Sorcerer
Base Class: Sorcerer

Your innate magic is not wild, monstrous, or untamed, oozing from yourself, wanting to be used, like the magic of most sorcerers. Your power is instead a rare intelligent magic, a kind of magic with a mind of its own, with one singular goal: survive. The magic within you desperately wants to live, and since it is largely confined to your body, it works to ensure that your life persists… in whatever form is necessary to that end.

You were born with a malleable physiology for the purposes of reactive evolution. Your immortal soul confers you with powers of self-protection via continuous circumstantial evolution. This instantaneous adaptation comes in many forms, not on command, but always when you need it. If you begin to drown, you will sprout gills. If you start to fall to your death, simply flap your arms and you can soar to safety.

However, the efforts of your magic to save your life are not always painless and convenient for you, and can often go against your own wishes. Your relationship with your innate magic can vary—perhaps you view it as a guardian angel, a lucky twist of fate, a self-serving parasite, or an unforgiving curse. Your magic might even have a personality of its own, speaking to you in your thoughts, where your relationship can truly be demonstrated and tested.

The origins of your immortal soul are mysterious, and often unknowable. Perhaps your ancestry can be traced to a powerful wizard seeking immortality, who suffused their descendants (or test subjects) with elements of their spirit for this end. Or your birth could simply have been infected by raw magic given sentience, living magic with its own personality that wishes to live.

Evolving Body

Starting when you choose this origin at 1st level, your inner magic subconsciously transforms your body over time in an effort to survive any obstacle. You gain the following benefits:

  • You have advantage on death saving throws.
  • Whenever you finish a long rest, you are cured of any diseases you have.
  • You experience hunger and thirst, but you do not gain exhaustion and cannot die from not consuming food or water.
  • You have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
  • You automatically succeed on Constitution saving throws against gaining exhaustion from extreme cold, extreme heat, or frigid water. You are automatically acclimated to breathing at all altitudes.
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You cannot become drunk, as your body processes alcohol too quickly. Whenever you finish a long rest and you are poisoned, you are no longer poisoned.
  • You still need to breathe, but under conditions of drowning or suffocation your body will adapt to breathe normally in whatever environment you are in. This benefit lasts until the end of your next short or long rest. For example, if you begin to drown, you will sprout gills to breathe underwater.

Reactive Adaptation

Starting at 6th level, the magic inside of you provides circumstantial evolution: adapting your form to survive any threat.

Under specific stressful stimuli, you may expend sorcery points to adapt your body and gain specific benefits as a reaction. Any benefits you gain in this way last until the end of your next short or long rest.

If you choose not to expend sorcery points under these specific stressful stimuli, your immortal soul may try to save your hide anyway. You must roll a percentile die. If you roll a number equal to or lower than your sorcerer level, your body automatically adapts and you gain the benefits without expending sorcery points or your reaction, and you take necrotic damage equal to the number rolled. This damage ignores resistance and immunity.

The following adaptations are available to you. Each has a specific stressful stimulus, a sorcery point cost, and a benefit. A stimulus is ignored if you have 0 hit points.

Emergency Escape

Stimulus: You take damage equal to or greater than half your maximum hit points in a single turn.

Cost: 5 sorcery points

Benefit: If you would drop to 0 hit points as a result of taking this damage, you drop to 1 hit point instead. In addition, you become invisible for 1 minute and teleport 1 mile away from the source of this damage to a location chosen by the DM as far removed from all threats as possible.

Emergency Flight

Stimulus: You fall over 50 feet and do not have a flying speed.

Cost: 3 sorcery points

Benefit: You start to flap your arms and gain a flying speed of 10 feet.

Night Eyes

Stimulus: You are immersed in darkness and do not have darkvision.

Cost: 1 sorcery point

Benefit: You gain darkvision to a range of 30 feet.

Resilient Body

Stimulus: You are blinded, deafened, or poisoned.

Cost: 1 sorcery point

Benefit: You gain advantage on saving throws against this condition. If you already have advantage on saving throws against this condition, you gain immunity to the condition instead.

Resilient Mind

Stimulus: You are charmed, frightened, stunned, or knocked unconscious.

Cost: 2 sorcery points

Benefit: You gain advantage on saving throws against this condition. If you already have advantage on saving throws against this condition, you gain immunity to the condition instead. You can use this reaction even when stunned or unconscious.

Slippery Form

Stimulus: You are grappled or restrained.

Cost: 3 sorcery points

Benefit: You gain advantage on saving throws and ability checks against this condition. If you already have advantage on saving throws and ability checks against this condition, you gain immunity to the condition instead.

Unstoppable Body

Stimulus: You are paralyzed or petrified.

Cost: 4 sorcery points

Benefit: You gain advantage on saving throws against this condition. If you already have advantage on saving throws against this condition, you gain immunity to the condition instead. You can use this reaction even when paralyzed or petrified.

Protean Flesh

Beginning at 14th level, your body and mind adapts to the injury you suffer, building defenses for the next blow. If you take damage of a single damage type greater than your sorcerer level in one round (after applying weakness and resistance), you gain resistance to that damage type for 10 minutes. If you are already resistant to that damage type, you instead gain immunity to that damage type for 10 minutes.

Your physiology changes to reflect these adaptations. For example, if your skin becomes fire-resistant or fireproof after being exposed to intense flames, it may become tough and discolored, like the skin of a devil. If you gain resistance or immunity to bludgeoning damage after taking a heavy blow, your body may become sponge-like or jelly-like to shrug off these attacks.

Immortal Spirit

At 18th level, your inner magical soul refuses to die. You gain the following benefits:

  • You no longer age, and your apparent age changes to that of a youthful member of your race that has just reached adulthood.
  • You are immune to poison damage and the poisoned condition.
  • At the end of your turn while at 0 hit points, you can spend 3 sorcery points to immediately regain a number of hit points equal to your sorcerer level + your Constitution modifier. After doing so, you resist all damage and have advantage on all saving throws until the start of your next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes