Sorcerer
Base Class: Sorcerer

Your sorcerer's dormant powers have awakened from within, you have the ability to absorb raw magical force from the Far Realm. A power that would make any god, titan, quasi-deity, envious of your might. You can convert magical force into your being and create raw physical power that is stored within the sorcerer's bones, cells, and muscle tendons, which can augment their strength and durability immensely. You can choose from any of the class features below. 

Magic and Muscle

"I have dabbled into every occultic method throughout my years as a sorcerer, but none of them has given me the result I desire, until that fateful day, my precious archaic life was nearly taken and my frail body almost destroyed, but it was a blessing in disguise and ever since then I have sought after a different path in the mystic arts. My eyes have beholden the battle of gods and titans, physical phenomenons that quake the earth beneath. It was then, I knew how to contain this unbridled power. I poured all of my arcanic force into this feeble protoplasm. Every vein, sinew, bone, and blood vessel is coursing with power, my corpus has changed and is fashioned like the Pantheons of Theros. My ambitions are flared with the determination to rise above them all to be seated high with the divine using my new esoteric strength, every year at top of the highest mountains I venture to see the Aasimar, and Titans clash, but their carelessness has fueled my power and has gone unnoticed, their foolish quarreling has left them oblivious to my Legderdemain thievery. I've siphon their vigor,  and contained the might of the divine to use for my glory. Behold, my magical artifact, it has become a power conduit with the might of the titans, gods, and many otherworldly beings."

- Morlyin, Champion Iconolast  of Theros

SORCERER LEVEL

FEATURES
1st Augmented Potency, Mystic Hypertrophy
6th Mass and Density Manipulation
14th Magical Might
18th Ungoverned Power

  

Relic of Absolute Strength

You have created a relic to help control your godlike powers, or perhaps, you've imprisoned a deity, celestial, or titan within your Arcane Focus and are now siphoning their magical energy and physical vigor to augment your own magic, or maybe, you've traveled to many different planes of exitances searching for powerful entities: demons, aberrations, celestials, dragons, deified-pantheons, etc, sacrificing them to your relic while pillaging their essence. Whatever the case maybe you're Arcane focus is a power conduit.

Power Conduit

You can absorb magical and kinetic energy with your arcane focus when an attack is made against you use your reaction, you have resistance to the triggering damage type until the start of your next turn, Your arcane focus has become empowered with that damage type and can mimic a melee or ranged weapon with the following weapon properties for the rest of the encounter. In addition, all arcane focuses with a thrown weapon property can be returned to the user after being thrown,  spend 1 sorcerer point to use this reaction again.

Arcane Focus Mimic Weapon  Damage Weight Properties
Crystal Sling 1d4 bludgeoning 1 lb. Finesse, thrown (range 20/60)
Orb Light hammer 1d6 bludgeoning 3 lb. Light, Throw (range 20/60)
Rod Mace 1d6 bludgeoning 2 lb. -
Staff  Quarterstaff 1d6 bludgeoning 4 lb. Versatile (1d8)
Wand  Dagger 1d6 piercing 3 lb. Finesse, light, thrown (range 20/60) 

Augmented Potency

1st-level Power Incarnate feature


Starting at level 1, You may use your charisma ability score in place of strength when making an athletic saving throw or check, also your unarmed strikes do 1d6 damage, you may change the damage type to piercing damage at any given time, your clenched fist can cast Thunderwave as a bonus action without verbal components up to 3 rounds. You cannot use this feature bonus action again until a short or long rest. 

Collateral Damage you must carefully handle the world around you, the slightest touch in your grasp could shatter even the most durable substance. All objects when trying to break things have an Armor class that falls under 15. 

Mystic Hypertrophy

1st-level Power Incarnate feature


At the 1st level, your body has become engorge with magical energy with a Powerful Build effect changing the appearance of your physique. all tiny, small, and medium-size enemies within 10ft have a disadvantage when you make an intimidation skill check against them. Furthermore, you gain access to this class features Inescapable grasps and  Overwhelming Force, you may expend 1 spell slot to count oversized monsters such as Huge or Gargantuan as large when you take the grapple or shove action.


