Sorcerer
Base Class: Sorcerer

Sorcerers of this origin gain their magical ability from the might of their will. At the brink of death if one is filled with Determination they can cheat death and fight on with a newfound strength. A character choosing this subclass may have been the last soldier holding the line from an invading army alone. A guardian protecting their family or friends from a beast or other humanoid. These powers manifest within and are strengthened in more serious situations.

Level 3: Power of Will

Due to the unique source of your magic you gain these additional spells. These spells are always known and do not count against the amount of spells you can know. They count as Sorcerer spells for you. Upon choosing this sorcerous origin you gain proficiency with medium armor and martial weapons.

 
Sorcerer Level Spells
3rd spiritual weapon, hold person, misty step, wrathful smite, heroism, hunter's mark
5th counterspell, revivify, haste
7th staggering smite, death ward, dominate beast
9th hold monster, dominate person, creation
   

Level 3: Natural Bulk

At 3rd level your hit point maximum increases by 2, and you gain 2 hit point whenever you gain a level in this class.

Level 6: Undying Soul

Starting at 6th level you can gather your strength and momentarily cheat death. If you are dropped to 0 hit points and you are not instantly killed make a Charisma saving throw against the enemy who knocked you down. On a success you regain 1 hit point and gain temporary hit points equal to your sorcerer level multiplied by your Charisma modifier. You also transform into a form reflecting your strength called Undying Soul which enhances your combat abilities. Every time you use this feature the DC increases by 5, it resets to 10 after a long rest.

Charisma Saving Throw DC = 5 + target's Charisma modifier

You gain the following benefits only while in the Undying Soul form

  1. As a reaction when attacked you can expend 1 sorcery point to increase your AC by a number equal to your Charisma modifier and proficiency bonus until the start of your next turn.
  2. When you cast spiritual weapon you can expend 2 sorcery points to summon an additional weapon, you can control both of them at the same time with your bonus action.
  3. When you cast hold person or hold monster(when learned) the target has disadvantage on the saving throw.

Level 6: Unwavering Morality

At 6th level, You become immune to the charmed condition and gain a +2 bonus on saving throws against enchantment spells and effects.

Level 14: Drive of a Hero

At 14th level, Once per round you can expend 2 sorcery points to take an extra action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.

Level 14: Divine Insight

At 14th level, you gain the ability to cast "True Seeing" once per day on yourself as an ability and not as a spell.

Level 18: Heroic Acts

You gain the following abilities at 18th level:

  • As a reaction to an ally being the target of an attack or spell within your movement speed you can jump between them and protect them from the effects by taking their place. If this drops you to zero hit points or would instantly kill you make your Charisma saving throw for Undying Soul with advantage (does not stack). Additionally if you succeed you can add double your Charisma modifier to the Charisma saving throw for “undying soul” until the DC resets.
  • If the enemy who downed you has an evil or chaotic alignment you have advantage on your Undying Soul saving throw (does not stack). Additionally, you can add your Charisma modifier to any attack rolls you make towards this creature.

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