Base Class: Sorcerer
The Immortal soul uses psionic energy to augment and modify the physical form. Soccers of this origin are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
Psionic Power
Your soccer points function as both soccer points and as psionic points. You harbor a wellspring of psionic energy within yourself. This energy is represented by psionic points, which allow. you to create a variety of psionic effects. Starting out you have 2 psionic points at level 2 , and you gain one additional point every time you level up, to a maximum of 20 at level 20.You can never have more psionic points than shown on the table for your level. You regain all spent psionic points when you finish a long rest, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend your psionic points they use, as specified in a power’s description, and you can’t use a power if it requires you to use points when your points are all expended. You regain all your expended psionic points when you finish a long rest. In addition, as a bonus action, you can regain one expended psionic points, but you can’t do so again until you finish a short or long rest.The powers below use your psionic points.
Adaptive Shield (2 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn.
Acid Spray (1 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage.
The first time you use this power after each long rest, you don’t expend the psionic points required for an effect. All other times you use the power, you expend psionic points.
Immortal Durability
Starting at 1st level, your hit point maximum increases by 1 per sorcerer level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Immortal Form
At 6th level, your complete control over your body has bore you these new psionic abilities.
Giant Form ( 6 psi,1 min.) As a bonus
action, you gain 20 temporary hit points. In
addition, your melee weapon attacks deal an extra 1d6
bludgeoning damage on a hit, and your reach
increases by 10 feet. If you’re smaller than Huge,
you also become Huge for the duration.
Breath of the Green Dragon (6 psi). As an action, you exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw spell save dc, taking 10d4 poison damage on a failed save, or half as much damage on a successful one.
Surge of Health
Starting at 14th level, you can draw on your psychic power to escape death’s grasp.You can spend 4 psi points and as a reaction when you take damage, you can halve that damage against you.
Immortal Will
Starting at 18th level, as a reaction you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit
points, you can spend 7 psi points to
immediately regain a number of hit points equal
to your soccer level + your Constitution modifier.
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