Sorcerer
Base Class: Sorcerer

Maybe You died,and a god,possibly one of creation and smiting, decided your time was not over,and took your soul,and filled it with their divine magic. Maybe a Arch-Fiend decided to meddle in the materiel plane,and made you to be their agent of chaos. Perhaps an Arch-Fey just got bored,and made you for their entertainment,or you're a Lich's twisted experiment. No matter the reason,your souls existence is not normal,and that means you have innate,natural magic,which will only grow with time. What you do with that power,is up to you.

A Divine Soul,or in your case,a forged  or maybe even reforged soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands otherworldly power, these sorcerers can undermine the existing order by claiming a direct tie to the outer planes.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Awakened Magic

Your link to a higher power allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

AFFINITY Spell

Good

                                                                                                                               Cure Wounds

Evil

                                                                                                                              Inflict Wounds

Neutrality

                                                                                                              Protection from Evil and Good

Law

                                                                                                                                      Bless

Chaos

                                                                                                                                       Bane

 
Chaos

Bane

Evil

Inflict Wounds

Good

Cure wounds!

Law

Bless

Neutrality

Protection from Good and Evil

Favored by a Higher Power

Starting at 1st level, a strange power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Otherworldly power also flows through your body, causing a increase in your life force and resilience. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin aura of mystical energy. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

 

Origin Voice

The magic that made your soul the way it is came from somewhere,and that origin is imprinted on your soul. The language you chose represents the source of your souls current state. You can have it match your choice from Awakened Magic,but you don't have to. Perhaps you were made by a evil celestial,like a fallen angel. Perhaps a Fey was corrupted by the forces of hell. Maybe a elemental was bound to you,or a dragon wanted a new pet. No matter the reason,you gain one "exotic" language of your choice.

Restoring Defense

Starting at 6th level, the divine energy coursing through you strengthens,allowing you to empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Your increase in divine energy also grants you resistance to fire damage,and instills within you the knowledge to use shields and wear one armor type of your choice effectively.

Heavy Armor

.   

Light Armor

    .

Medium Armor

.   

Winged Radiance

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet or your walking speed,whichever is higher. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Awakened Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Alternatively,you can ignore the above restrictions,and decide what your wings look like yourself.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.

Your knowledge of healing and bodily regeneration also grants you the ability to use the Clone spell. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

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