Sorcerer
Base Class: Sorcerer

A tormented soul sorcerer has gained the ability to cast spells, not from knowledge, study, bloodline or religious focus. Instead, a tormented soul sorcerer has suffered greatly at the hands of another, be it creature, government, or god. Withstanding years of agonizing mental and physical torture has connected the tormented soul to the world of magic and that magic has served to keep the tormented soul alive and moving. A tormented soul is often thrust into the adventuring life because of a loss of connection to family and society rather than some urge to explore. 

Additionally, you are mentally in a constant struggle between the evil that was thrust into you by your tormentor and the light that guided and preserved you during your torture. Whether you choose to follow the light and protect the injured or cause massive harm to those that threaten you, you are bound that path. Because of the source of your magic, it is your physical will to live that generates your spells power.

Soul Source

Starting at level 1, when you select this sorcerous origin, you gain access to two additional cantrips. The cantrips may be from any spell list but must reflect your soul's primary guiding force, either the light or evil. If you follow the path of light, the cantrips must come from the evocation school. If you follow the path of evil, the cantrips must come from the school of necromancy. Regardless of the spell's class, they are nonetheless sorcerer's spells to you.

The cantrips gained from Soul Source are cast using your Constitution modifier, rather than Charisma, as these cantrips are being channeled through you by the Soul Source.

Cantrips learned this way do not count against your cantrips known due to being known not by you but by the guiding soul of your torment. Cantrips gained in this way are lost per the Guiding Soul rules.

Guiding Source

At 1st level, you will make a decision between letting the evil that dominated you for years influence your decisions or to follow the light that continually saved your physical body during your agony.

If you select the evil path, you gain +2 to spell attack, spell DC, and to saving throws related to necromancy spells.

If you select the path of light, you gain +2 to spell attack, spell DC, and saving throws related to evocation spells.

As part of this selection, your alignment must never stray from your guiding source, lest your guiding spirit feel abandoned. Following an evil path requires a neutral or evil alignment while following the path of light requires you to maintain a neutral or good alignment. Should your alignment stray too far from your guiding source, you lose the above benefits, as well as any bonus spells, cantrips, and other perks of this sorcerous source.

Once you stray from your guiding source, you may seek reconnection with your guiding spirit or devote your life to a new path guided by your secondary spirit. To reconnect with your original guiding source, you must first realign your behaviors so as to have a neutral alignment or an alignment matching your spirit. Once you are properly aligned, you must spend a total of 5 days in deep contemplation and communication with the chosen guiding spirit with each day consisting of 8 hours of meditation, which may be done in separate sessions of at least 1 hour. The days need not be consecutive, however, your guiding source bonuses only return after completion.

Once you have completed your mediation, you gain access to all things lost to you, including bonus spells, cantrips, saving throws and other perks. However, if your guiding source has changed your spells, cantrips, saving throws, et cetera must align with your new guiding source; necromancy for evil and evocation for the path of light.

Soul Bond

Starting at 6th level, you forge a stronger bond with your guiding source. As such your guiding source knows an additional cantrip from the school of magic connected to your guiding source, either necromancy or evocation.

Also, your guiding source knows an additional three levels of spells, part of which must be of the spell school connected to your guiding source. (e.g. if you are guided by your evil source, you can gain a 3rd level necromancy spell, or a 2nd level necromancy spell and any first level spell, or a 1st level necromancy spell and either two other 1st level spells or a 2nd level spell).

The spells and cantrips do not count against your known spell limits and do not use a spell slot when cast. Any spell or cantrip from this sorcerous origin uses your Constitution modifier in place of your Charisma modifier.

Source Balance

Beginning at 14th level, you gain additional sorcerous knowledge through your continued bond with both your guiding source and secondary source. You know an additional cantrip, this time of either the necromancy school or evocation school, and again this cantrip does not count against your known cantrip total.

Your tormented soul sources also allow you to learn an additional 5 spell levels following the same perimeters as in Source Bond, except that the restricted spell can be from necromancy or evocation. These spells are also cast with your Constitution modifier rather than your Charisma modifier. (spell attack, spell DC, etc).

You have also learned to channel all of your spells through your physical strength and will. As such, you can cast all spells using your Constitution modifier rather than your Charisma modifier.

Finally, you gain resistance to damage from your guiding source (necrotic or radiant).

Source Union

Starting at 18th level, you gain access to two additional cantrips, one from each of the necromancy and evocation schools. These are sorcerer cantrips for you. They do not count towards your cantrip total.

You also learn two additional spells, one each from the necromancy school and the evocation school. These spells can be no higher than 6th level, but may be lower at your choice. These spells do not count against your spell total.

As you have spent a great amount of time seeking to balance and harness the powers of your guiding and secondary source, you now no longer need to maintain alignment with your guiding source. You have struck the perfect balance between them and worked to get both to work in tandem. You now have resistance to both necrotic and radiant damage.

Additionally, after much experience channeling your spells through your physical strength and will, any spells or cantrips cast from your tormented soul spells applies both your Constitution modifier and Charisma modifier (spell attack, spell DC, etc). 

Also, because of your experience casting spells using either your Constitution modifier or Charisma modifier, you may expend 1 sorcery point for each spell level of a cast spell from your regular spell list to combine your Constitution modifier and Charisma modifier.

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