Sorcerer
Base Class: Sorcerer

The fate of those with infernal blood is often set out from the very moment they are born. No matter how much Tieflings or other such devil-blooded humanoids may try to bring about change for the good, their nature is cursed to usher in chaos and destruction. However, there are those who fight against their nature, through sheer force of will and willingness to be good, often calling the attention of celestial powers. Despite their blood, their hearts beat for light and justice. These are the Atoned Hearts.

Atonement Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

 

SORCERER level Spell
1st bless, healing word
3rd calm emotions, lesser restoration
5th beacon of hope, revivify
7th death ward, Guardian of faith
9th greater restoration, hallow

Bring to Peace

Starting at 1st level, your clarity and good heart is enough to bring serenity to even the most disturbed of minds and souls. You can use your action to attempt to pacify a hostile creature within 15 feet of you. It must make a Wisdom saving throw against your Spell Save DC. On a failure, it is pacified and will not attack or interfere with you or your allies unless it is attacked or it sees its allies be attacked. This effect lasts an hour. Fiends and undead have disadvantage on this saving throw. In addition, if the creature is charmed, you can choose to instantly end the charmed condition. Once you’ve used this ability, you can’t use it again until you complete a long rest.

Bond of Two Bloods

Also at 1st level, as your blood is fiendish and your heart is divine, you've learned to harness both aspects in harmony. This extends to those you are closest too. When you roll initative, you may choose yourself or another creature within 10 feet of you, to gain one of the following benefits for 1 minute:

• Speed is increased by 15 feet.

• Gain resistance to fire, necrotic, poison or radiant damage.

As a bonus action on each of your subsequent turns, you can change between the two features or the damage type the creature is resistant to. You may only use this feature a number of times equal to your Charisma Modifier per long rest.

Fire

Gain resistance to fire, necrotic, poison or radiant damage.

Necrotic

Gain resistance to fire, necrotic, poison or radiant damage.

Poison

Gain resistance to fire, necrotic, poison or radiant damage.

Radiant

Gain resistance to fire, necrotic, poison or radiant damage.

Redeemer's Will

At 6th level, your will to walk a path of clarity cannot be thwarted in any way, and you can share this vision with others. You gain advantage on all ability checks and saving throws against the charmed, grappled, frightened or restrained condition.

In addition, when a creature within 60 feet of you becomes charmed, grappled, frightened or restrained, you may use your reaction to end the condition. If you do this, you no longer benefit from the advantage against those conditions for the next hour. You may only use this reaction once per long rest.

Penance's Path

At the 14th level, you've garnered enough divine presence to impose penance on a creature, thus healing its soul. Whenever a creature within 60 feet of you successfully hits another creature with an attack roll, you may use your reaction to force the creature to repent from its violent ways. The creature rolls damage for the attack as normal but instead heals the creature it attacked for that many hit points. Once you've used this feature, you cannot use it again until you take a short or long rest.

Final Redemption

By the 18th level, you've accepted that your path of redemption ends with your sacrifice. You are ready to give up all you are to save those around you. As an action, you may choose up to 2 other creatures within 30 feet of you. You expend all your hit points, go unconscious, and suffer 2 failed death-saving throws. The creatures you chose restore all their hit points and have advantage on all attack rolls, ability checks, and saving throws for the next minute. For the next 10 minutes, you cannot regain hit points. Once you use this feature, you need to rest for a week to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2022 6:37:16 AM
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11/9/2022 10:36:41 PM
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