Sorcerer
Base Class: Sorcerer

An event through your bloodline left an indelible mark on you, infusing you with spiritual energy. This immense energy allows the sorcerer to tap into a well of ether flowing between realms, fueling your spells. Giving themselves unto the energy, a sorcerer only grows stronger developing soul gems in unique shapes and patterns along their flesh. These shards are able to house the souls of their defeated foes or fallen allies.

Tapping the Spiritual Well

The spiritual energies weaved into your bloodline radiates as it empowers your soul. You are granted with the following abilities:
At 1st Level:

Soul Seek

As an action, the sorcerer can consume a 1st-level spell slot to call upon spiritual energy causing their sight to cloud over revealing the auras of intellectual humanoid creatures line-of-sight within a 20 foot radius emanating from the caster, lasting 1 minute. While using the sight, the auras around their silhouette describes how powerful a creature appears be.

Dull Green Auras Flickering Blue Auras Shimmering Orange Auras Pulsing Red Auras
Commoners Intellectual Creatures of 2+ Levels Lower Intellectual Creatures of 1 Level Lower or Higher Intellectual Creatures of 2+ Levels Higher
(Cannot Be Stored) Death Save - Casters Charisma w/ Disadvantage Death Save - Casters Charisma Death Save - Casters Charisma w/ Advantage

 

Binding Tethers

As a bonus action, the sorcerer can call upon four astral tethers to entangle a targets chest and neck, up to 40 feet away. Giving a bonus to proficiency to those who attack it, and upon dropping to 0 HP, must pass special death saves or lose their soul to the sorcerer. The target does not feel any effects but can see and hear the seething of mystical energies surrounding them. Lasts 1d6 rounds + Charisma modifier.

As a bonus action, the sorcerer can call upon four astral tethers to entangle a targets chest and neck, up to 40 feet away. Giving a bonus to proficiency to those who attack it, and upon dropping to 0 HP, must pass special death saves or lose their soul to the sorcerer. The target does not feel any effects but can see and hear the seething of mystical energies surrounding them. Lasts 1d6 rounds + Charisma modifier. If this creature is outright killed, with no death save opportunity their soul is reaped from their body in a glimmering shine upward and by casters choice either; released into the astral flow, healing the caster for 1d4 points of damage or embraced into an Soul Gem.

**Willing intellectual humanoid creatures can be reaped without having to sustain damage or pass saving throws.

If the target is an unwilling intellectual humanoid creature; the target has to make a Wisdom saving throw vs the sorcerer spell DC. If successful, the spell has no effect on the target. If unsuccessful, the target is overwhelmed by misty ribbons of smoke-like ethereal energy causing all attacks against them to receive a +1 to proficiency bonus. If this creature is outright killed, with no death save opportunity their soul is reaped from their body in a glimmering shine upward and by casters choice either; released into the astral flow, healing the caster for 1d4 points of damage or embraced into an Soul Gem.

If the target has been reduced to 0 HP while under the effect; they immediately make a hindered death save.

       
Commoners Intellectual Creatures of 2+ Levels Lower Intellectual Creatures of 1 Level Lower or Higher Intellectual Creatures of 2+ Levels Higher
(Cannot Be Stored) Death Save - Casters Charisma w/ Disadvantage Death Save - Casters Charisma Death Save - Casters Charisma w/ Advantage

 

If the target succeeds, they can make a subsequent death save on their next round. If the target succeeds two death saves, the target is healed for 1d4 points of damage. If the target fails, the target dies and its soul is reaped from their body in a glimmering shine upward and by casters choice either; released into the astral flow, healing the caster for 1d4 points of damage or embraced into an Soul Gem. 

At 2nd Level:

Waylaid Soul

Tapping into the ethereal flow, you can choose a soul you reaped and released into the flow and take their form to perfection. Upon casting the soulbinder must make a Performance skill check vs their own spell DC and succeed to mimic their voice and mannerisms. Failing has no effect on the spell's visual effects. Consumes a spell slot of 1st level or higher. Lasts 1 hour per Spell Slot level.

Bound Wisdom

Tapping into your own spiritual energy, you can choose a soul you encapsulated and temporarily bind their memories to yours. The Sorcerer has full access to the souls' memories and secrets as if the they were their own, nothing is withheld unless magically concealed. Upon the spells end, all the borrowed knowledge fades. Consumes a spell slot of 1st level or higher. Lasts 1 hour per Spell Slot level.

