Sorcerer
Base Class: Sorcerer

Legends, prophecies, and stories of fate will always tell of an ancient legend that would one day be reborn and change the world - this reincarnation is the chosen one. Despite their prophesized title, their Fate and Destiny is largely a matter of coincidence to the path they have decided, the part of the prophecies that are true are only the undeniable signs of a past life of who they once were, and it beginning to manifest.

The Chosen One walks through life noticing weird familiarities that they have no real explanation for. Their knowledge and mastery of specific equipment is obtained by an uncanny familiarity despite never formerly interacting with it before. For the Chosen One, magic manifests in ways that have very little trace of origin connected to their current surroundings, and it works in ways that transforms their abilities that walk them closer to becoming the ancient legend they are connected to.

Uncanny Familiarity

Starting at 1st level, you begin to show signs of the destiny you were meant to follow. Without any training or knowledge, there are some things you seem to naturally know. You gain proficiency in using shields, any one weapon, any one armor, and any one tool. With these selected items, you may use your Charisma modifier in place of any stat that is used for a bonus, check, and damage. 

Additionally, any magical weapons or armor you are proficient with allow you to use your Charisma modifier in place of the weapon's Strength or Dexterity modifier for attack and damage, or the armor's Dexterity Modifier.

According to Legend

At the 1st level, being the chosen one begins to manifest when you need it. You gain the spell False Life, and at the 3rd level, you gain Magic Weapon. These spells do not count against the number of your known spells and have unique traits if cast on you:

  • False Life: The duration of the spell increases to 8 hours, and when cast the spell, you can spend a number of sorcery points equal to your proficiency bonus to add +3 temporary hit points per sorcery point spent 
  • Magic Weapon: When cast on yourself, it no longer requires concentration, you can add your Charisma modifier instead of your Strength or Dexterity modifier for attack and damage rolls on weapons you're proficient using with the duration of the spell increases to 8 hours. You can only use this version on one weapon at a time.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn with a weapon you're proficient with.

Additionally, you can cast one of your Sorcerer cantrips in place of one of the attacks and spend 1 sorcery point to add your Charisma modifier to your bonus damage to the cantrip.

Legendary Resistance

Starting at 14th level, as a reaction, you can choose to succeed a saving throw of any kind. Once you use this ability, you must finish a long rest.

You can spend 4 sorcery points to use this ability again.

Manifested Hero

At 18th level, you can concentrate on an additional spell as long as it targets you or has the range of self when you use 3 sorcery points plus the spell's level. Concentration checks need to be made for each spell.

Alternatively, you can spend 1 sorcery point to use the ready action on a spell without breaking concentration. When the trigger occurs, you can take your reaction before the trigger finishes, after the trigger finishes, or ignore the trigger. 

If the readied spell wasn't used, you can spend an additional sorcery point to save the spell slot.

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