Sorcerer
Base Class: Sorcerer

Through devoted study, you have developed a natural affinity to wielding elemental energies. An arcane practitioner devoted to leaving the world better than they found it, you carry with you a vast knowledge of your home realm. While your bloodline may not give you innate access to power, your devoted learning and talent unlocks the potential of magic to come from tomes, channeling the words through your mind and soul.

Created for Nathrandir's Guide to Everything - find me on YouTube.

Knowledge of the Lost

Starting at 1st level, the magic you command is born from your vast knowledge of lost and arcane languages - this knowledge allows you to summon powerful spells and read ancient seals. Primordial allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

You also would have knowledge of the lost languages of your realm (apply as necessary for Homebrew or specific adventures e.g. Loross, the ancient language of Netheril in the Forgotten Realms).

Do No Evil

Starting at 1st level, you can weave spells that inflict fire, cold, lightning or bludgeoning damage to keep your allies out of harms way. When you cast a spell with the fire, cold, lightning or bludgeoning damage type that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Additionally, you can not cast spells that deal necrotic damage.

Scholar of Magic

Starting at 6th level, you add your Intelligence modifier to the damage you deal with any wizard or sorcerer cantrip that deals fire, cold, lightning or bludgeoning damage.

You have learnt to bypass the defences of even the toughest or swiftest foes. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Additionally, you have advantage when saving against the Petrified condition.

Atmospheric Adaption

Starting at 6th level, your arcane prowess allows you to enhance your physical resistance and move more freely by weaving, focusing and channeling the elements around you.

  • Mystic Resistance - Rather than using Dexterity as your AC modifier you can instead use your Intelligence modifier (AC 10 + Intelligence modifier).
  • Combustion Propulsion - You can spend 1 sorcery point to take the Disengage or Dash action as a bonus action on your turn, you also gain a fly speed equal to your walking speed for the rest of the turn, safely landing where you choose.

Protector of the People

Your devotion and commitment to the protection of knowledge and others always shines through. You gain advantage on Charisma (persuasion) checks involving humanoids.

Additionally, when you or another creature you can see within 30 feet of you is hit by an attack roll or spell effect, you can use your reaction to grant a bonus to the target’s AC or saving throw against that attack or spell, potentially causing the attack to miss or the saving throw to succeed. The bonus equals your Charisma modifier (minimum of +1). If the attack misses or the creature successfully saves, you can cast one spell of level 3 or lower that doesn't target yourself as part of this reaction.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Mystic Warlord

At 18th level, you have advantage on all saving throws you are proficient in and gain proficiency in Intelligence saving throws.

You gain advantage on all Charisma ability checks when interacting with Undead, Fiends and Aberrations. In addition, you are immune to the Charmed, Petrified and Paralyzed conditions.

Additionally, you have mastered your mystical powers and can alter the very fabric of your practiced sorcery in order to control the battlefield and defeat the deadliest of foes. You ignore creature resistances when casting a spell that deals fire, cold, lightning, or bludgeoning damage, and if a creature would have advantage to save against one of those spells - they do not.

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