At 3rd Level:

Soul Surge

You can use your action to magically draw essence from a soul you have in an soul gem. You can use this feature twice. You regain expended uses when you finish a short or long rest. You imbue yourself with the essence within a soul gem and gain +1 AC, +1 Proficiency bonus, and +1 ability point. The bonus ability point is determined by using the highest stat of the chosen soul you evoked. You are also proficient in its languages and gain all their non-ability modifying racial traits during this time.

Soul Gems

At 1st level, your flesh develops a extremely durable gem-like crystal somewhere of their choosing, developing more gem-like crystals in unique patterns as you grow in strength (One Soul Gem per Sorcerer Level). Each gem being capable of encapsulating a soul of intelligent humanoid creatures equal to up to half your caster level (rounded up) + your proficiency bonus. Reaping the soul of a creature more powerful than half your caster level (rounded up) + your proficiency bonus would be more challenging, allowing the creature to get Advantage to their death saves. These gems also provide a growing affinity bonus based on your alignment. 

**These Soul Gems replace a sorcerers' Sorcery Points**

Soul Gem Color & Element Affinity Chart

Lawful Good White (Radiant) Neutral Good Blue (Cold) Chaotic Good Silver (Force)
Lawful Neutral Green (Poison) Neutral Neutral Yellow (Lightning) Chaotic Neutral Orange (Acid)
Lawful Evil Black (Necrotic) Neutral Evil Purple (Psychic) Chaotic Evil Red (Fire)

 

At 5th Level your skin causes reactive damage to all sources that attack you dealing 1 point of damage based on your alignment's element affinity. At 10th level, your flesh seethes with immense spiritual energies causing reactive damage to all sources that attack you dealing 1d6 points of damage based on your alignment's element affinity. At 15th level, the ebb and flow of the spiritual well washes over you phasing you into and out of reality. Your body is now magical and has immunity to non-magical weapon damage.

Evoking the Spirits

Evoke Soul

Starting at 6th level, you can use your action to magically assume the very exact form of a soul you have in an soul gem. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can evoke a souls' essence for a number of hours equal to half your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You imbue yourself with the essence within a astral shard and become one with them. Their highest ability score replaces the same ability score of yours, while your Charisma suffers a -2 penalty. If that ability score matches yours, you get a +1 to that ability score and a -1 Charisma penalty. You gain their Proficiency Bonus in place of your own or a +1 proficiency bonus if theirs is equal to or less than yours. You retain your AC even though your equipment melds into the equipment last worn when you reaped the soul. You gain their racial traits, but forfeit your own. You are also proficient in their abilities, skills, languages and gain all non-ability modifying racial traits during this time. You get a disadvantage on all your sorcerer spells and abilities unless they are also known by the evoked soul.

Bound Cohort

At 6th level, as an action you can release a soul to command it to manifest in their corporeal form.

You can only release and command a soul whose level is equal to or less than half of your Sorcerer level (rounded up). Only one soul can be released and commanded at a time. Cannot be used during an Evoke Soul use, but can be commanded while in a Evoke Soul use. Lasts 1d8 rounds + Charisma modifier, if killed prior to expiration the soul is released into the ether flow and heals the sorcerer for 1d8 points of damage. While casting Bound Cohort, you can imbue it with Bindings of Recall by consuming spell slots.

Bindings of Recall

When casting Bound Cohort you can consume Spell Level slots equivalent to the level of soul being released to encase the Cohort in shadowy bindings of spiritual energy causing 1 point of Soul Gem Affinity Damage to all sources of damage and recalling the soul into the astral shard upon its death. (At level 10, If you have a level 5 soul in an astral shard, you can consume one 5th level spell slot, or five 1st level spell slots, or any equivalent in-between to cast Bindings of Recall)

Essence of the Valley

Evoke Soul Improvement

Starting at 14th level, you can use your bonus action to magically assume the very exact form of a soul you have in an soul gem. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can evoke a souls' essence for a number of hours equal to half your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You imbue yourself with the essence within a soul gem and become one with them. Their highest ability score replaces the same ability score of yours and gets a +1, while your Charisma suffers a -2 penalty. If that ability score matches yours, you get a +2 to that ability score and a -2 Charisma penalty. You gain their Proficiency Bonus in place of your own or a +2 proficiency bonus if theirs is equal to or less than yours. You gain their AC + 1 AC as your spiritual energies melds your equipment into magical versions of the equipment last worn when you reaped the soul. Your weapon melds into a +1 magical version of the souls preferred weapon, if they had a shield a +1 version will also be created. You gain all their racial traits, but forfeit your own. You are also proficient in its abilities, skills and languages during this time. You get a disadvantage on all your sorcerer spells and abilities unless they are also known by the evoked soul.

