Sorcerer
Base Class: Sorcerer

You draw from the power of your ancestors, wearing their magic like a suit of armor that fits only you. Their legacies, histories, and stories of their lineage empower your own magic so that you can then empower the next generation.

Astral Spells

1st-level Astral Ancestry feature

You gain the capability to learn druid and cleric spells. All spells used from these classes must be of the Divination or Abjuration school of magic.

Ancestral Armor

1st-level Astral Ancestry feature

You are able to call on the power of your lineage and ancestry in order to summon a translucent set of armor. As a bonus action, you can choose to don this armor. For 10 minutes, this armor surrounds you like a suit of armor. You determine the armors' appearance, and it vanishes early if you are incapacitated or die.

Ancestral Armor - Off

You are able to call on the power of your lineage and ancestry in order to summon a translucent set of armor. As a bonus action, you can choose to don this armor.

Ancestral Armor - On

For 10 minutes, this armor surrounds you like a suit of armor. You determine the armors' appearance, and it vanishes early if you are incapacitated or die. While the armor is present, you gain the following benefits:

  • You can use your Charisma modifier in place of your Dexterity modifier when making Dexterity checks and Dexterity saving throws.
  • Your armor class becomes 13 + your Charisma modifier until the armor fades.
  • You gain temporary resistance to force damage.
  • You also gain a fly speed of 20ft being empowered by the armor. You must end your turn on the ground or run the risk of falling.

You can don this armor a number of times equal to your Charisma modifier

One with the Astral Sea

6th-level Astral Ancestry feature

Spending enough time in your ancestral armor has leaked some of its properties to you. You gain resistance to force damage, even when not wearing the Ancestral Armor.

Astral State

6th-level Astral Ancestry feature

The line between the material plane and the astral plane becomes that much thinner to you. You no longer need to sleep during a long rest, but cannot take part in any streneous activity, or run the risk of becoming exhausted. As an entity familiar with the astral plane, you are immune to any effects which try to put you to sleep and are unaffected by the dream spell.

Once per long rest, after you complete a short rest you can embolden your allies. You can choose up to five allies, and they will be unable to roll any lower than your Charisma modifier when rolling hit dice.

Out of Body

14th-level Astral Ancestry feature

You can choose to relinquish control and float through the Astral sea. With this, you are able to cast astral projection only on yourself, once per long rest.

Advanced Ancestral Armor

18th-level Astral Ancestry feature

Your training with your Ancestral Armor has led to the use of more advanced techniques which you now have access to. By spending 8 sorcery points, you can access these additional features.

Advanced Ancestral Armor - Off

By spending 8 sorcery points, whenever you don your Ancestral Armor you can tap into advanced armor tecniques.

Advanced Ancestral Armor - On

By spending 8 sorcery points, whenever you don your Ancestral Armor you can also gain the following effects:

  • Once per turn, you can use your action to make a melee spell attack. If successful, this deals 2d12 Force damage. The creature must then make a Charisma saving throw against your DC or become banished as if by the banishment spell until the end of its turn.
  • You gain a truesight, extending out to 60ft.
  • Your resistance to Force damage now becomes an immunity.
  • Your fly speed increases to 60ft and you longer need to end your turn on the ground.

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