Base Class: Sorcerer
the magic of a prophesy runs in your blood, grating you magical powers and expertise in combat. you were chosen to complete a goal. for some it's to destroy an enemy, for some it to protect a something or someone. either way, you have magical powers granted by being chosen by magic such as a prophesy.
Magic of the Prophesy
You learn additional spells when you reach certain levels in this class, as shown on the Chosen One Spells 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. additionally, you choose a chosen one type: destined to appose or destined to save. this choice will grant you more spells, which count as Chosen One spells, and follow the same rules.
Chosen One Spells
|
Sorcerer Level |
Chosen One Spells |
Destined to Appose Spells |
Destined to Save Spells |
|---|---|---|---|
|
1st |
guiding bolt | ||
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Chosen One's Gift
at 1st level, you gain an ability based of off your chosen one type you chose.
Destined to Appose
choose a monster type, aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, humanoid or undead. You have advantage on Wisdom (Survival) checks to track creatures of your your chosen creature type, as well as on Intelligence checks to recall information about them. additionally, once between short rests, you can give a weapon attack roll against one of your chosen creature an advantage. you must do this before you roll the attack roll.
Destined to Save
choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. when you see a creature of your chosen type make a saving throw within 60 feet of you, you can use your reaction to cause it roll with an advantage. additionally, when you see a creature within 60 feet of you make an attack roll against a creature of your chosen creature type, you can use your reaction to impose a disadvantage on it.
you can use this a number of times equal to your proficiancy bonus, regaining spend uses after a short rest.
alternatively, you can choose humanoid as your creature type. if you do, you can only use it once, and you regain use after a long rest instead of a short one.
Legendary Skills
at level 1, you gain proficiancy in light armor, shields, simple weapons, and martial weapons.
additionally, during a ling rest, you can touch a cloak or cape, making it magical until your next long rest. until it looses it's magic, it counts as a magic item and, as a bonus action, you can cause it to flutter dramatically for a minute. while it is fluttering, you gain an advantage on charisma (intimidation) checks, and one other charisma check of your choice, that you diced when you make the cloak flutter. once you make it flutter, you can't do it again until you re-enchant the cloak or cape.
Extra Attack
starting at level 6, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Hero's Resilience
when you reach 14th level, you gain resistance to your choice of bludgeoning, piercing, or slashing damage. additionally, you can choose an ability score. whenever you make a saving throw using that ability sore or constitution, you can roll and add a d4 to the value of the saving throw.
Final Stand
beginning at level 18, you can live long enough after most would have died to make a final stand. when you are reduced to 0 hp but not killed outright, you remain conscious until the end of your next turn or you you take enough damage to be killed outright before that. during your next turn after you were reduced to 0 hp, you have an advantage on all attack rolls, deal additional damage with spells and weapons that deal damage equal to your level, and gain a bonus based on your chosen one type. at the end of this turn, if you are still at 0 hp, you fall unconscious as if you had just been reduced to 0 hp.
Destined to Appose. when you score a hit against a creature of the creature type you chose at level one, it is instead a critical hit. additionally, can use your bonus action on your turn to make a melee attack or cast a cantrip.
Destined to Save. all friendly creatures within 30 feet of you gain hit point equal to twice your level at the start of your turn. additionally, as a bonus action, you can choose a creature within 40 feet of you. it gains a +2 bonus to its armor class until the start of your next turn. if the creature was of the creature type you chose at level 1, it instead gain a +3 bonus to it's armor class.
after you use this feature, you cannot use it again until you finish a long rest.
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Posted Apr 6, 2021important:
I shared this with a version of the chosen one spells table that only includes basic rules content, so that all can use this. however, there are some spells that fit the subclass more that are non-basic rules. because of this, here is a different chosen one spell list, using spell from all sources. you can just use the spells on this on you have access to, and use the rest basic rules spells.
Variant Chosen One Spells (with all sources)
Sorcerer Level
Chosen One Spells
Destined to Appose Spells
Destined to Save Spells
1st
heroism
cure wounds
3rd
find steed
branding smite
warding bond
5th
elemental weapon
crusader's mantle
beacon of hope
7th
find greater steed
staggering smite
death ward
9th
banishing smite
steel wind strike
hold monster