 Inescapable grasps

When you take the grapple action, a creature is counted as one size smaller with a disadvantage in Strength (Athletics), and Dexterity (Acrobatics) checks. if an effect attempts to remove the grappled creature from the reach of the grappler or grappling effect make the said DC saving throw of the attack using your strength modifier, on a success you remained grappled with the creature. On a fail save, the creature is released, also expend 1 spell slot to change Huge or Gargantuan as stated in the above text.

 Overwhelming Force

When you make a shove action a creature is sent flying 20ft, a creature is counted as one size smaller and will automatically fail strength and dexterity saving throws, also suffering from the unconscious condition if there is an object standing behind them (wall, tree, boulder, etc) they become knocked prone. Any creature medium-size or lower that is standing behind a shoved Huge or Gargantuan creature is subjected to taking severity deadly damage as seen on the improvising damage chart in the DMG p. 249 expend 1 spell slot to change Huge or Gargantuan as stated in the above text.

Mass and Density Manipulation

6th-level Power Incarnate feature


At level 6, you can control the weight of your body and your lifting and carrying capacity with magic and have become exceedingly heavy. When you spend 2 sorcerer points if falling from a high place you only take 1d4 bludgeoning for every 50ft, to a maximum of 20d4 you have resistance to Bludgeon, Piercing, and Slash melee damage. Your AC equals 15 + your Spellcasting modifier while you are not wearing armor. Furthermore, your movement speed causes an Earth Tremor effect up to 30ft and you are not affected by difficult terrain for 1 minute. you cannot use this feature again until long rest. 

  • Lifting and Carrying You can use your charisma score to determine the amount of weight you can bear instead of the sorcerer's strength score. 
  • Carrying Capacity You can roll a d100 for the multiplied weight value
  • Encumbrance you are not affected by this condition when exceeding your weight capacity when you spend 1 sorcerer point

Magical Might

14th-level Power Incarnate feature 

At level 14, your unbridled powers have increased your natural strength to such high levels you are considered and even mistaken as an Olympic Pantheon. When you spend 3 sorcerer points  You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Cataclysm - you are an arcane juggernaut when using a magical attack, you may change the range/area effect to a cone of 15ft wide, you may also change the damage properties of that said attack to Force. you can spend another sorcerer point to increase the width of the cone by 10ft with a maximum of 30ft, but you will suffer exhaustion condition 1-3 for 3 rounds, roll a d4 to determine the level of exhaustion, if it lands on a 4 you don't suffer this condition, but you will be knocked prone from the attack. 

Excavate - using your reaction, you can tear large trees, stones, rocks, and earth, etc from the ground - using it as a cover, roll a d100 to determine the weight of the cover. make the proper strength check to perform this feat with an advantage. Depending on the dimensions of your cover it will determine if the object is half or Three-Quarters cover, which can be carried into combat at the cost of an extra foot of movement. 

Ungoverned Power

18th-Power Incarnate feature


You have released the mental restraints that have been holding your powers back, you may choose to augment each of your class features with the following extra effects with a maximum of 3 times regardless of the duration of that class features when you spend 5 sorcery points and you cannot enhance these features again until a long rest.

Augmented Potency

  • When attempting to break a Huge or Garguatan object all hit points have a maximum of 50 
  •  You can undermine an object set hit points, damage type, and threshold by half. 
  • You gain advantage on strength and Athletic checks
  • Subtract your enemies' AC with your highest ability modifier.
  • Your unarmed strikes cause the stunned condition. Additionally, spend 1 extra sorcery point to change it to unconscious

Mystic Hypertrophy

  • When using this class feature as an action or bonus action against a Huge or Gargantuan creature
  • you can cause the Earthquake spell effect when grappling when you spend 1 sorcerer. 

Mass and Density Manipulation

  • As a ready action the creature that tries to grapple, lift, pull, or shove you will suffer exhaustion condition levels 1-5. 
  • Your resistance has now become an immunity.
  • you become an immovable object when you are not being grappled and cannot be knocked prone or retrained. Plus, your speed is reduced to 0
  • you cannot use the fly or levitate spell

 Magical Might

  • You are no longer restricted in movement speed with your cover
  • Your half cover or Three-Quarters has become a full cover.
  • Arcane Cataclysm  maximum cone width becomes 60ft with no exhaustion penalty

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