Sorcerer
Base Class: Sorcerer

A series of dangerous and horrific experiments have caused your arcane talents to roil and grow without the need for study. Magically empowered  gems, crystals, and stones were imbedded under your skin; you were injected with different drugs meant for allowing a temporary boost of power and focus with little or no time to recover, and your physiology changed. Many who suffer through this process become near mindless drones for those who created them, but a few can free their mind from the influences of the powerful Arcanists that created them.

Arcane Manifestation

At 1st level, you choose a manifestation brought on by the experiments done to you. At 18th level these powers develop further as you unlock new abilities.

Manifestation Benefit
Body Much of your skin has been enhanced granting improved Armor Class
Heart Your closeness to death has allowed you the practice to resist it
Mind Focus on your mind has allowed you to connect telepathically with others

 

Manifest Body

Starting at 1st level, strands of viscous magical essence flow slowly just under your skin. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. This essence will pulse outward in times when you're threatened; even when you don't realize. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Additionally, your magical energies are so potent that they seep into the area around you. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Manifest Heart

Starting at 1st level, your constant brushes with death has makes it a challenge to defeat you. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit point by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Additionally, the strength of your power seeps into everything you do occasionally turning failure into success. If you fail a saving throw or miss 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.

 

Manifest Mind

You can force you mind into that of another creature. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to you Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. it ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Additionally, you have [sense]darkvision[/darkvision] with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against the number of sorcery spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

 

Innate Sorcery

Starting at 6th level. When you cast any Abjuration spell of 1st level or higher from the Sorcerer spell list, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Release Restraint

Starting at 14th level, you can increase the power of your simpler spells. When you cast a sorcerer spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Improved Manifestation

You gain the ability to manifest a secondary ability granted by the manifestation you chose at 1st level.

Manifest Free Soul

Manifest Free Soul

Starting at 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Manifest Psionic Presence

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a form composed of black ichor held together by magical energy alone. In this form, you have resistance to all damage except Force and Psychic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Manifest Quicksilver Body

Your body is able to stitch itself back together in an instant, so you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

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