Sorcerer
Base Class: Sorcerer

Level 1: Eldritch Heritage

You have inherited eldritch powers from your previous lives, enabling you to cast Eldritch Blast as part of your innate sorcerous abilities. This spell does not count against your number of sorcerer spells known, and you may cast it as a cantrip. Additionally, when you hit a creature with Eldritch Blast, you can add your Charisma modifier to the damage dealt.

Level 1: Natural Talent

Your soul retains the skills developed from past lives, and you've held an inclination towards specific skills as a result. You are proficient in a Skill -OR- Tool of your choosing, and are proficient with a Weapon of your choosing.

Level 6: Echoes of the Past

You can draw on the memories and powers of your previous lives, tapping into the wisdom and combat experience of your past selves. Choose one of the following abilities (you gain an additional Echo at Level 11):
Echo of the Warrior:
You gain proficiency with Light Armor, Medium Armor, and Martial Weapons. In addition, you may perform a ritual to bind one weapon to your soul. This ritual can be done over the course of 5 minutes, and can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

When you make an attack with your bound weapon, you may use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. Whenever you take the Attack action on your turn using your bound weapon, you can attack twice. You gain an additional Extra Attack at level 12.

Echo of the Arcanist:
When you cast a spell, you can draw upon the accumulated knowledge of your past lives, allowing you to harness a burst of arcane power. Choose one of the following effects to apply to the spell, once you select this effect, you cannot use it again until you have taken a short rest:

  • Arcane Precision: You gain a +2 bonus to the spell's attack roll.
  • Arcane Insight: You can add +1d6 force damage to the spell's damage.
  • Arcane Resilience: You gain temporary hit points equal to your spellcasting modifier after casting the spell.

Echo of the Scholar:
You gain access to your past lives' wealth of knowledge, granting you powerful insights and abilities to tap into scholarly pursuits. You gain the following benefits:
Expanded Proficiencies:

  • Skills: You gain proficiency in two skills from the following list: Arcana, Deception History, Insight, Intimidation, Investigation, Medicine, Performance, Persuasion, or Religion.
  • Tool Proficiency: Choose one set of artisan’s tools or musical instrument.

Timeless Insight: Once per short rest, you can tap into the vast knowledge of your past lives to gain an instant insight into a topic, solving a problem, or understanding something obscure. You can choose one of the following effects:

  • Arcane Recall: You can instantly recall any useful piece of information about a creature, magic item, or spell that you’ve encountered in your travels (even if you don’t have proficiency in the skill or knowledge required to recall it).
  • Historical Analysis: You can make an Intelligence (History) check without needing to roll. On a success, you gain deep insight into a past event or important person that relates to your current situation (GM discretion).
  • Quick Study: You can study a creature’s body language or behavior to gain advantage on your next Insight or Investigation check against them within the next 10 minutes.

Level 14: Echo of Warping

At 14th level, the countless lives you’ve lived across different planes and realms grant you the knowledge to warp between spaces. Your past experiences in traversing these dimensions allow you to teleport with ease. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see within range.

When you teleport, your form shimmers briefly, with faint images of your past selves flickering in and out of view.

While teleporting, you can pass through creatures and objects as though they were difficult terrain. However, if you end your movement inside a creature or object, you take force damage equal to your Sorcerer level.

Level 18: Soul Reborn

Your connection to the eldritch forces of the universe grows stronger, allowing you to embody the true might of your past lives. As a bonus action, you can activate a state of heightened awareness and power for 1 minute. While in this state, you gain the following benefits:

  • Resistance to Force Damage: You gain resistance to force damage.
  • Empowered Attacks: You can channel your past strength into your weapon attacks. Once on each of your turns, when you hit a creature with a weapon attack, you can choose to deal additional force damage equal to your Charisma modifier (minimum of 1).
  • Arcane Resilience: You can add your Charisma modifier to your AC, reflecting the enhanced fortitude of your past selves.
  • Forceful Infusion: When you deal damage with a cantrip or spell, you can add your Charisma modifier to the damage dealt. Additionally, you can choose to deal force damage equal to your Charisma modifier on any cantrip or spell that deals damage, regardless of its damage type.

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

Class Features Summary:

Level 1: Eldritch Heritage – Gain Eldritch Blast as a cantrip. Add Proficiency Bonus to damage.

Level 1: Martial Training – Proficiency with light armor, medium armor, simple weapons, and martial weapons.

Level 6: Echoes of the Past – Choose one feature (Warrior, Arcanist, or Eldritch Scholar). Gain a second Echo at Level 11.

Level 14: Echo of Warping – Warp up to 60ft to a place you can see as a bonus action.

Level 18: Soul Reborn – Enhance your connection to eldritch forces, gaining resistances, bonus effects for spells and weapon attacks, and adding Charisma modifier to AC for 1 minute.

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Level 1: Eldritch Heritage

You have inherited eldritch powers from your previous lives, enabling you to cast Eldritch Blast as part of your innate sorcerous abilities. This spell does not count against your number of sorcerer spells known, and you may cast it as a cantrip. Additionally, when you hit a creature with Eldritch Blast, you can add your Proficiency modifier to the damage dealt.

Level 1: Natural Talent

Your soul retains the skills developed from past lives, and you've held an inclination towards specific skills as a result. You are proficient in a Skill -OR- Tool of your choosing, and are proficient with a Weapon of your choosing.

