A graymage is a sorcerer that has learned to master their arcane gift through meditation, learning to access their true inner arcane self through various practices, often involving meditation, diligent focus training, alchemically assisted arcane vision quests, and druidic rituals. Graymages tend to become hermits when seeking to understand their powers, but in exchange gain access to the sources of magic itself.
Starting at 5th sorcerer level, you gain extra graymage spells known. You have 2 at 5th, and gain 1 extra graymage spell known at every subsequent sorcerer level.
Choose a greater class of magic and a minor one, either arcane, oath, occult, or mystic. Graymage spells known must come either from the major or minor classes of magic. And you cannot have the majority be of the minor school.
You also gain a number of graymage spell slots equal to your inteligence modifier -1 (min 1) which are restored every long rest.
These spells are always cast at the maximum level that you can cast, and the slots spent are treated as being of that level. You may choose to downcast but the slot will still be fully expended.
At 5th sorcerer level you sacrifice 2 points of charisma to gain 2 points of inteligence. You can now use inteligence as the casting modifier for sorcerer or arcane spells.
At 6th sorcerer level, if you have 1 racial trait, gain a +1 background, class or archetype feature, or feat induced penalty(Such as the sorcerer trait downsides), remove it.
Only applies to one penalty(1 stat, or conditional/categorical penalty.)
At 6th sorcerer level, choose one ability:
Arcane discipline - You have 2 extra graymage spell slots. You can spend 2 rest dice during a rest to regain 1 graymage slot. You have a -1 penalty to 1 physical ability score of choice.
Awakened form - You gain +10 max HP. Your blood component cost of spells is reduced by 2(min 1.) Gain a +1 bonus to an ability score of choice. Gain a -1 penalty to transmutation spells.
Blink-walker - You can blink up to your movement speed as a move action. You can do so a number of times per rest equal to your inteligence bonus. There must be a path that your physical form could, even if by flight, crawl, or swim reach to the target point for the effect to work. You can spend 1 rest dice or graymage spell slot to do so when out of uses. You have a -1 penalty to detection and manishment spells.
Cursed insight - You gain a +1 bonus to insight, deception, persuasion, and intimidation checks. You can spend an extra rest dice when using overcharge to percieve the veil while casting it. The spell gains a +1 bonus to DC, any associated attack rolls, skill checks, or block DCs, a +1 bonus to duration if applicable, has its range doubled if applicable, and while casting, you gain arcane sight, echolocation, keen scent, ethereal-perception, aura-detection, and true-sight. You gain a -1 penalty to saves vs Eldrich, Primordial, Fiendish, Demonic, and Fae creature spells and abilities.
Graymage staff - Gain proficiency with simple and martial polearms. You can spend 1 MP or rest dice to cast a spell into a polearm weapon until rest. The spell will be triggered on the next weapons strike. The weapon next attack is enchanted with the following properties: It has a +3 bonus to attacks and block DC, it can use your casting modifier for attacks, it gains or has its throw range eincreased by 30/60 ft. The target of the attack becomes the target of the spell, or the center/origin of the spell, if valid. You have 1 less maximum rest dice.
Healing runes - When you use overcharge(sorcerer 1) a spell, or when you cast a spell, you also restore 1d6 health. You have a -1 penalty to saves vs spells.
Metamagic interface - Your maximum MP is increased by 5. Illusions within 10ft of you are boosted, having any DCs increased by 1. You gain a -1 penalty to saves vs divination, abjuration, and illusion spells.
Secrets of arcane infusion - You can spend 1 rest dice during a rest to create a lesser enchanted weapon. It has a +1 bonus for 7 days. If you also expend a graymage slot, it is permanent. You can choose to expend 3 MP to favor the weapon being infused, causing it to trigger an effect from a cantrip that you can cast on hit. Can be done on shields, treating a block as a hit for trigger purposes. You have a -3 penalty to max HP.
Spellmaster - You can use sorcerer spell slots to graymage spell slots interchangeably. Sorcerer spell slots still cast spells at their level, while graymage slots always cast at your maximum level. You have 1 less maximum graymage spell slot.
At 7th sorcerer level, if you have 1 racial trait, gain a +1 background, class or archetype feature, or feat induced penalty(Such as the sorcerer trait downsides), remove it.
Only applies to one penalty(1 stat, or conditional/categorical penalty.)
At 8th sorcerer level, if you have 1 racial trait, gain a +1 background, class or archetype feature, or feat induced penalty(Such as the sorcerer trait downsides), remove it.
Only applies to one penalty(1 stat, or conditional/categorical penalty.)
At 8th sorcerer level, choose another graymage trait
At 8th sorcerer level, gain the following bonuses:
Gain a cantrip upgrade.
Your graymage spell slot maximum is increased by 1.
Your number of graymage spells known is increased by 1.