Sorcerer
Base Class: Sorcerer

There is little that can stand in the way of a soul that was born to be free. Your spirit, your very essence, rebels against all that would bind it, and you can call on that power to ensure your independence. Maybe one of your ancestors was legendary freedom fighter, who's spirit keeps the fight going through you. Or you might've been exposed to Limbo or the Elemental Chaos, where law is opposed by the planes in their entirety. Or perhaps it is your own drive, your own desire to be free, a force of will so strong that it allows you to draw magic from it. Whatever the case, your freedom is paramount, and your power will not be contained.

Unbound Arcanum

1st-level Renegade Spirit feature

You learn additional spells when you reach certain levels in this class, as shown on the Unbound Arcanum 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Unbound Arcanum
SORCERER LEVEL SPELLS
1st expeditious retreat, longstrider
3rd knock, misty step
5th blink, haste
7th freedom of movement, dimension door
9th dispel evil and good, passwall

Rebel Guard

1st-level Renegade Spirit feature

You will not be bound, and any who try to do so will learn why it’s a bad idea. You have advantage on saving throws against being grappled, restrained, paralyzed, or charmed. If you succeed on a saving throw against one of those effects, you can use your reaction to expend a spell slot, dealing 1d8 force damage per level of the spell slot you used.

Call to Freedom

6th-level Renegade Spirit feature

At 6th level, you gain the ability to rescue yourself and others from captivity. As an action, you can expend 3 sorcery points to free yourself from any effect that has you grappled, restrained, paralyzed, or charmed.
You can spend additional sorcery points to choose a number of creatures within 30 feet equal to the points you spend, freeing them from those conditions as well.
Furthermore, you can spend 6 sorcery points to free yourself or a creature that you touch from an effect that inflicts the petrified condition.

Onward and Upward

14th-level Renegade Spirit feature

Starting at 14th level, you gain a flying speed equal to your walking speed and you can hover. You are only affected by changes in gravity, such as the reverse gravity spell, or many of the effects of the Graviturgy Wizard, if you choose to be.

Wandering Soul

18th-level Renegade Spirit feature

You can grant your soul the ultimate freedom: freedom from the body. As an action, you can cause your spirit to leave your body, causing your body to fall unconscious, then entering a state of suspended animation; not requiring food or air, and not aging. When this happens, you pick either the Material Plane or the Astral Plane.
While in your spirit form you are invisible, you can move through objects and creatures as if they were difficult terrain, you have a fly speed of 30 feet and can hover, you have an AC equal to 10 + your Charisma modifier, and if you take any damage, you immediately return to your body.
If you pick the Material Plane, your spirit wanders outside of your body to a maximum distance of 1 mile. You have truesight, being unrestricted by physical eyes, but you cannot directly interact with anything or speak. If you encounter a barrier that extends into the Ethereal Plane, such as a wall of force, you are unable to pass through it.
If you pick the Astral Plane, your spirit travels to the Astral Sea, which you traverse using your Charisma score instead of your Intelligence score. If you find an object in the astral sea, such as one stranded there by a bag of holding being broken, you can carry it with you, and if you are still holding it when you end the effect, it is carried with you to your body. If you find a portal to another plane on the Astral Sea, you can enter it, at which point your body is transported to you, allowing you to re-enter your body as you enter the new plane.
You can use an action to end the effect at any time, at which point your spirit is instantaneously transported back to your body. The effect also ends if your body takes any damage.

Previous Versions

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