, such spellcasters tend to be on the short side of their people’s height range.

In terms of powers, Serendipity Scions tend to just have events play out in their favor even without any active magic use on their side. An aimed arrow might just miss their head, an errant spell happens hit their target’s weak point, or maybe a flippant remark that happens be convince a foe to become a friend. In weaker cases, it might just be a punch hitting at a weak angle. In some particularly powerful cases, Serendipity Scions have been known to undo barriers by guessing combinations or passcodes. Thanks to this good fortune following them from birth, these sorcerers are rarely lacking in joy, money, or self-confidence, though often at the cost of caution and strategic planning. Things that would help many when their luck runs out.

Serendipitous Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Serendipitous Spells table. 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 an abjuration or a divination spell from the sorcerer, warlock, or wizard spell list.

Serendipitous Spells

Sorcerer Level Spells
1 bless, guiding bolt, silvery barbs
3 enhance ability, fortune’s favor
5 beacon of hope, remove curse
7 aura of purity, death ward
9 skill empowerment
Perfect Shot

Spray and pray, except you’re no cleric so the pray part is unnecessary.

Starting at 1st level, when you score a critical hit with a spell attack, increase the damage dealt by and gain temporary hit points equal to 1d4 + your Charisma modifier (minimum of 1). This die increases in size to a d6 at 4th level, d8 at 8th level, d10 at 12th level, d12 at 16th level, and d20 at 20th level. The damage from your spell attack critical hits also ignore all damage resistances.

No Whammies

You reap random rewards more often than disasters.

Starting at 1st level, when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. If you already have the Lucky trait, you can reroll any 1 or 2 you roll on an attack roll, ability check, or saving throw.

When you have advantage on an attack roll, ability check, or saving throw, you can treat the highest roll as a 20 if the lowest roll is equal to or greater than 20 – your Charisma modifier.

When you have disadvantage on an attack roll, ability check, or saving throw, you can use the highest roll if it is equal to or less than the lowest roll + your Charisma modifier (minimum of 1).

Auspicious Spell

You can actively upgrade good luck into great luck!

Starting at 3rd level, you can choose the Auspicious Spell Metamagic option whenever you gain a Metamagic option.

Auspicious Spell. If you make an attack roll for a spell and the attack roll + your proficiency bonus + your Charisma modifier + any bonuses to your spell attack rolls equals 20 or higher, you can spend 1 sorcery point to turn the attack into a critical hit.

Lucky Guess

Who needs to study or train when you can win accidentally?

Starting at 6th level, when you roll a 20 on any ability check, you automatically succeed on it, unless the ability check’s DC is higher than 30, and gain temporary hit points equal to 1d20 + your Charisma modifier (minimum of 1). Additionally, whenever you use Magical Guidance you can add your Charisma modifier to the new roll and if you roll a 20 on the reroll, you regain 1 expended sorcery point.

Missed Me!

You exude an aura of untouchability that bleeds out of the domain of mere confidence and into reality alteration.

Starting at 6th level, you gain a bonus to your AC and saving throws equal to your Charisma modifier while unarmored. After a creature rolls a 1 on an attack against you or you roll a 20 on a saving throw, all attacks have disadvantage against you and you have advantage on all saving throws until the end of your next turn. You also gain advantage on your next ability check within 1 minute.

Fortune to Burn

While every sorcerer has their limits, you can bypass yours through sheer chance.

Starting at 10th level, after you expend sorcery points you can add a bonus equal to the number of sorcery points expended to your next attack roll, ability check, or saving throw within 1 minute. You also gain temporary hit points equal to the number of sorcery points expended + your Charisma modifier (minimum of 1).

If you roll a 20 on your next attack roll, ability check, or saving throw within 1 minute, you regain an expended spell slot of a level equal to or less than the roll bonus. If you roll a 1 on it, you regain a number of sorcery points equal to the roll bonus.

Perfect Dodge

The winds of fate blow away even the mightiest harms headed your way.

Starting at 10th level, when you roll a 20 on any saving throw, you automatically succeed on it, unless the saving throw’s DC is higher than 30, and gain temporary hit points equal to 1d20 + your Charisma modifier (minimum of 1). When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. If you fail the saving throw, reduce the damage you take by your Charisma modifier (minimum of 1).

Jackpot

When affected by good or ill fortunes, the peaks and valleys of your providence both peak and sink with far more of the former than the latter.

Starting at 14th level, when you gain advantage on an attack roll, ability check, or saving throw, you can roll three d20s instead of two, still taking the highest roll from all three. If the sum of the rolls equals 30 or more, you can treat the highest roll as a 20. If you roll the same number on all three dice, you gain 3d20 + your Charisma modifier temporary hit points and all damage you deal is increased by 20, both for 1 minute.

When you gain disadvantage on an attack roll, ability check, or saving throw, you can roll three d20s instead of two. You still use the lowest roll from all three. If the sum of the rolls equals 30 or less, you can treat the lowest roll as a 20. If you roll the same number on all three dice, you gain 3d20 + your Charisma modifier temporary hit points and all damage you take is reduced to 1, both for 1 minute.


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