| Level | 5 (0/14000 XP for level-up) |
| Background | Spellfire Initiate |
| Size | Medium |
| Species | Rocborn (Deathtalon) |
| Subclass | Cosmic Magic |
| Level | 5 |
| Hit dice | 5/5 |
| 1d6+3 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Talons | +6 | STR | 1d6+3 | Slashing | ||
| Death Talons | +6 | STR | 1d6+3 | Necrotic | ||
| Dagger (x2) | +6 | DEX | 1d4+3 | Piercing | ||
| Properties: Finesse, Light, Thrown (Range 20/60) | ||||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Mage Armor | 16 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +3 | Acrobatics | DEX | |
| -1 | Animal Handling | WIS | |
| +8 | Arcana | INT | |
| +3 | Athletics | STR | |
| +6 | Deception | CHA | |
| +5 | History | INT | |
| -1 | Insight | WIS | |
| +6 | Intimidation | CHA | |
| +5 | Investigation | INT | |
| -1 | Medicine | WIS | |
| +5 | Nature | INT | |
| +2 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| -1 | Survival | WIS |
+6
Expertise Bonus |
+3
Proficiency Bonus |
Playing Cards, Arcane Focus (Crystal or Wand), 2 Pouches, Traveler’s Clothes, Claws, 2 Daggers, Arcane Focus (crystal), Dungeoneer's Pack
Weapon Proficiencies: Simple Weapons
Tool Proficiencies: Playing Cards
Languages: Common
Glide. When you fall, you can take a Reaction to extend your wings. When you do so, you take no damage from the fall, and you can maneuver 1 foot horizontally for every 1 foot you fall, up to a maximum distance equal to your Speed.
Preen. You can spend 10 minutes preening your feathers, giving you Advantage on the next Charisma check you make before you finish a Long Rest.
Talons. Your hands end in sharp talons, with which you can make Unarmed Strikes. When you use your talons to deal damage with an Unarmed Strike, you can deal Slashing damage equal to 1d6 plus your Strength or Dexterity modifier, instead of the strike’s normal damage.
Carrion Eater. Your exceptional constitution allows you to safely feast on carrion without risk of disease. Additionally, when you reduce a creature to 0 Hit Points with an Unarmed Strike using your talons, you gain Temporary Hit Points equal to your Proficiency Bonus. You also gain this benefit if you use a Bonus Action to touch the corpse of a creature that has died in the last 10 minutes. You can gain Temporary Hit Points from the same creature only once.
Death's Talons. When you deal damage with an Unarmed Strike using your talons, you can choose to deal Necrotic damage instead of its normal damage type.
Mortal Insight. You know whether a creature you can see within 60 feet of you is Bloodied, Poisoned, or diseased.
Innate Sorcery. An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Metamagic. Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Starborn. You can breathe underwater or in the vacuum of space and you are unaffected by Extreme Temperatures and Vacuums. Additionally, in Zero Gravity environments, you have a Fly Speed equal to your Speed.
Cosmic Rays. Immediately after you cast a damaging Sorcerer spell with a spell slot, you can take a Bonus Action to channel the residual magic into cosmic rays. Make a ranged spell attack against a creature you can see within 60 feet of yourself. On a hit, the target takes 1d4 Radiant damage for each level of the spell slot expended.
Spells marked as coming from a feat or species can be cast once without a spell slot (Once for Free) UNLESS it is a cantrip, which can be cast like normal
Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You learn the alter self spell and Mage Armor. You can cast each of these spells once without expending a spell slot. Once you cast either of these feat’s spells, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Your spellcasting ability for these spells is the ability score increased by this feat.