Base Class: Sorcerer
Heavy Magic was a form of physical magic, the innate talent of sorcerers with this power result from a multitude of various possible know ways where the body is somehow enhanced by the magical energies of the weave, such sorcerers are known as "Heavy Souls". Some of the few known examples have been known to happen rarely in those who dwelled for generations in the lands where the floating city of Eileanar once was, from the residual energies of heavy magic, where Heavy magic was first discovered and experimented with; Mortals who's muscles were laced with strands of the weave in highly experimental and often fatal magical surgeries, or People that do not realize their magical talent until some time after choosing to strengthen their body to make up for what at first seemed like a lack of magical talent. Those with Heavy Souls typically grew taller, and glowed in a white-silver radiance, the super heavy magic raging within them during the heat of battle.
Heavy Magic
1st-level Heavy Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Heavy Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.
Heavy Magic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | hellish rebuke, inflict wounds |
| 3rd | flame blade, immovable object |
| 5th | spirit shroud, vampiric touch |
| 7th | freedom of movement, staggering smite |
| 9th | banishing smite, steel wind strike |
Magic Muscle.
1st-level Heavy Soul feature
As magic flows through your body, it causes physical traits to manifest from the magic infused into the fiber of your muscles. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your skin hardens more so than normal people's skin. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier and you gain proficiency with martial weapons.
Soul Surge
6th-level Heavy Soul feature
Starting at 6th level, When you attack with a weapon or perform an unarmed strike, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Also as a bonus action, you can expend 1 to 5 sorcery points to magically reinforce your muscles with magic allowing you to create one of the following effects:
- increase your AC by the amount of sorcery points expended for 1 hour.
- when you can make an ability check or a saving throw, within the amount of hours equal to the amount of sorcery points expended, you can use your reaction roll1d4 and apply the number rolled as a bonus.
- when one of your attacks with a weapon or an unarmed strike can deal an extra 1d4 damage to a target on a hit for each sorcery point expended.
Heavy Morph
14th-level Heavy Soul feature
your control over the the heavy magic within you has grown to the point that you can temporarily magically morph your body to better suit a particular purpose. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes, you can choose how these abilities physically manifest. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
- You gain a flying speed equal to your walking speed, and you can hover.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
- You gain resistance to bludgeoning, piercing, and slashing damage.
Super Heavy Magic
18th-level Heavy Soul feature
When you are transformed via your Heavy Morph feature, you gain resistance to all acid, fire, cold, lightning, poison, force, psychic, necrotic, and thunder damage.
While you are transformed via your Heavy Morph feature, you can as an action, channel massive amounts of magic into your attack, on your next turn your attacks have advantage and the first attack you make that hits a creature deals maximum damage, instead of rolling. Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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