Sorcerer
Base Class: Sorcerer

You are a corpse that died in a mysterious way. Your innate magic comes from the being that possesed your body when you died. Whether it be a god, demon, celestial, or creature from another realm, they grant you your power in exchange for using your body as a vessel, forcing you to watch them do whatever they want with your former identity.

(Note: This is my first homebrew subclass, so please let me know anything I could improve upon!)

Level 3: Celestial Armor

The magic in your body manifests physical traits of your otherworldly possesion. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

Parts of you are also covered by invisible, otherworldly armor. While you aren’t wearing regular armor, your base Armor Class equals 10 plus your Charisma modifier.

Level 3: Otherworldly Spells

When you reach a Sorcerer level specified in the Otherworldly Spells table, you thereafter always have the listed spells prepared.

Otherworldly Spells
Sorcerer Level Spells
3 Alter Self, Chromatic Orb
5 Bestow Curse, Spirit Guardians
9 Telekinesis, Legend Lore
13 Plane Shift, Mass Suggestion

Level 6: Otherworldly Elements

Your otherworldly magic has an affinity with a damage type associated with the being possesing you. Choose one of those types: Necrotic, Psychic, or Radiant.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Necrotic Damage

You have chosen Necrotic damage.

Psychic Damage

You have chosen Psychic damage.

Radiant Damage

You have chosen Radiant damage.

Celestial Ascent

As a Bonus Action, you can cause your body to float, which lasts for 1 hour or until you dismiss it (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Activate Celestial Ascent

You have activated Celestial Ascent.

Level 18: Perfect Vessel

As an Action, you awaken your true power, granting you:

  • Immunity to being frightened or charmed.
  • Once per turn, when you deal damage with a spell, you deal extra damage equal to your Charisma modifier.
  • When you cast a spell, you can force one creature affected by that spell to have disadvantage on it's first saving throw against it.
  • Hostile creatures that start their turn within 10 feet of you must succeed on a Wisdom saving throw or suffer disadvantage on the next attack roll they make.

You can use this form once per Long Rest, or by spending 8 sorcery points. This form lasts 5 turns.

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