Sorcerer
Base Class: Sorcerer

Your sorcerous power stems from an ancient source long-considered grotesque by many circles of arcane practice: your own body. Flesh sorcerers regard the body as merely a vessel that houses the soul, and manipulate their forms to enhance magic in uncanny and sometimes terrifying ways.

Corpus Arcana

Starting at 1st level, your willpower has become untenably linked to the sinew and humours of your body, transforming your flesh into the locus of all your magic. You use STR, instead of CHA, as your spellcasting ability.

Your spells are also bound to your vessel, limiting their ranged spell attack are now melee spell attacks with a range of touch, but you add your STR modifier to one damage roll of any spell that requires a melee spell attack. You are immune to any harmful effects of Melee spell attacks you make. Whenever you use your reaction to attack opportunity, you can instead cast a cnatrip that requires a spell attack.

Lastly, you learn the Primal Savagery cantrip, which counts as a sorcerer spell for you.

Mutable Sinew

At 1st level, you begin mastering your physical form through arcana. You gain proficiency in STR (Athletics) checks.

Additionally, your body can undergo horrific transformations when you cast spells. Whenever you cast a spell of 1st level or higher, you can use a Bonus Action to terrify creatures of your choice within 10ft of you, as your body rips itself apart and puts itself back together. All affected creatures must make a WIS saving throw against your spell save DC or be frightened of you for 1 minute. A creature can attempt this saving throw again at the end of each of its turns; after succeeding against this effect, a creature is immune to this effect for 24 hours. Seeing others quake in fear at your transformations reinvigorates you. You gain Temp Hp equal to the number of creatures frightened times your STR mod.

Once you use this feature, you can’t use it angina until you complete a short or long rest. You can use this feature twice between rests at 6th level, and three times between rests at 14th level. The range of this effect increases to 30ft at 14th level.

Surging Viscera

Beginning at 6th level, you can use magic to harden your bones and toughen your skin. As a Reaction when taking Bludgeoning, Piercing, or Slashing damage, you can spend 1 sorcery point to gain resistance to those damage types until the end of the current turn. Additionally, whenever you spend sorcery points on a spell, if that spell successfully deals damage, you may add the number of sorcery points equal to your AC if you aren’t wearing armor. The maximum number of points you can add to your AC this way equals your CON mod. This increase lasts for 1 min, starting from the first point gained.

Superior Vessel

At 14th level, the STR and survivability of your bodily vessel are approaching perfection. You gain proficiency in STR saving throws.

While conscious, you are permanently under the passive effects of the regenerate spell and can spend 5 sorcery points as an Action to heal 4d8 + 15 Hp. When unconscious and forced to make a Death Saving throw, you can spend all of your remaining sorcery points to stabilize yourself. You must have at least 1 sorcery point to do so.

Bone Conduits

At 18th level, your body is nothing but fabric for your arcane tapestry. Your bones erupt from your flesh and encase you in armor, while also acting as arcane conduits.

As a Bonus Action, you gain the benefits of the Barkskin spell for 1 minute. When you take damage in this state, you can spend 3 sorcery points as a Reaction to gain resistance to the damage taken until the end of the current turns. Additionally, the damage dice you roll for your next harmful spell before the end of your next turn are increased by one additional damage die for every 10 points of damage you took when using your reaction this way.

Once you use this feature, you can’t use it again until you complete a long rest.

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