Sorcerer
Base Class: Sorcerer

Before the Tardigrades separated from the material plane they roamed freely, frequently changing their physical forms to match those that were around them. When the Tardigrades would spawn children with other species those descendants would take the form of their non-tardigrade counterpart but retain diminished forms of their magical abilities. These descendants are extremely rare since the Tardigrades have left the material plane and many descendants remain unaware of their lineage. The abilities granted to the Rana Sylvatica include the Tardigrades regenerative ability known as retrogression. The Rana Sylvatica upon taking potentially life ending damage will regain some of their health and their age will revert a random number of years. Unlike the Tardigrades who can repeat this process frequently, The Rana Sylvatica will only heal to a certain degree, have no control over their age regression, and take a longer number of days to be able to repeat this process. The Rana Sylvatica also have access to certain spells and magic that otherwise would take intense study or divine power to access. Lastly the Rana Sylvatica and naturally attuned to arcane energies allowing them to sense, to a certain degree, the presence of magic, magical beings, or magical items. 

Tardigrade Descendant

At 1st level, you gain the retrogression ability allowing you to regain 1d4 health after sustaining damage that would reduce your HP to 0. Each time retrogression is used the player's age is reduced by 1d12 years. The age reduction can be more steadily controlled the stronger the player becomes. Retrogression takes 1d12 days before it can be used again but may be used more frequently the stronger the player becomes. The player may also used the cantrips Spare the Dying and Healing Word once per long rest. 

Arcane Resistance

You natural Tardigrade resilience empowers you giving you resistance. As opposed to gaining resistance to damage from all magical sources, you instead gain resistance to a damage type of your choice. 

Acid Resistance

You gain resistance to all sources of acid damage 

Cold Resistance

You gain resistance to all sources of cold damage 

Fire Resistance

You gain resistance to all sources of fire damage 

Lightning Resistance

You gain resistance to all sources of lightning damage 

Necrotic Resistance

You gain resistance to all sources of necrotic damage 

Poison Resistance

You gain resistance to all sources of poison damage.

Radiant Resistance

You gain resistance to all sources of radiant damage 

Shifting Form

Starting at 6th level, You can use a sorcery point to enter into a more pure arcane form for 1 round. While in this form your appearance becomes more transparent and you gain access you stronger magic. Your intellect increases by +4 and any spell attack rolls that you make can be made with advantage. 

Higher Power

 

Starting at level 14, you can choose to access either the Tardigrades plane shifting powers or access the offensive abilities of the Tardigrades. Choosing the plane shifting powers allows the usage of the spell Plane Shift, Dimension Door, and Misty Step. Choosing the offensive abilities allows access to the Tardigrades arcane arrow, bolster, flurry, and elemental arrow abilities.

Plane Shifter

You gain access to the Plane Shift once per long rest, the Dimension Door 3 times per long rest, and can use Misty Step as a cantrip. Plane Shift and Dimension Door are cast as an action but Misty Step may be cast as a bonus action. 

Tardigrade Fighter

You gain access to the Tardigrades offensive abilities allowing you to cast elemental burst, arcane arrow, and bolster and also allows you to use the flurry ability. 

Pure Blood

Starting at level 18, You can gain access to high level tardigrade abilities allowing you to shift your physical form into a secondary races gaining access to extra racial abilities. You also become attuned to to the natural arcane energies allowing you to sense the presence of magic nearby. You can use a sorcery point to memorize any spell cast that you can see or sense cast near you. The DC to memorize a spell is intellect 10 + the spell level. You can memorize spells equal to your intellect modifier. Once a memorized spell is cast it is immediately forgotten. Anytime a spell is cast near you make an intelligence check at  DC 10 + spell level to detect the presence of magic. Whenever a magical item or magical presence is within 30ft make an intelligence check at DC 12 to sense the presence of magic. 

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