Sorcerer
Base Class: Sorcerer

Your ability to wield magic is not a product of bloodline or exposure to magical energies. Rather, it is a power passed from one person to the next, with you merely the latest to house this magical force. Each time the torch is passed, a piece of the wielder is added to the flame. Such a power is chaotic and overwhelming. Memories of different lives bubble up in your mind and make it difficult to parse your own thoughts. But should you find harmony with the spirits inside, the power of countless heroes will be yours.

Until one day the magic passes to another, just like it was passed to you.

Level 3: Inherited Spells

When you reach a Sorcerer level specified in the Inheritor Spells table, you thereafter always have the listed spells prepared.

Inherited Spells
Sorcerer Level Spells
3 Comprehend Languages, Identify, Enhance Ability, Augury
5 Sending, Spirit Guardians
7 Locate Creature, Guardian of Faith
9 Legend Lore, Reincarnate

 In addition, consult the Passing of the Mantle table and choose or randomly determine how the magic was given to you.

Passing of the Mantle
1d6 Transfer
1 You were born at the exact moment of your predecessors death.
2 Seeing your potential, the previous wielder transfered their power to you.
3 You picked up a peculiar item, which transfered the magic into you. When you die, the magic will return to the item.
4 The previous wielder died by your hand, perhaps not intentionally.
5 You won a competition, only to find the championship title held magical power.
6 The magic transfers to a random member of your species every 100 years. This century, it chose you.

Level 3: Accumulated Experience

You house the sum knowledge of many lives within you. You learn one Language and gain proficiency in two skills or tools of your choice.

Channel Knowledge

When using your innate sorcery, you channel both the power and knowledge of those who came before you.

Choose two spells from the Bard, Cleric, Druid, Sorcerer, Warlock or Wizard Spell Lists. The spells must be of a level you can cast. While Innate Sorcery is active, you can cast those spells as if they were sorcerer spells you have prepared.

You can change the spells you chose at the end of a long rest.

Level 6: Arcane Fighting Style

 You learn to fight like one of your predecessors. Pick one of the following options:

Spellbender. You gain an additional Metamagic option. When you activate Innate Sorcery, you gain 2 Temporary sorcery points. These sorcery points can only be used on Metamagic and disappear when Innate Sorcery ends.

Magic Knight.  Magical force envelops you like armor.  While you aren’t wearing armor, your base Armor Class equals 13 plus your Charisma modifier. You also gain proficiency in all simple and martial weapons. When you activate Innate Sorcery and as a bonus action while Innate Sorcery is active, you can make an attack with a weapon or unnarmed attack.

Barrier Master.  When you or a creature within 15 feet of you is targeted for an attack or has to make a Saving Throw, you can use a reaction to create a barrier originating from you. A barrier is a 15 foot emnation giving creatures of your choice half cover until the end of the turn. While Innate sorcery is active, when a creature within 60 feet of you is targeted for an attack or has to make a Saving Throw, you can spend a reaction to create a barrier originating from that creature.

You can change your choice at the end of a long rest.

Level 14: Force of Personality

The connection to your predeccessors deepen even further, allowing you to channel not just their knowledge, but their personal strengths as well.

When you activate Innate Sorcery, pick one of the following options:

Mage's Focus. Your spell attacks deal 1d6 extra Force damage and your weapon attacks deal 1d10 extra Radiant damage.

Warrior's Spirit. You gain a +2 bonus to Armor Class. You also gain a +2 bonus to Strength and Constitution Saving Throws.

Trickster's Intuition. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

You gain the chosen effect until Innate Sorcery ends. You can also spend up to 2 sorcery points when activating Innate Sorcery to pick 1 additional option for each sorcery point spent, but you cannot pick the same option twice.

Unified Soul

After many tribulations, you have managed to gain harmony with the spirits inside of you. You have advantage on History Checks. Moreover, your Arcane Fighting Styles improve in the following ways:

Spellbender. You can twist the residual power of a spell. After you cast a spell, you can use a reaction to launch darts dealing 1d4+1 force damage to a creature within 30 feet of you. The number of darts fired equal 1 pluss the number of metamagic options used on the spell. If Innate Sorcery is active, you launch 2 darts for each metamagic option used on the spell instead of 1.

Magic Knight. When you hit a creature with a weapon attack, you can expend up to 5 sorcery points to make a Sorcerous Smite. When you do, the attack deals an additional 1d8 Radiant damage to the target for each sorcery point spent. When you use Sorcerous Smite while Innate Sorcery is active, your attack deals 1d8 extra radiant damage and you gain Temporary hit points equal to the radiant damage dealt by the attack.

Barrier Master. Your barriers grant creatures a +2 bonus to Strength Saving Throws and 15 Temporary Hit Points that last for the duration of the barrier. When you activate Innate Sorcery, pick a damage type other than Psychic. For the duration of Innate Sorcery, your barrier grants resistance to the chosen damage type.

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