Bound Cohort Improvement

At 14th level, as an action you can release a soul to command it to manifest in their corporeal form. You can only release and command a soul whose level is equal to or less than half of your Sorcerer level (rounded up). Only two souls can be released and commanded at one time. Cannot be used during an Evoke Soul use, but can be commanded while in a Evoke Soul use. Lasts 1d8 rounds + Charisma modifier, if killed prior to expiration the soul is released into the ether flow and heals the Sorcerer for 1d8 points of damage. While casting Bound Cohort, you can imbue them with Eternal Bindings by consuming spell slots.

Eternal Bindings

When casting Bound Cohort you can consume Spell Level slots equivalent to the highest level of soul being released to encase the Cohorts in shadowy bindings of spiritual energy causing 1d6 points of Astral Shard Affinity Damage to all sources of damage and recalling the soul into the astral shard upon its death. (At level 17, If you have two level 9 souls in astral shards, you can consume one 9th level spell slot, or its equivalent, to cast Eternal Bindings)

Valley of the Lost

At 16th level, by performing a 10 minute ritual, you are able to call upon the ether flow to create a swirling portal into the Valley of the Lost for only yourself. The Valley of the Lost is a warped plane with nothing but dense mist and earthy soil beneath your feet. Its filled with only the sounds of overlapping tormented voices lost in the mists seeking their loved ones or a break from the solitude. Tethered-bound sorcerers can navigate the Valley of the Lost to travel to graveyards or areas soaked heavy with death (war sites, torture chambers) in which they have previously meditated in for at least 4 hours. Typically, these sorcerers tend to pay their respects to the dead when in large cities or towns and meditate in their presence to maintain their connection to the valley.

Soul Mastery

Evoke Soul Improvement II

Starting at 18th level, you can use your bonus action to magically assume the very exact form of a soul you have in an soul gem. You can use this feature twice. You regain expended uses when you finish a short or long rest. 

You can evoke a souls' essence for a number of hours equal to half your sorcerer level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You imbue yourself with the essence within a soul gem and become one with them. Their highest ability score replaces the same ability score of yours and gets a +2, while your Charisma suffers a -1 penalty. If that ability score matches yours, you get a +2 to that ability score and no Charisma penalty. You gain their Proficiency Bonus in place of your own or a +3 proficiency bonus if theirs is equal to or less than yours. You gain their AC + 2 AC as your spiritual energies melds your equipment into magical versions of the equipment last worn when you reaped the soul. Your weapon melds into a +2 magical version of the souls preferred weapon, if they had a shield a +2 version will also be created. You gain their racial traits while also keeping your own. You are also proficient in its abilities, skills and languages during this time. You no longer suffer penalties for your sorcerer spell and abilities.

Spiritual Clarity

Starting at 18th level, you can cast spells that are unique to the souls you have in your astral shards without evoking them. Also, whenever an evoking of a soul comes to an end, you have a 10% chance to learn one spell at random that soul knows, that you do not know as a Sorcerer. This does not trigger if an evoking comes to an end due to your HP being reduced to 0.

Commander of Lost Souls

At 20th level, you gain mastery over the souls you encapsulated. As a full turn, you can release 1d6 souls of your choosing and command them to manifest into their corporeal forms. You can only release and command a soul whose level is equal to or less than half of your Sorcerer level. Cannot be used during an Evoke Soul use, but souls can be commanded while in a Evoke Soul use. Lasts 2d4 rounds + Charisma modifier, if killed prior to expiration, the souls have to make a death save; Success grants the soul release and heals the sorcerer for 2d8 points of damage and if failed, the soul is recalled in its soul gem. You can use this feature once, and returns any active souls with Bound Cohort to their gem prior to taking effect. You regain its use after finishing a long rest.

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