Sorcerer
Base Class: Sorcerer

In the silent annals of time, where the tapestry of fate is woven, a resonant whisper emerges – the heartbeat of cosmic balance. This is the echo of Maat, the ancient Egyptian essence of truth, order, and harmony. From this primordial concept, the Sorcerers of the Soul of Maat draw their profound power, their magic intertwined with the timeless scales of justice and morality. These sorcerers are not mere conjurers of spells: they are living vessels of Maat, guardians of equilibrium in a chaotic universe. Their presence oscillates between shadow and light, their very souls a testament to the age-old dance of truth and balance. Every incantation they invoke is touched by the divine essence of harmony, and their gaze, penetrating and wise, reflects the eternal quest for order. Clad in robes woven from threads of destiny and bearing staffs carved from ancient trees, these sorcerers carry a subtle yet powerful symbol – the ostrich feather, the emblem of Maat. It serves as a reminder of the universe's enduring search for balance: just as the hearts of the departed are weighed against this feather in age-old rites, so too do these sorcerers weigh their every action against the eternal scales of truth. In a world teetering on the precipice of imbalance, the Sorcerers of the Soul of Maat stand as unwavering sentinels of cosmic harmony

Level 1: Aspect of the Sands

With ancient energy coursing through you, you call forth a primordial form, a titan of old, echoing an era when the world was young and wild. At 1st level, by expending a 1st level spell slot as a bonus action, you embrace the form of a creature below. The form lasts for 1 minute. You gain the feature granted by it for the minute. Each time you spend a sorcery point (creating a spell slot, using a metamagic option, etc.), you can activate its effect. Starting at 2nd level, you can use 1 sorcery point instead of spell slots.

Sphinx 

You assume the form of a mighty sphinx. Feature: You are under the effects of the detect evil and good spell. Effect: You gain flying speed, equal to half your walking speed, until the end of your next turn. If you end your turn in the air, you don’t take fall damage if the fall is no more than 30 ft., and you land on your feet if you don’t take damage.

Serpopard 

You resemble the legendary creatures that are half serpents, half lions. Feature: You have resistance to poison damage and have advantage on saving throws about being poisoned. Effect: Your Armor Class increases by 2 until the end of your next turn.

Sha 

You resemble the beast from the underground, the blessed of Set. Feature: You gain darkvision with a range of 30 ft. and you can see in magical darkness. Effect: You gain resistance to bludgeoning, slashing, and piercing damage until the end of your next turn, but you are vulnerable to radiant damage.

The assumption of the forms can vary, but must have some physical representations about the form. For example, if you assume the form of the sphinx only your head can change or only your arms. The choice is up to you. Thanks to the power that resides in you, there are some permanent effects that have stayed with you. Determine these with your GM or roll from the table below:

Maat Quirks
d6 Spells

1

Pharaonic Visage: You always have a goatee resembling the old pharaohs or a snake tattoo appears on your face if you can’t grow a beard.

2

Desert Touch: When you rub your hands together or someone caresses your skin, sand pours down.

3

Hieroglyphic Whispers: Faint, ever-shifting hieroglyphs appear on your skin, vanishing as quickly as they appear

4

Osirian Veins: Veins on your arms and legs take on a greenish tint, like the fertile banks of the Nile, especially when you use your sorcerous powers.

5

Desert Mirage: Onlookers occasionally see heat waves emanating from your body, as if you were standing under the desert sun.

6

Anubis' Shadow: Your shadow occasionally takes on the silhouette of a jackal when cast under moonlight.

Level 6: Maat's Legacy

The aspects of the Sands have grown more powerful, rendering your forms into monstrous paragons of dread and might. By the time you are 6th level, whenever you activate a form, they gain heightened powers:

Sphinx the Mighty: Its effect now lets you have a flying speed equal to your walking speed.

Serpopard the Mighty: Its effect also gives temporary hit points equal to your Charisma modifier.

Sha the Mighty: With its effect, you are no longer vulnerable to radiant damage.

Level 6: Book of the Dead

Book of the Dead Bound in unholy matrimony to the very soul of Maat, you tread the blurred line between life and death, summoning power from both ends of the existence, in the form of an ancient grimoire. At 6th level, you learn the spare the dying cantrip; it doesn’t count against the cantrips you know, and it is a sorcerer cantrip for you. As a bonus action on your turn, you can spend 3 sorcery points to summon a black book or a golden scroll to your hand, and it remains there for 1 minute. With it you have resistance to necrotic damage and advantage on death saving throws. You can store your own life’s energy in it to unleash its powers:

Resonating Chaos 

You can summon specters  within 10 ft. of you. For each specter you summon, you take 1d6 psychic damage. The maximum number of specters you can summon is equal to your proficiency bonus. When you reach 11th level, you can summon poltergeists (1d10 damage for each), and when you reach 16th level, you can summon ghosts (2d10 damage for each). This damage can’t be prevented by any means.

Echo of the Underworld 

You can cast revivify without expending a spell slot and materials; then the book vanishes, and you take 2d10 psychic damage. Once you do so, you can’t cast spells of 2nd level or higher until you finish a long rest.

Doors of Death 

You choose a number of creatures equal to your Charisma modifier. The chosen creatures have advantage on death saving throws.

Level 14: Power of the Sands

In the cruel embrace of the desert, you meld and contort, until the very grains of sand course through your veins, forging you into an unyielding specter of the ancient lands. When you reach 14th level, your forms’ duration increases to 10 minutes.

Level 18: The Immortal Pharaohs

With the fury of ancient pharaohs pulsing within, death itself quivers at your feet, for you now possess the eldritch choice to tread beyond its grasp. At 18th level, you can use your bonus action to change between aspects of the sands without expending sorcery points. While your aspect is active, when you are dropped to 0 hit points, you can use your reaction and spend 4 sorcery points to drop to 1 hit point instead. When you do so, you gain temporary hit points equal to your sorcerer level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

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