Base Class: Sorcerer
An Ascendant Soul(1.5) is a person who is not merely mortal, but not yet entirely divine. The reasons vary. Perhaps there was an uncommon being as an ancestor. Perhaps a greater entity breathed on the flames of their soul, or donated a spark to it. Perhaps some accident of circumstance imbued them with something more. Or perhaps a person is simply that once in a generation birth destined for something far greater. Whatever the cause, some people's souls burn brighter than others. They are Ascendant, and their ultimate journey - if they survive it - leads far beyond mortality.
Divine Magic
Your Ascendant Soul allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for your soul: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
A. Good
You learn the bless spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
B. Evil
You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
C. Law
You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
D. Chaos
You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
E. Neutrality
You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Manifest Destiny
Starting at 1st level, your own divinity guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Bearing of Destiny
At 6th level, your effulgent soul causes all who perceive you to become preternaturally aware that there is something wholly extraordinary about you. If your proficiency bonus applies to a Charisma check, double that bonus. This doesn't stack with other similar bonuses like expertise.
The Gift of Flight
Starting at 14th level, the surging soul inside you grants you the power to move yourself at will by thought - flight. Your flying speed is 30 feet. You may also spend sorcery points to move additional things and/or willing people with you, at a rate of 1 sorcery point per 200 pounds per hour. The additional carried things and people must be within 20 feet of you and everything moves with you as a group, not under their own power, nor can you alter their position with respect to yours. You may release any or all of the extra things and people at any time.
Out of combat you can fly at 50 MPH indefinitely. You can fly up to twice as fast for one hour, but after that burst of speed you can't use flight at all until you finish a short rest.
Ascendant Soul
At 18th level you have become almost fully divine and can now physically manifest your Ascendant Soul. It takes a bonus action, lasts for one minute, and once you have done so you can't do it again until after a long rest, unless you spend 7 Sorcery Points. While in this state, the following are true:
- Your damage becomes radiant damage and you have +5 to all attack rolls.
- If you hit with your attack roll, no effect, magic, feature, or anything else prevents your damage from applying fully to the target's hp. This includes resistance, immunity, invulnerability, effects that soak damage, and effects such as a tarrasque's reflective carapace.
- Any target you damage cannot regenerate or regain hit points in any way including magic for at least ten minutes. If you kill the target, it is permanently dead.
- You have resistance to all damage, and once during the Ascendant Soul effect you have the ability to use Legendary Resistance identical to the one that creatures and monsters use: if you fail a saving throw, you can choose to succeed instead. Once you do choose to succeed, this ability is unavailable to you until the next time you activate Ascendant Soul.
Previous Versions
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11/23/2022 3:54:41 PM
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12/5/2022 12:20:08 AM
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1.1
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