Sorcerer
Base Class: Sorcerer

The emergence of Blessed Children across Mortal Higashi's landscape has been taking place ever since the founding of humanity's first major settlement along the waters of the Caifu Jiang, and yet the way they display their qualities tend to differ. Magic of course being one of the most prevalent markings, with those capable of utilizing the cleansing qualities of jade perhaps being the largest group amidst these Blessed Children. However, as if to maintain a form a equilibrium, the world—or perhaps the deities themselves—have occasionally granted those that would have been born with these magically inclined abilities a different fate. A bargain, an exchange that reveals itself as the source of pure martial might.

It is said that many of the past heroes have been recipients of such a bargain in fact, regardless of whether they were born with it, or it had been forced onto them in an effort to artificially create a hero. 

Level 3: Sealed Spellcasting

Upon acquiring this subclass at 3rd level, you permanently lose all spellcasting features you possess and are barred from ever gaining it again. You still possess and gain Spell Slots purely for the purpose of Font of Magic, as well as any classfeatures that state their usage within this subclass.

This includes those granted by other classes, by your species, feats, and or any other feature, or ability, with the sole exception of magical items that allow you to cast a spell. You can still pick those options, and will receive any other benefit they may provide, with the exception of the spellcasting trait itself. E.g. picking the feat "Fey Touched" still gives you the Ability Score Increase but not the Fey Magic, similar as to if you were to pick the "Shadowsteel Adept" feat, where you would gain all its features other than "Curse Caster".  

Level 3: Metaphysical Enhancements

WIth your spellcasting sealed, the source of your potentially unlimited power that you have been born with made inaccessible, your side of the Divine Bargain begins to take effect. Your body having adapted to the absence of magic, and enhancing your physical prowess in its stead.  

You still select metamagic options as normal, but can now also apply them during the following scenarios instead, as stated below. 

Careful Spell: Your attack leaves its target knocked out instead, as per the PHB description, should it be reduced to to 0 Hit Points. 
Distant Spell: Your Reach with the weapon you are making the attack with is doubled, or the Speed you gained from taking the Dash action is doubled. 
Empowered Spell: When you roll damage for an attack, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
Extended Spell: When you apply an effect with a duration of 1 minute of longer, you can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours.
Heightened Spell: When you make an Ability Check, you can spend 2 Sorcery Points to give yourself Advantage on the check.
Quickened Spell: When you take the Attack action, you can spend 2 Sorcery Points to make it take up your Bonus Action instead. 
Seeking Spell: If you make an attack roll, and it misses, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll. 
Transmuted Spell: When you deal damage that is of a type on the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.
Twinned Spell: You may target a second creature within your reach when you take the Attack action with a melee weapon or unarmed stike.

Level 6: Heightened Martial Arts

As your training continues, and you grow more adept at manipulating your body, as well as improve on your mastery over the weapons you may wield, you become capable of applying your normally innate talent onto it too.

When you take Bonus Action to use your Innate Sorcery feature, you gain the following benefits instead.

  • The saving throw DC of an item you use is increased by your Proficiency Bonus.
  • You have Advantage on the attack rolls of your attacks.
  • When you take damage, you can take a Reaction to expend one spell slot and redduce the damage taken by an amount equal to the spell slot's level times your Charisma Modifier.

Level 14: Unnatural Existence

Due to your unnatural existence that is absolutely devoid of any magical prowess, you become a blindspot to any creature reliant on a supernatural ability to perceive its surroundings. E.g. an Elder Brain cannot perceive you with its Creature Sense. Furthermore, divination spells meant to detect your location or predict your futurre, and similar scrying sensors, fail to target you. 

Whenever a creature attempts to use such an ability on you regardless, they recoil and take an amount of psychic damage equal to your level times your Charisma Modifier instead.

Level 18: Blessed Soul

Nearing the heights of power that your Divine bargain can provide you, your existence as a magical paradox continues to grow whilst you shroud your body with the strength of your soul itself.

When you use your Innate Sorcery feature, you gain the following benefits whilst it is active:

  • You, and items you are carrying, wearing, or wielding are unaffected by antimagic.
  • Your speeds double.
  • You can attack twice instead of once whenever you take the Attack action on your turn.

Furthermore, regardless of whether your Innate Sorcery feature is active or not, you gain immunity to the Charmed and Frightened conditions.