Sorcerer
Base Class: Sorcerer

At birth, you were chosen for an amazing destiny. Only one person every 1000 years has this chance, and sometimes this chance never happens. You are protected from even the gods themselves by the forces of fate, and you dying could have dire consequences. Bearing that in mind, you also have amazing powers that only activate in times of certain danger. You also have a familiar like guard like Mushu from Mulan. You don't know your destiny but it could be good or evil, fate doesn't care. 

Chosen Gaurd.

At 1st level when you gain this origin, you gain a Guardian, as if you had the permanent effect of a Find Familiar spell. Choose any beast with a CR of 1/2 or lower, or a Psuedodragon, Sprite, Quasit, Gazer, Imp, or something else allowed by your DM. This Guardian has the same stats as the creature used. If it dies, it will re-appear by your side at the next dawn unless you are dead, in which case it will suffer eternal torment for the rest of it's days. So for its sake, don't die. The creature can also, as a reaction, take any damage you are about to take. The damage become force and cannot be reduced in any way. It's weapon attacks are magical, and it can speak one language of your choice.

At 10th level, your Chosen Guard gains a upgrade from one of the ones below, choose one.

Big Blow

One per turn when your Guard hits with an attack, it can choose to cause the attack to deal 2d8 more damage of the same type and the target must make a strength save against your spell save or be pushed back 10ft.

Shadow Strike

As a bonus action, you tell your Guard to become invisible in a area of dim light or darkness. The Guard becomes invisible until attacks. It's next attack does 3d6 more damage.

Swift Strike

When your Guard attacks, it can attack again as part of the same action.

Destiny's Intervention.

At 1st level, your well of magic inside of you links you to forces above the gods. Reality itself is linked to your innate magic. When you are reduced to zero hit points, your AC gains a +3 bonus. When you become stable, you gain 1 hit point and temporary hit points equal to your level plus 10. If you do die, consult the table to see the dastardly consequence. The table can only be used after 10th level. 

1. Grand Pianos will rain from the sky sometime in the next month and will not stop until one week has passed, this happens in all parts of the world.

2. Every Mortal, including elves, forgets you ever existed. The past changes to a timeline where you didn't exist. Only your party members remember you and other people chosen by the DM.

3.Your body emits a high pitched whine and explodes in 1d4 days. The land within 10 miles of you is turned into a smoking crater. Nothing can offer protection from this.

4. All animals within 10 miles of you go wild and all corpse becomes zombie or skeletons, whichever seems appropriate to the corpse.

Bonded Destiny

At 6th level, you can bond people's destiny's together to share benefits. As a bonus action, you can create a bond between a number of creatures equal to your CHA modifier, max of 3. These creatures split all damage they take, so if they take 50 damage and their are 5 creatures bonded, then they each take 10 damage. They all gain disadvantage if one person gets disadvantage, the same for advantage, and healing works the same way as damage. This last for 1 hour

Destiny Realized

You realize some or all of your destiny. You have advantage on initiative rolls and death saves. You double your proficiency bonus to any insight checks you make, and you cannot be surprised. You also gain true-sight to a range of 15ft. Your DM also tells you what mystical feat you are supposed to accomplish, however, it does not have to contain all of your fate and it can be cryptic. As an action, you share knowledge of your fate with a creature within 30ft of you, it must succeed on a Wis save against your spell save DC or take 4d6 psychic damage and be stunned, on a successes, it takes half damage and gains advantage on its next insight check and is not stunned.

At 18th level, this damage becomes 6d8.

Fulfill Destiny

At 18th level, you have gained enough power to fulfill your destiny. You can, as a bonus action when your DM says you can, achieve a form of total control of destiny. DMs, this should have to do with the thing you told them about at 14th level. While in this state, you gain temporary hit points equal to you hit point maximum. Once you run out of temporary hit points, or after 1 hour, this form ends. While this form is active, you gain a +2 bonus to spell attack and damage rolls. As an action, you end this feature and attempt to fulfill you destiny. The DM then reveals what your destiny was, and it may not be what you though, this has to be everything about your destiny. After that, the DM, you, and your party members work together to help decide what happens, it can rework reality. For instance, if your destiny is to help slay the Terrasque, then when this feature activates, the DM may tell you that you were actually supposed to heal/revive the people who kill the Terrasque. If that is the case then you would restore them to full hit points and bring them back to life if necessary. If you were to deliver the final blow, then your allies might be resurrected and brought to max hit points, then attack the Terrasque until you deal a certain amount of damage to finish it off. If you die while in this state, you can only be revived by wish or true resurrection.

Once you do this, your DM will tell you a piece of your new destiny, see 14th level feature, and you will not be able to reactivate this feature, unless of course you failed to complete your destiny.

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