Base Class: Sorcerer
A soul from a hollow dimension steals the body of an unfortunate creature from this one.
Mirrored Soul Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mirrored Soul Spells table. These spells count as sorcerer spells for you, but they don't count against the number of spells you prepare.
1st: Shield
3rd: Mirror Image
5th: Counterspell
7th: Banishment
9: Wall of Force
Crystalline Skin
Your hardened soul manifests physically as harder skin. When you're not wearing armor, your AC equals 13 + your Constitution modifier.
Additionally, at first level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Shattered Luck
Whenever a creature deals damage to you with a spell or attack, they have disadvantage on their next attack roll, ability check, or saving throw.
Reflected Punishment
When you successfully end a spell with Counterspell or Dispel Magic, you can spend a number of sorcery points equal to the spell's level to absorb it.
This spell becomes a sorcerer spell for you until you finish a long rest, and you can cast it once without spending a spell slot.
Absorb Talent
As an action you can touch a creature, forcing a Constitution save equal to your spell save DC. Failing that, you gain one of the following abilities the creature has:
Proficiency with one weapon the creature is proficient with.
Proficiency with up to three skills the creature is proficient with.
Proficiency with one saving throw the creature is proficient with.
A spell of a level you are able to cast, that the creature has knowledge of.
One class or subclass feature from level 9 or lower which that the creature has access to.
Having a talent drained is a harrowing process, and causes a creature to suffer one level of exhaustion.
You can absorb an amount of talents per day equal to your charisma modifier, and a creature can voluntarily fail this saving throw.
Parasitic Connection
Once per short rest when you use Absorb Talent or Reflected Punishment, you can force a constitution saving throw equal to your Sorcerer Spell DC. Failing that, the creature takes 8d6 necrotic damage, or half as much on a success.
Additionally abilities you take from Absorb Talent and spells you absorb from Reflected Punishment also stay with you for a week.
Previous Versions
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11/10/2021 2:13:45 AM
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11/10/2021 2:48:43 AM
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11/10/2021 3:04:52 AM
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11/12/2021 4:40:36 PM
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