Base Class: Sorcerer
Typically tortured souls come from families of sorcerers who have decided cruelty would be the teacher for those who didn’t manifest their magic on time or in abusive families that are not aware of their victims latent potential . When the poor tortured souls powers do awaken (usually at ages over 13) it’s typically violent and untameable due to the magic wanting vengeance against those that broke it, typically resulting in the deaths of the abusers.
because of how they are created tortured souls are deeply troubled individuals who often grapple with their equally troubled magic.
Survivor’s Spellcasting
1st-level Tortured Soul feature
Your magic continuously reforged itself as your body did , becoming linked to your very vitality. Your spellcasting modifier is no longer charisma, it is instead constitution as your magic has learned to draw from it.
You also learn additional spells based on the torment you’ve suffered and ways to escape it when you reach certain levels in this class, as shown on the survivor’s 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy, illusion or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Survivor’s Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | command, inflict wounds, Bane |
| 3rd | silence, Heat Metal |
| 5th | Fear, Bestow Curse |
| 7th | Phantasmal Killer, Greater Invisibility |
| 9th | Contagion, immolation |
Fight And Flight
1st-level Tortured soul feature
After enduring your torment your body and mind react to being put into similar scenarios of near death and when your life is truly in danger your magic takes on that same stance.
when you reach half health or below, adrenaline flows through your body as your mind begins to become hyperactive, you gain an additional 20ft of movement speed and you may take the dash and disengage actions as bonus actions as your body prepares to run away from the threat
when you reach a quarter of your health or lower your mind begins to flash back to your other brushes with near death and your magic reacts in tern, becoming more potent and more powerful yet more unpredictable. When you cast a spell if it’s a ranged spel attack it takes a -2 to hit and if it’s a DC it’s reduced by 1 however the target of that spell that’s additional necrotic damage equal to twice your constitution modifier.
Manifest Torment
6th-level Tortured Soul feature
When you cast any spell of 1st level or higher from your survivor’s Spells feature, if you do not have any spell slots you can cast the spell for free by relieving the memories associated with each spells source however you must make a DC 15 wisdom saving throw or be incapacitated as your mind drowns in the terror the reliving brings . spells successfully cast this way require no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Hyper-vigilance
6th-level Tortured soul feature
Your past experiences has left you unable to drop your guard, this instinct now being bolstered by your magic. You gain a +5 to initiative rolls and cannot be surprised. Also , as a reaction you can spend 2 sorcery points to cast a spell on a creature that has moved within 10ft of you however if you do this you gain disadvantage on checks to maintain your concentration on spells for 30 second due to your magic needing time to refocus after constant vigil.
Endless Torement
14th-level Tortured Soul feature
Your magic learns to broadcast your deepest darkest torments in order to ward against potential threats and invasion.
Whenever a creature tries to read your mind or influence your dreams they must succeed a Saving throw against your spell save DC or take 8d8 psychic damage and be frightened due to witnessing an endless recollection of your torments that you witness every night. Your magic also adapts to create a cycle of pain , When you would deal damage to a creature with a spell or weapon attack you can spend 3 Sorcery points to regain Hit points equal to the damage you dealt .
despite that your magic also allows you to Indulge in your self harming tendencies,As an action you can deal 4d8 necrotic damage to yourself and spend 3 sorcery points to heal a creature for the amount of damage you take.
Breakdown
18th-level Tortured Soul feature
As Your proficiency with your own sorcery grows, you gain better control over the constant fragmentation and recreation of your magic.
lAs an action, you can force your magic in a state between destruction and recreation, which inadvertently triggers a slight mental breakdown in you. For 3 minutes you gain the following benefits:
- You gain an additional action and bonus action from the excess adrenaline pumping through your blood.
- Your broken magic bends the rules allowing you to cast more then 1 leveled spell per turn
- You may add your thrice your constitution modifier to any damage your spells or weapon attacks deal from your body successfully expelling the chunks of magic beyond repair.
At then end of each of your turns you take 5d8 Psychic damage from your mind struggling to cope with the sudden shit in your magic. After one minute in this state you must succeed a DC 18 wisdom saving throw or be incapacitated, after two minutes you must succeed a DC 22 wisdom saving throw or be knocked unconscious and after 3 minutes you exit breakdown state and get set to 0 hit points.,
Once you use this feature, you can’t do so again until you finish a long rest or you spend 10 sorcery points . You may end this feature early by using 5 sorcery points
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