Origin Bonuses
+1 to Charisma
+1 to Spell Attacks
2 Skill Proficiencies (Athletics, Insight)
Feats & ASIs
Lvl 1: Telepathic
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Charisma)
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Lvl 4: Telekinetic
You learn to move things with your mind, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. (Charisma)
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
ASI: +2 Con
Downtime training: Brewer's Supplies
Racial Bonuses
Ability Score Increase:
+2 to Charisma, +1 to Constitution
Age:
Sybercyl have lifespans moderately longer than humans, living on average to around 120 years.
Alignment:
Sybercyl are lawful in nature, as their dispositions reflect their inner workings. They are commonly seen as evil, but in reality they tend towards neutrality.
Size:
Syberlcyl are the same height as the average human. Your size is Medium.
Speed:
Your base walking speed is 30 feet.
Languages:
You can speak, read, and write Common and one other language of your choice. (Primordial)
Augmentation:
Multiple different augmentations exist. The most common augments are: spark bearer, blade skater, and memory bank. Choose one of these augmentations.
Memory Bank Augmentation:
You have had the back of your skull replaced. A memory bank has been installed, and it connects directly to your brain. You now have the capacity to retain much more information than ever before.
Information Log:
Your mind is a storage compartment that holds countless droves of information. You learn two additional languages of your choice. (Deep Speech, Undercommon)
In addition, you gain two additional proficiencies of your choice from the following options: Medicine, Perception, Religion, Insight, History, and Arcana. (Medicine, Perception)
Augmented Mind:
You can use your action to end one effect on yourself that is causing you to be charmed. No effect of a charm can prevent you from using this ability.
Class Features
Sorcerer Skills:
Arcana, Deception
Spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips:
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.
Spell Slots:
The Sorcerer table shows how many spell slots you have to cast your sorcerer 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.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher:
You know two 1st-level spells of your choice from the sorcerer spell list.
You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. 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, since the power of your magic relies on your ability to project your will into the world. 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.
Sorcerous Origin:
Choose a sorcerous origin, which describes the source of your innate magical power, from the list of available origins.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Sorcerous Origin: Chimeric Soul
You have inherited a soul born of amalgamated bestial and draconic life forces, created through some supernatural means— perhaps by artificial experimentation, commingling of exotic bloodlines, or even demonic transformation.
Those with chimeric souls manifest diverse polymorphic physiologies and ferocious magical abilities, inspiring fear and awe from those around them. Some try to hide these traits, or live among races that are more accepting of their abnormal appearances. Others abandon society entirely for a life in the wilderness, where they are often mistaken for giant beasts, monstrosities, or spirits of the land.
Vicious Spellcasting:
At 1st level, you evoke your innate transformative powers, blending spellcasting and animalistic ferocity.
You learn the primal savagery cantrip, and you add your Charisma modifier to the damage you deal with melee spell attacks when casting cantrips.
Morphing Body:
From 1st level, your body is constantly mutating, magically absorbing blows and altering your form.
When you aren't wearing armor, your AC equals 13 + your Constitution modifier. You gain temporary hit points equal to your sorcerer level that expire and are regained each time you finish a short or long rest.
When you reach 3rd level in this class, you learn the alter self spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, it requires no concentration, and lasts until you cast it again or concentrate on something else.
Font of Magic:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points:
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. 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. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots:
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Spell Slot Level Sorcery Point Cost
1st - 2
2nd - 3
3rd - 5
4th - 6
5th - 7
Converting a Spell Slot to Sorcery Points:
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
Metamagic:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Extended Spell:
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours
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.
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 aren't eligible, but ray of frost and chromatic orb are.
Class/Racial Features & Traits