Sorcerer
Base Class: Sorcerer

"..And I stepped forward. My place in the fray opened, and those of muscle and blade were around me, and I was not afraid. For I knew my role and worth, and soon did all others know them as well. Any concerns I had that the knights would not heed evaporated. All knew their rank, their place, and the value of that to their lives. Our blades were of different ken, but our purpose was clear and defined. On the field, in the battle, I command."

- An Account: The Journey Beyond

As a Reclaimed Soul, when your sorcerer powers came to be, a radiant soul manifested within you. This soul, most likely celestial, has granted you the power to protect yourself and those around you. Though your blade is made of magic, you belong in combat as would a seasoned knight. 

Reclaimed Souls are part of the select few sorcerers who can fight in close combat by summoning a sword from thin air, which is also capable of deflecting and defending their comrades. Other powers that put these sorcerers a cut above the rest are the abilities to phase in and out of the material plane, debilitate opponents, strengthen and lengthen their comrades' survival, and revive and heal them.

Whether you use your newly found powers for good or not is your choice - as with a soul as powerful as yours, there's not many that would stand in your way.

Peerless

At 1st level, you gain proficiency in light armor and reclaimed soul spells at the sorcerer levels listed. You also gain access to the spells Arcane Blade and Ethereal Cloak.

Reclaimed Soul Spells

Sorcerer
LEVEL

SPELLS
3rd bless, healing word
5th aid, lesser restoration
9th beacon of hope, revivify
13th divination, guardian of faith
17th greater restoration, mass cure wounds

Combat Clarity

Starting at 1st level, as a bonus action on your turn, you gain advantage on one Attack you make and temporary Hit Points equal on your Sorcerer level + your Charisma modifier. This lasts until the start of your next turn and if Combat Clarity is cast on another creature, it lasts until the start of their next turn that Combat Clarity is cast.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all spent uses of it when you finish a long rest.

At 14th level, you can cast Combat Clarity on another willing creature.

Celestial Legacy

Beginning at 6th level, you've mastered the Arcane Blade and have become closer to your shared soul. You've been shown knowledge only granted to those who have truly connected their mind and body.

You learn the language Celestial, and you're now proficient with a shield. Furthermore, while you wield your Arcane Blade, you gain the following benefits:

  • Your Arcane Blade no longer requires concentration and lasts for 10 minutes.
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • You gain a bonus to your Armor Class equal to your Charisma modifier (minimum of +1) provided you aren't wearing medium or heavy armor.

Arcane Aspect

At 6th level, your soul grants you the power to unleash the potential of your Arcane Blade. On your turn, you can choose to empower your arcane weapon with an Arcane Aspect listed below.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all spent uses of it when you finish a long rest.

Catastrophic Aspect

You can spend two sorcery points to deal additional damage to any creatures of your choice within 5 feet of a creature you hit. Those targets take additional force damage based on your Sorcerer level. 

Displacing Aspect

You can choose this Aspect at 14th level in this class.

You can spend three sorcery points to create an illusion to make yourself harder to hit. When you hit a target, any creature that would attack you will have disadvantage on attack roll. If you take damage, you lose the effect of Displacing Aspect. 

Enchanting Aspect

You can spend one sorcery point to change the damage type of your Arcane Blade. If you use this Aspect, you can revert the damage type to force as a free action on your turn. 

Focused Aspect

You can spend one sorcery point to make an additional spell attack with your Arcane Weapon when you take the Attack action. You can't use another Arcane Aspect with the attack granted with this aspect.

Malignant Aspect

You can choose this Aspect at 14th level in this class.

You can spend three sorcery points to try and curse a creature. When you hit a target, they make a Charisma saving throw against your spell save DC. On a failed save, you deal an additional 2d6 + your Charisma modifier necrotic damage to the target. At the start of the target's turn, they are dealt an additional 2d6 + your Charisma modifier necrotic damage. You can spend an additional sorcery point to reduce that creature's movement to 0 on their turn.

At 18th level, the damage is increased to 4d6.

Resurging Aspect

You can spend two sorcery points to grant temporary hit points to any number of creatures of your choice within 5 feet of a creature you hit. Those creatures are granted temporary hit points based on your Sorcerer level. 

Thunderous Aspect

You can choose this Aspect at 14th level in this class.

You can spend four sorcery points to try and stun a creature. When you hit a target, they make a Constitution saving throw against your spell save DC. On a failed save, they become stunned for 1 minute. The target can make the saving throw again at the end of each of their turns, ending the effect on a successful save. You can spend an additional sorcery point to deal 2d6 to any creatures within 10 feet of the target stunned by your Thunderous Aspect. 

At 18th level, the damage is increased to 4d6.

Radiant Visions

At 14th level, you learn to shape your magic to your will. When you cast Arcane Blane, you can spend one sorcery point to choose a weapon you're proficient with for it to take the form of. Your Arcane Weapon deals the damage dice of its chosen form but deals force damage instead.

Your Arcane Weapon follows the same rules and limitations of the Arcane Blade spell and maintains the same ranged or thrown properties applied to it. If your Arcane Weapon would use ammunition, you would create your own ammunition, which is included in your Attack action. If you would throw your Arcane Weapon, it return would to your hand at the end of the turn it was thrown.

Resurgence

Beginning at 18th level, you can call on your shared soul to protect you and your comrades. You can use your action to choose up to 6 friendly creatures that you can see to gain the following benefits for 1 minute:

  • At the start of each of your turns, those creatures regain 1d8 + your Charisma modifier in Hit Points.
  • Those creatures have advantage on Constitution and Charisma saving throws while within 30 feet of you.

If you are reduced to 0 Hit Points before your Resurgence ends the effect ends and your soul becomes reclaimed. When your soul is reclaimed, your body is reduced to a pile of nacreous dust. You can be restored to life only by means of a True Resurrection or a Wish spell.

Once you use this feature, you can't use it again until you finish a long rest.

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Reclaimed Soul Image

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