Base Class: Sorcerer
Ascendant
Sometimes, someone is gifted magic due to nothing other than the circumstance of their birth. You were born when the tides were right, when the moon eclipsed the sun, when the constellations form a symbol in the sky, or during a tumultuous earthquake. The fae spirits of the wild have given you a gift, and your spirit is kin to theirs. Unlike other sorcerers that merely command magic, you are magic, through and through. Your flesh is a shackle, and as you learn to cast your physical form off, your power grows to magnificence.
Is your power a tool to aid those in need, do you take pity on the mortals that birthed you? Are they the reason you are gifted, to lead them into a golden age? Or are they pests, expendable on your quest to attain perfection?
Ley Spirit
At 1st level, you choose the type of spirit that inhabits you. It determines damage types for spells that you learn.
Ley Spirit
| Land | Fire, Poison |
| Sea | Cold, Necrotic |
| Sky | Lightning, Radiant |
Whenever you cast a spell that deals damage, it deals one of your chosen damage types instead of its listed type. You must choose which when you learn the spell. Additionally, you gain resistance to the chosen damage types.
Land
You replace the damage type of spells you learn with either poison or fire damage, decided per spell.
Sea
You replace the damage type of spells you cast with either cold or necrotic damage, decided per spell.
Sky
You replace the damage type of spells you cast with either lightning or radiant damage, decided per spell.
Ascended Energy
Your body's physical energy is much the same as its magical energy. You can exert yourself to strengthen your spirit. When you cast a damaging spell, you may spend a hit die to add 1d6 damage of the same type onto that spell. You may spend up to two hit dice per spell starting at 5th level, three at 11th, and four at 17th.
Channel the Spirit
Starting at 6th level, you may use a bonus action to either spend a hit die and regain a spent sorcery point, or spend a sorcery point to regain a spent hit die.
Arcane Manifestation
At 14th level, your body ceases to be entirely physical. You can spend a sorcery point as a bonus action to gain a fly speed equal to your move speed and resistance to slashing, piercing and bludgeoning damage from nonmagical sources until the end of your next turn.
Perfected Being
Beginning at 18th level, you have become a being of pure magical energy. You can still appear in human form, or assume a fantastical form associated with either Land, Sea, or Sky. This could be curling vines, a humanoid flame, or a stormcloud in shape. Whenever you spend sorcery points, you regain 1d6 hit points per sorcery point spent. Additionally, you may as an action instantly regain five sorcery points.You must wait until after a long rest to use this ability again.







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