Level 1: Reincarnated Soul: Additional Spells List

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Level 6: Echoes of the Past

You can draw on the memories and powers of your previous lives, tapping into the wisdom and combat experience of your past selves. Choose one of the following abilities (you gain an additional Echo at Level 11):
Echo of the Warrior:
You gain proficiency with Light Armor, Medium Armor, and Martial Weapons. In addition, you may perform a ritual to bind one weapon to your soul. This ritual can be done over the course of 5 minutes, and can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

When you make an attack with your bound weapon, you may use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. Whenever you take the Attack action on your turn using your bound weapon, you can attack twice. You gain an additional Extra Attack at level 12.

Echo of the Arcanist:
When you cast a spell, you can draw upon the accumulated knowledge of your past lives, allowing you to harness a burst of arcane power. Choose one of the following effects to apply to the spell, once you select this effect, you cannot use it again until you have taken a short rest:

  • Arcane Precision: You gain a +2 bonus to the spell's attack roll.
  • Arcane Insight: You can add +1d6 force damage to the spell's damage.
  • Arcane Resilience: You gain temporary hit points equal to your spellcasting modifier after casting the spell.

Echo of the Scholar:
You gain access to your past lives' wealth of knowledge, granting you powerful insights and abilities to tap into scholarly pursuits. You gain the following benefits:

Expanded Proficiencies:

  • Skills: You gain proficiency in two skills from the following list: Arcana, Deception History, Insight, Intimidation, Investigation, Medicine, Performance, Persuasion, or Religion.
  • Tool Proficiency: Choose one set of artisan’s tools or musical instrument.

Timeless Insight: Once per short rest, you can tap into the vast knowledge of your past lives to gain an instant insight into a topic, solving a problem, or understanding something obscure. You can choose one of the following effects:

  • Arcane Recall: You can instantly recall any useful piece of information about a creature, magic item, or spell that you’ve encountered in your travels (even if you don’t have proficiency in the skill or knowledge required to recall it).
  • Historical Analysis: You can make an Intelligence (History) check without needing to roll. On a success, you gain deep insight into a past event or important person that relates to your current situation (GM discretion).
  • Quick Study: You can study a creature’s body language or behavior to gain advantage on your next Insight or Investigation check against them within the next 10 minutes.

 

Echo of the Arcanist

When you cast a spell, you can draw upon the accumulated knowledge of your past lives, allowing you to harness a burst of arcane power. Choose one of the following effects to apply to the spell, once you select this effect, you cannot use it again until you have taken a short rest:

  • Arcane Precision: You gain a +2 bonus to the spell's attack roll.
  • Arcane Insight: You can add +1d6 force damage to the spell's damage.
  • Arcane Resilience: You gain temporary hit points equal to your spellcasting modifier after casting the spell.

Echo of the Scholar

You gain access to your past lives' wealth of knowledge, granting you powerful insights and abilities to tap into scholarly pursuits. You gain the following benefits:

Expanded Proficiencies:

  • Skills: Choose two skills from the following list: Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Performance, Persuasion, or Religion.
  • Tool Proficiency: Choose one set of artisan’s tools or musical instrument.

Timeless Insight: Once per short rest, you can tap into the vast knowledge of your past lives to gain an instant insight into a topic, solving a problem, or understanding something obscure. You can choose one of the following effects:

  • Arcane Recall: You can instantly recall any useful piece of information about a creature, magic item, or spell that you’ve encountered in your travels (even if you don’t have proficiency in the skill or knowledge required to recall it).
  • Historical Analysis: You can make an Intelligence (History) check without needing to roll. On a success, you gain deep insight into a past event or important person that relates to your current situation (GM discretion).
  • Quick Study: You can study a creature’s body language or behavior to gain advantage on your next Insight or Investigation check against them within the next 10 minutes.

Echo of the Warrior

You may perform a ritual to bind one weapon to your soul. This ritual can be done over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

When you make an attack with your bound weapon, you may use your Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. Whenever you take the Attack action on your turn using your bound weapon, you can attack twice. You gain an additional Extra Attack at level 12.

Level 14: Echo of Warping

At 14th level, the echoes of your many past lives allow you to move with the speed and reflexes of your former selves. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see within range. Your form shimmers briefly, faint images of your past incarnations flickering around you as you shift locations.

While teleporting, you can pass through creatures and objects as though they were difficult terrain. However, if you end your movement inside a creature or object, you take force damage equal to your Sorcerer level.

Level 18: Soul Reborn

Your connection to the eldritch forces of the multiverse grows stronger, allowing you to embody the true might of your past lives. As a bonus action, you can activate a state of heightened awareness and power for 1 minute. While in this state, you gain the following benefits:

  • Resistance to Force Damage: You gain resistance to force damage.
  • Empowered Attacks: You can channel your past strength into your weapon attacks. Once on each of your turns, when you hit a creature with a weapon attack, you can choose to deal additional force damage equal to your Charisma modifier (minimum of 1).
  • Arcane Resilience: You can add your Charisma modifier to your AC, reflecting the enhanced fortitude of your past selves.
  • Forceful Infusion: When you deal damage with a cantrip or spell, you can add your Charisma modifier to the damage dealt. Additionally, you can choose to deal force damage equal to your Charisma modifier on any cantrip or spell that deals damage, regardless of its damage type.

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

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