Base Class: Sorcerer
In the vast expanse of the multiverse, many find themselves at the whim of forces far beyond them. The only solution to this, is power. For some, power comes from a lifetime of dedicated training in physical or magical arts. For others, power comes from deals made with unknowable entities, or service to righteous causes. And for some, power comes from years of political intrigue and carefully laid plans. You are not one of those people.
From the moment you were born, something within you burned brighter than it did in anyone else. Your soul was alight with power only you could ever hope to wield, and wield it you shall. Soul Savant sorcerers are one in a million, being born as one of the strongest of their age. Though this trait is most common in a single bloodline, this is only relative to the extreme rarity it appears in unrelated individuals. Some families spend countless generations tirelessly purifying and strengthening their bloodline with other sorcerer lineages, only for a single child to ever receive the gift decades later.
As a soul savant, it is common to feel as if the world may rest on your shoulders, and that there is a constant target on your back. Though you have not yet reached your full potential, you have enough of it to frighten anyone who's goals do not align with your own.
Edge of Infinity
At 1st level your soul has begun to transcend the limitations of your physical form. You can use this outward force as a defense against harm. You automatically learn the Shield spell and can cast it at will once per long rest. In addition, when not wearing armor, your armor class becomes 10 + your dexterity modifier + your charisma modifier.
At level 14 you gain an extra reaction that you can only use to cast the shield spell, and you can instead choose to grant the armor to anyone that you are touching whenever you cast shield.
Soul Ignited
As your soul becomes more powerful, you gain the ability to wield it as a weapon. When you make an unarmed attack, you can use your charisma modifier instead of your strength modifier for its damage. In addition, your unarmed strikes are considered magical attacks and when you cast a spell that would target a melee weapon you are wielding, you may target one or both of your fists instead ignoring any other restrictions the spell may contain about the qualities of the weapon (such as gold cost).
Mind, Body, and Soul
Starting at 6th level, you become incredibly skilled at weaving physical attacks and magical abilities together, surpassing the limitations of normal mortals. You can spend 1 sorcery point to gain an additional action on your turn which you can only use if you cast a spell or used an unarmed strike with your first action. What you may do with this extra action is based on which of the two actions you performed.
- Unarmed strike: You may perform another unarmed strike or cast a spell.
- Spell: You may perform an unarmed strike.
Eyes of Limitless Power
At 14th level, you have begun the last leg of your ascension, and your perception of the world has expanded to a godlike state.
When you make an intelligence check, you can add your CHA modifier instead of your INT modifier, you have advantage on perception checks and cannot be surprised, and all of your spells and melee attacks have a bonus to hit equal to your maximum number of Sorcery Points.
The Honored One
At level 18, you have become a true Soul Savant. The world lies far beneath you as you step into the heavens. Whenever you spend a sorcery point, roll a d20. On a 13 or higher, you gain a sorcery point. You also gain a fly speed of 30ft.
Additionally, you gain access to the following Metamagics.
- Blue Attraction: When you cast a damaging spell, you can spend two sorcery points to imbue your spells with the true potential of your soul, a power which draws all things to itself. When you hit a creature with a damaging spell, you may move that creature up to 30ft towards you.
- Red Repulsion: When you cast a damaging spell, you may spend two sorcery points to imbue your spells with the reversed form of Blue Attraction, which repels its targets. If your spell deals damage to a target, it is knocked back 30ft away from you. If it's path is interrupted by a solid object, it takes 2d6 bludgeoning damage for every 5ft it has moved.
- Purple Erasure: When you cast a damaging spell, you may spend two sorcery points to imbue it with a combination of Blue Attraction and Red Repulsion, an enigma which creates a dangerous field of anti-matter. This spell deals additional damages equal to twice your charisma modifier. If a creature is killed by this spell, or if an object is destroyed by this spell, all physical remnants of it are destroyed.
Previous Versions
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12/17/2023 2:05:21 AM
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4/16/2025 8:11:02 PM
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