Sorcerer
Base Class: Sorcerer

Sorcerous Origin: Knowledge of the Ancients

The magic in your bloodline originates not from dragons or wild chaos, but from the timeless memory of the world itself. You are a descendant — or reincarnation — of the Ancients, a long-forgotten people who communed with the spirit of the planet and the vast life stream that flows through all things. Their magic was quiet, healing, and impossibly old.

You do not force magic to obey. You ask, and it answers.


Subclass Features

Sorcerer Level Feature
3rd Ancient Magic, Life Stream Gift
6th Limit Break: Healing Wind
14th Sacred Bloom
18th Limit Break: Great Gospel

Ancient Magic

Ancient Magic

3rd-Level Knowledge of the Ancients Feature

The deep memory of the planet expands your magical reach.

When you choose spells for your Spells Known feature, you may select them from the Cleric and Druid spell lists, in addition to the Sorcerer list.
Each spell you choose from another list is treated as a Sorcerer spell for you.

This feature does not allow you to prepare additional spells — it expands the list from which you may select spells when leveling up or replacing known spells.

Life Stream Gift

Life Stream Gift

3rd-Level Knowledge of the Ancients Feature

Your magic carries a faint pulse of healing energy.

When you cast a Sorcerer spell using a spell slot, choose one creature within 30 feet of you. That creature regains hit points equal to your Charisma modifier (minimum of 1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Limit Break: Healing Wind

Limit Break: Healing Wind

6th-Level Knowledge of the Ancients Feature

When those you care for falter, your magic surges in response.

When a creature you can see within 60 feet of you drops to half its hit point maximum or fewer, you can use your reaction to heal them.

  • The target regains 3d8 + your Charisma modifier hit points.

  • You can also heal a number of additional creatures within 10 feet of the target equal to your proficiency bonus. Each of those creatures regains 1d8 + your Charisma modifier hit points.

You can use this feature once per long rest, or you can use it again by spending 3 sorcery points.

Sacred Bloom

Sacred Bloom

14th-Level Knowledge of the Ancients Feature

You radiate an aura of protection drawn from the life stream itself.

  • While you are conscious, creatures of your choice within 10 feet of you have advantage on saving throws against the Charmed, Frightened, and Poisoned conditions.

  • Once per turn, when you restore hit points to a creature with a spell, you can also end one of the following conditions affecting them: Blinded, Deafened, Paralyzed, or Poisoned.

  • If you are concentrating on a Sorcerer spell, this aura extends to 30 feet.

Great Gospel

Limit Break: Great Gospel
18th-Level Knowledge of the Ancients Feature

As an action, you invoke the planet’s purest will to heal and shield those you cherish. Choose any number of creatures within 60 feet of you:

  • Each creature regains all of its hit points.

  • Until the start of your next turn, they are immune to all damage and all conditions.

This immunity ends early for a creature if it is hit by a critical hit or fails a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 10 sorcery points to use it again.

Knowledge Of The Ancients Image

Comments

Posts Quoted:
Reply
Clear All Quotes