Heirloom Focus

## ***Initiate***

* **`+1 Magic:`** (You have a +1 bonus to spell attack rolls and you ignore half cover when making spell attacks.)
* **`CCC:`** (You can expend 1 charge as an action to cast the following the spells; Charm Person, Command, & Comprehend Languages. You have 10 charges that regain 1d8+2 daily.)
* **`Frostfire:`** (You can expend 1 charge as an action to cast the following spells; Burning Hands or Fog Cloud. You have 7 charges that regain 1d6+1 daily.)
* **`Healer:`** (You can expend 1 charge as an action to cast cure wounds. You have 3 charges that regain 1d3 daily.)
* **`+1 DC:`** (Your spell save DC is increased by 1.)
* **`Pact:`** (You can spend an action once per long rest to regain one warlock spell slot.)
* **`Power:`** (You can expend 1 charge as an action to cast the following spells; Magic Missile or Ray of Enfeeblement. You have 7 charges that regain 1d6+1 daily.)
* **`Metaweaving:`** (Once per long rest as an action you can regain one sorcery point.)
* **`Nature:`** (You can expend 1 charge as an action to cast Animal Friendship, Goodberry, or Speak with Animals. You have 3 charges that regain 1d3 daily.)

## ***Superior***

* **`+2 Magic:`** (You have a +2 bonus to spell attack rolls and you ignore half cover when making spell attacks.)
* **`Enchantment:`** (Once per long rest you can choose to succeed and failed saving throw against an enchantment spell that targets only you.)
* **`Enchantment Rebound:`** (Once per long rest when you succeed on an enchantment spell save that targets only you, you can turn the spell back on its caster as if you had cast it.)
* **`Fire Resistance:`** (You have resistance to Fire damage.)
* **`Improved Frostfire:`** (Same as frostfire from initiate but the charges increases to (10) and the recharge becomes 1d8+2 daily.)(You can now cast the following spells for their charges cost; (3) Fireball or (4) Wall of Fire.)
* **`Improved Healer:`** (Same as healer from initiate but the charges increases to (10) and the recharge becomes 1d6+4 daily.)(When you cast Cure Wounds, you can expend charges to increase the spell's level by 1 charge per level up to a maximum of 4th level.)(You can now cast the following spells for their charges cost; (2) Lesser Restoration or (5) Mass Cure Wounds.)
* **`+2 DC:`** (Your spell save DC is increased by 2.)
* **`Mage Armor:`** (You gain a +1 bonus to your armor class.)
* **`Improved Power:`** (Same as power from initiate but the charges becomes (10) and the recharge becomes 1d8+2 daily.)(You can now cast the following spells for their charges cost; (3) Dispel Magic, (2) Flaming Sphere, (2) Knock), (2) Levitate, (2) Web.)
* **`Improved Metaweaving:`** (Same as metaweaving from Initiate but you now regain 3 points.)
* **`Improved Nature:`** (Same as nature from initiate but the charges becomes (10) and the recharge becomes 1d6+4 daily.)(You can now cast the following spells for their charges cost; (5) Awaken, (2) Barkskin, (2) Locate Animals or Plants, (3) Speak with Plants, (6) Wall of Thorns.)
* **`Sneaky:`** (You can innately cast the Pass Without Trace spell.)

## ***Master***

* **`+3 Magic:`** (You have a +3 bonus to spell attack rolls and you ignore half cover when making spell attacks.)
* **`Psychic Resistance:`** (You have resistance to Psychic damage.)
* **`Improved CCC:`** (Same as CCC from initiate but you can now cast the following spells for their charges cost; (4) Compulsion, (5) Dominate Person, (2) Suggestion.)
* **`Cold Resistance:`** (You have resistance to Cold damage.)
* **`Master Frostfire:`** (Same as improved frostfire from superior but you can now cast the following spells for their charges cost; (5) Cone of Cold, (4) Ice Storm, (4) Wall of Ice.)
* **`Master Healer:`** (Same as improved healer from superior but the charges increases to (20) and the recharge becomes 1d8+4 daily.)(As an action you can spend 6 charges to cast the Heal spell.)
* **`+3 DC:`** (Your spell save DC is increased by 3.)
* **`Excellent Mage Armor:`** (You gain a +2 bonus to armor class.)
* **`Master power:`** (Same as improved power but the charges becomes (20) and the recharge becomes 2d8+4 daily.)(You can now cast the following spells for their charges cost; (5) Cone of Cold, (5) 5th Level Fireball, (6) Globe of Invulnerability, (5) Hold Monster, (2) Invisibility, (4) Wall of Fire.)
* **`Master Of Nature:`** (You can now cast the following spells for their charges cost; (5) Commune, (6) Transport Via Plants, (7) Mirage Arcane, (6) Wind Walk.)
* **`Beastial:`** (You can innately cast the following spells; Beast Sense & Faerie Fire.)

## Epic

* **`Extra Slot:`** (Once per long rest you can use an action to regain your highest level available spell slot.)
* **`Mental Fortitude:`** (You can't be charmed or frightened.)
* **`Master CCC:`** (Same as improved CCC from master but when you use charges to cast Charm Person or Command, you now cast them at 4th level.)
* **`Charged Up:`** (Pick a a feature that uses charges; its charges increases to (20) and the recharges becomes 2d8+4 daily.)
* **`Fire & Ice:`** (Same as master frostfire from master but you can now cast the following spells for their charges cost; (7) Fire Storm or (6) Freezing Sphere.)
* **`Paragon:`** (Same as master healer from master but you can now spend (7) charges to cast Resurrection. You can expend all of the charges to cast Mass Heal or True Resurrection.
* **`Favorite:`** (You can spend an action to regain 2 warlock spell slots once per long rest.)
* **`Unlimited Power:`** (Same as master of power from master but the charges becomes (50) and the recharge becomes 4d6+2 daily.)(You can now cast the following spells for their charges cost; (7) Conjure Elemental, (4) Ice Storm, (7) 7th Level Lightning Bolt, (5) Passwall, (7) Plane Shift, (5) Telekinesis, (5) Wall of Force.)
* **`Prodigy:`** (You can innately cast the following spells; Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, Protection From Evil And Good.)(You can also perform a retributive strike; You can use an action to break your focus. It is destroyed and releases its magic in an explosion that expands to fill a 30ft. radius sphere centered on it. You have a 50% chance to instantly travel to a random plane of existence avoiding it. The damage is 8x your level at 10ft. or closer, 6x your level at 11-20ft., and 4x your level at 21-30ft.)
* **`Master Metaweaver:`** (Same as improved metaweaving but you now gain 5 sorcery points.)
* **`Disaster:`** (You can cast one of the following spells once per long rest; Earthquake or Tsunami.)