Base Class: Sorcerer
Metahumans are a class of individuals that possess extraordinary powers, traits, and abilities. These qualities are gained through accidents, foreign exposure, or unique genetic composition, making them considerably more powerful than regular creatures of the same race. While some of them appear perfectly normal, some appear very different.
Natural Born Talent
At 1st level, you gain proficiency in the Athletics skill if you don't already have it. As well as your walk speed increases by 10 feet.
Unarmored Defense
At 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Heat Vision
Starting at 6th level, you can fire off an optic blasts of energy at a target you can see within range. As a bonus action, make a ranged spell attack against one creature you can see within 90 feet of you. On a hit, it deals force damage equal to 1d10 plus your Charisma modifier. You can use this bonus action a number of times equal to your proficiency bonus per long rest or you can spend 2 sorcery points to use it again.
Starting at 14th level this damage increases to 2d10 plus your Charisma modifier.
Speeding Bullet
Starting at 14th level, you gain a flying speed equal to your current speed and you can hover.
Metamorphosis
Beginning at 18th level, as an Action you can amplify the power you attain from your meta gene for a short period of time. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), you gain the following benefits:
- You have resistance to all damage except psychic damage.
- Your speed is doubled.
- You can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.
- Targets take an extra 2d12 force damage from your unarmed strikes.
- When you use your Heat Vision feature, you can choose to target two creatures with the attack rather than just one.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
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