Before the multiverse was made physical, there existed nothing but chaos. In this chaos, fourteen Aspects appeared, driving away the chaos and creating the world as it is known today. They exist in every living thing, and their presence is always to be felt, even if their worship has been lost to time.
Some people are more in tune with these Aspects than others, however. They are able to draw on the power found in these creators, embracing their ability to live in either sin or virtue.
Those who can connect to their cardinal origin, are able to draw on the worst aspects of mankind, using them for both good and evil.
|1st||Dark Resistances, Bonus Cantrip|
|14th||Strike Them Down|
|18th||Seven Deadly Sins|
Also at 1st level, you are more comfortable in gruesome situations than most. Whenever you finish a long rest, you may choose to become resistant to either fire damage or poison damage. This resistance lasts until you finish your next long rest.
Beginning at 6th level, whenever you finish a short or long rest you can spend 1 sorcery point and choose to embody some of the Cardinal Aspects and draw their power into you. The amount of Aspects you can embody at the same time increases as you gain levels in this class. At 6th level, you can embody up to 2 Aspects at the same time. Upon reaching 14th level, the amount of activated Aspects increases to 3, and at 18th level it increases to 4. You must spend 1 sorcery point to embody an Aspect, so embodying 3 Aspects would cost 3 sorcery points. You may activate multiple Aspects over the same rest and all embodied Aspects fade after you finish a long rest.
You may choose to embody the following Aspects:
- Aukhee. You gain a bonus to initiative equal to your Charisma modifier.
- Gastrim. Whenever you regain hit points from a potion or spell, you heal additional hit points equal to your proficiency bonus.
- Luxuria. You gain proficiency in one Charisma skill of your choice.
- Menith. Whenever you cast a spell that deals fire damage, you may add your Charisma modifier when determining the total damage.
- Nokhel. You have advantage on Stealth checks if you move no more than half your speed on the same turn.
- Philokeer. You have advantage on Sleight of Hand checks to pocket small items, and you can determine the exact value of a gemstone or piece of jewelry that you are touching.
- Veedia. When you witness someone succeed on a saving throw that you are also making, such as from a fireball spell or a dragon’s poison breath, you gain a bonus to your saving throw equal to the amount of creatures that succeeded on the saving throw multiplied by 2.
Strike Them Down
Starting at 14th level, your magic flares alive when you take the life of an enemy. When you use a sorcerer spell to reduce a creature to 0 hit points, you regain 1 sorcery point and you regain a number of hit points equal to your Charisma modifier.
Seven Deadly Sins
Upon reaching 18th level, you may call forth ethereal motes of dark energy and hail them down on your foes. As an action, you can spend a minimum of 3 and up to 7 sorcery points to target a single creature and force it to make a Constitution saving throw. A creature can choose to fail this saving throw if it wishes. If it fails the save, the creature takes an amount of d10 fire damage equal to how many sorcery points was expended, so 3 sorcery points would do 3d10 fire damage. If it succeeds on the saving throw, it takes half damage.
In addition, if if fails the saving throw, it suffers one of the following effects chosen by you when you use this feature: Envy. The next attack roll the creature makes is against a random creature within range. If no creatures are within range, it will use its movement to move towards a random creature and make an attack against them if it is within range.
- Gluttony. The creature regains an amount of hit points equal to your sorcerer level + your Charisma modifier + half the fire damage taken from this feature.
- Greed. The creature must use its action on its next turn to attempt to disarm the nearest creature to it. If two creatures are within the same distance of the creature, the creature chooses which creature to disarm.
- Lust. The creature becomes charmed by you until the end of its next turn.
- Pride. The creature must use its action on its next turn to attempt to knock prone a random creature it can reach.
- Sloth. The creature’s movement speed is halved until the end of its next turn.
- Wrath. The creature gains a bonus to damage rolls equal to your Charisma modifier until the end of its next turn.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen