Sorcerer
Base Class: Sorcerer

Magical Girls. Sky Rangers. Superheroes. All over the sky, legends of allies of justice in costumes and masks can be found - among children and other dreamers. There's some debate as to their factual basis, but whatever the case, you've answered the call. Whether an invitation from a secret organization, a contract signed with a mystical creature, or the awakening of a destiny passed down through your family, you've been marked to uphold justice and the balance of the skies. Whatever the case, you now are an icon of hopes and dreams across the sky, complete with transformation sequence, no matter how embarrassing that might be.

Hopes and Dreams

At 1st level, you begin your journey as an icon of the hopes and dreams of the sky. Magical allies of justice come in a variety of styles and fashions, and you can choose from one of the following paths in your pursuit of dreams.

Bravely

You have the power of courage. You gain proficiency in shields, simple weapons and short swords. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Curely

You have the power of caring. Whenever you cast a sorcerer spell, you may have one creature within that spell's range heal hit points equal to twice the spell's level.

Lovely

You have the power of friendship. You can take the Help action as a bonus action, and you know the Find Familiar spell. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known, and you can cast it as a ritual. Your familiar can speak, read and write one language that you know.

Magical Transformation

Whether in a sparkling sequence of glitter and stars, an explosion of colored smoke, or a flash of lightning, an ally of justice can be spotted by their dynamic entrance and their cute, cool or just plain bombastic costume. At 1st level, you learn to magically transform into your heroic outfit as a bonus action. While you are transformed, you gain the following benefits:

  • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
  • Any creature that did not see you transform cannot recognize you unless you tell it, it already knows your identity when transformed, or it uses its action to inspect your appearance and succeeds on an Intelligence (Investigation) check against your spell save DC.
  • Starting at 6th level, your weapon becomes magical while transformed.

You remain transformed for up to 10 minutes, until you are knocked unconscious or you choose to end it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after a long rest.

Magical Flair

Starting at 6th level, whenever you spend sorcery points to use Metamagic, you can choose one of the following options for each point. You can choose the same option more than once. Some options can only be chosen if you chose that path at 1st level.

  • The next time you would be the target of an attack roll or would make a Dexterity saving throw before the end of your next turn, add 1d4 to your AC or the result of your saving throw.
  • You can Disengage as a bonus action and your movement speed increases by 5 feet until the end of your next turn.
  • The next time you would take damage before the end of your next turn, reduce it by your Charisma modifier.
  • Choose yourself or another creature you can see within 60 feet of you. The next time that creature would make an ability check in the next 1 minute, it adds your Charisma modifier to the roll. This does not apply more than once to the same check. (Lovely only)
  • The next time you would make a weapon attack before the end of your next turn, add your Charisma modifier to your attack roll or damage roll. (Bravely only)
  • You or another creature you can see within 30 feet of you gains temporar hit points equal to your Charisma modifier for 1 hour. (Curely only)

Ideal Form

At 14th level, your magical transformation comes to embody your true ideals. Choose two of the following abilities to gain while you are transformed:

Beacon of Hope

Friendly creatures within 30 feet of you have advantage on saving throws against being charmed or frightened.

Blitz Strike

When you use your action to cast a cantrip or spell of 3rd level or lower, you can make one weapon attack as a bonus action.

Clear Vision

You have darkvision with a range of 60 feet and can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.

Dynamic Entrance

When you transform, choose any number of creatures within 100 feet of you. They must succeed Wisdom saving throws or be charmed by you until the end of their next turn.

Flash Step

As a bonus action, you can use any amount of your movement to teleport that many feet.

Freedom of the Skies

You have a flying speed of 30 feet.

Lucky Star

Once per transformation, you can choose to make a roll with advantage before rolling.

Pure Determination

When you transform, you gain temporary hit points equal to your Sorcerer level.

Super Speed

You can take the Dash or Disengage action as a bonus action.

Signature Move

At 18th level, you have learned to execute a special technique that embodies your unique powers. Choose a 3rd level or lower spell from any class, including this one. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. You can cast it by spending sorcery points equal to its level, or at a higher level up to 3rd level by spending that many sorcery points. Your Magical Flair activates when you cast it this way. You can also cast it at any level by using a spell slot of that level. When you cast it either way, the first Metamagic option you use on it costs 1 sorcery point less.

Ally Of Justice Image

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