Half-Elf
- Darkvision. 60ft, disadvantage on perception while in total darkness
- Fey Ancestry. Advantage against Charmed effects and magic can't put you to sleep.
Sorcerer
- Spellcasting. You know magic. Once each time you gain a new level on this class you can replace a spell you know by a new one of a level you can cast.
- Font of Magic (Sorcery Points). You have an amount of points equal to your Sorecerer level. You recover all mising points during a long rest. As a bonus action you can convert an amount of them into spell slots, or spell slots into sorcery points without any actions needed.
- Favored by the Gods. If you fail a saving throw or attack roll you can immediatly roll 2d4 and add the result to that failed roll. Once per short or long rest.
- Sorcerous Restoration. When you finish a short rest you regain missing Sorcery Points up to your proficiency bonus. Once you use this can't do so again until you finish a long rest.
- Innate Sorcery. As a bonus action you increase the DC of your spells by 1 and have advantage on spell attack rolls, and can use up to two different metamagic on the same spell for 1 minute. You can use this feature once per long rest without expending any sorecery points, after that each activation cost 2 points.
- Metamagic:
- Empowered Spell. You can reroll a number of spell damage dice up to your Charisma modifier. 1 sorecery point cost.
- Careful Spell. Choose a number of creatures up to your Charisma modifier, they are not affected by your spells that force creatures to make a saving throw. Cost 1 sorcery point.
- Heightened Spell. A creature of your choice has disadvantage against your spell. Cost 2 sorcery points.
- Extended Spell. Spells of duration longer than instantaneous now last the double of it's original duration up to a maxium of 24 hours. Cost 1 sorcery point.
Divine Soul
- Divine Magic. You know a spell from the Cleric class, when you gaina a new level on this class you can change this spell for another of the same list.
- Frost and Light Mastery. As an action you expend 2 sorcery points to create a simple functional object made of ice or light, no larger than a 5ft cube. You can expend 1 additional point to increase it's size another 5ft. You can have a number of objects at the same time up to your proficiency bonus.
- Ice: You can attempt to tencase the lower half of a creature of medium size or smaller inside, dexterity save, on a fail it is restrained. The ice has 10 AC and 20 hit point, vulnerability to fire.
- light: It sheed 20ft of bright light and another 20 of dim light as long you are within 300ft of it. Bonus action creatures within 5ft of it must make Constitution save or be blinded until the start of your next turn.
- True Mastery. You can expend 2 sorcery points to turn your objects of light or ice into more powerful versions.
- Ice: They don't melt, AC 20 and HP 40 and immunity to cold. Range of creation up to 80ft.
- Light: Sheed 60ft bright and 60ft dim light. the action to blind creatures with them also deals 4d8 radiant damage. They can be shoot from you with a 60ft range.
- Otherwordly Wings of Freedom. You have resistance to radiant damage and can fly equal to your walk speed.
OTHER FEATURES
- Skill Expert (Feat). Expertise and proficiency on a new skill.
- Actor (Feat). While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
- Shadow-Touched (Feat). Cause Fear and Invisibility Spell always prepared, you can cast each without expending a spell slot once per long rest.
- Boon of Luck (Boon). You can add 1d10 to one attack roll, saving throw or skill check you make. Once per short or long rest.
- Secrets of the Weave. Touch the Weave. You always know the spell Dispel Magic and it doesn’t count against the number of spells you can know.
Absorb Magic. Whenever you successfully end a spell effect with Dispel Magic or counter a spell with Counterspell you can use your reaction immediately to recover a missing spell slot of lower level than the original level of the spell negated or an amount of sorcery points equal to half (round down) the level of the spell.
Spell Avoidance. When you're subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you can as a reaction expend 4 sorcery points to instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this benefit if you have the Incapacitated condition.