Sorcerer
Base Class: Sorcerer

In the heart of the tortuous wastes of Xhorhas, the Kryn Dynasty has built a strong sovereignty centered on the worship of a mysterious entity known only as the Luxon. The most celebrated and revered citizens of the Dynasty undergo a ritual signifying their devotion to the Luxon known as Consecution. When one who has undergone the Consecution dies near to a certain holy relic, their spirit is reborn in the body of a nearby infant. As this infant grows into a child and eventually into adolescence, they begin to rediscover memories and talents from their past life. For a select few, an innate and raw magical talent also surfaces at this time too. Sometimes it is because they were an extraordinary magic user in their previous life, while other times it is simply through the extraordinary power of the Luxon that they are granted such unique abilities. Regardless of the circumstances, the Luxonborn possess immense magical potential that could be extraordinarily spectacular or, if wielded without the proper restraint, incredibly disastrous.

Note: This subclass is intended to have access to the Dunamancy spells found in Explorer's Guide to Wildemount.  The decision to include these spells, and which spells to include, are at the discretion of the DM and the players.  However, this class is able to be played regardless of these spells' inclusion.

Additionally, although this subclass has been patterned after elements found in the world of Exandria, it is by no means limited to use in that world.  Characters can be flavored simply as beings who have gained access to magic through some form of Reincarnation.

Skill Anamnesis

At 1st level, you begin to recall glimpses of your past lives and are able to use a modicum of their ability.  You may choose two skill or tool proficiencies and become proficient in them.  You may also choose skills or tools in which you are already proficient; if so, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. On a long rest, you may choose to change which skills or tools this bonus applies to.

Choose One Proficiency and One Expertise

Choose One Proficiency and One Expertise

Choose Two Expertises

Choose Two Expertises

Choose Two Proficiencies

Choose Two Proficiencies

Reincarnated Magic

You are beginning to recall some of the magical skill of your ancestors.  At 1st level, you choose one additional full casting class (Bard, Cleric, Druid, Warlock, or Wizard) and may prepare two spells from that list.  You cannot prepare spells higher than the level you are capable of casting or spells higher than 5th level.  These spells do not count against your number of Sorcerer spells known.  You may prepare additional spells at 5th, 9th, 13th, and 17th level.  You cast these spells using your spellcasting ability, spell save DC, and your Sorcerer spell slots. Starting at 2nd level, you may spend a minute performing a ritual to exchange an unprepared spell from that class’s spell list with a spell you did prepare by spending sorcery points equal to the level of the new spell. 

Bard

In your past life, you were a well-traveled performer with a talent for the arcane.  Choose spells from the Bard spell list.

Cleric

In your past life, you were a holy warrior in service to a deity.  Choose spells from the Cleric spell list.

Druid

Your past self drew their power from a communion with the natural world.  Choose spells from the Druid spell list.

Warlock

Your past self had made a pact with an otherworldly entity for eldritch power.  Choose spells from the Warlock spell list.

Wizard

In your past life, you spent years gathering knowledge to hone your arcane abilities.  Choose spells from the Wizard spell list.

Martial Recall

By 6th level, your mastery over your past lives and skill sets has expanded past the purview of an ordinary spellcaster.  You gain proficiency with light armor, shields, and 2 simple or martial weapons of your choice.

Additionally, you may spend 3 Sorcery Points to activate the following features for 1 hour: you gain 3d6 temporary hit points, and you may add your Charisma bonus to your Initiative, Armor Class, and Weapon Attack Rolls.  For every Sorcery Point you spend upwards of 3, you gain 1 additional d6 temporary hit points.  While this feature is active, if you use your action to cast a spell, you can make one weapon attack as a bonus action.

Sorcerous Rejuvenation

When you reach 14th level, the amount of dunamancy surging through your person is such that you can instinctively use it to will yourself back to consciousness.  When you must make a Death Saving throw, you can spend 2 Sorcery Points to reroll the throw, taking the second roll.  Additionally, you can spend 4 Sorcery Points to automatically succeed the throw, or 12 points to come back to consciousness with 1 Hit Point.  If this feature results in you returning to consciousness (through Sorcery Points or Rolls), you are unable to use it again until a long rest.

Beacon of Solace

Your Sorcerous Power has grown to the point that you can channel the raw dunamantic power flowing within you.  You can spend 8 hours creating a small Beacon of Dunamancy that you can wear on your person.  As part of the ritual, you select up to 6 creatures plus yourself to tether to the Beacon.   When someone tethered to the Beacon dies, you may spend 2 Sorcery Points as a reaction to recall their essence to the Beacon.  If you die, the feature activates and 2 Sorcery Points are deducted automatically.  The target must be within 30 ft to recall them. Only one creature's essence can be stored within the Beacon at a time. The Beacon protects their essence until such time as their physical body is resurrected.  If they are not physically resurrected within 8 hours, the soul reenters the body and the person awakens as though they have taken a full rest.  If their body has been destroyed, you may spend 1 hour to use the Beacon to cast the spell Reincarnate with the stored soul as the target and the Beacon replacing the spell’s components, after which it is destroyed.  A new Beacon cannot be made until after you finish a long rest.

Luxonborn Image

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