Sorcerer
Base Class: Sorcerer

Sorcerers of this type are rarely born, but not to be under estimated. They can be unforgiving to any who harm them, their allies or escaped from their  otherworldly prison. Their power normally come from places of divine punishment. How ever it was obtained, they can see the sins of others and deal with them, whether short/long term, or slay them immediately. 

 

Power of redemption/ punishment: Level one you have proficiency in short and long swords. If you have one of these proficiencies, you then are proficient in shields. As a bonus action, you can see a creature's soul if within 30 feet (lasts 1 min.) white is good, gray neutral, and black evil. you know if creatures are lying or burdened while using the effect. Any creature invisible or in darkness aren't hidden if in line of sight while this is active, you can end the effect as a bonus action.

you can choose spells from the paladins spell list. If you know a spell that is tagged a ritual, you can cast that spell as a ritual.

spells that don't count against spells known: Banishing smite, command, banishment, protection from good and evil but you must have the spell slots to cast those spells. You can't own raise dead, or revivify. Any spells cast by you that revives a dead creature fail automatically.

LV.6: affinity of punishment: you are resistant to fire, radiant, necrotic and force damage, if your racial traits has natural resistance is fire, radiant, and/or necrotic , you are immune to that damage.  you can change spells to do fire, radiant, necrotic or force and add your cha mod to one damage die, you add your spellcasting modifier if it is naturally that element.

Lv.10: The burning fields: you bring a 50 by 50 foot piece of the land from Purgatory centered on you and harms up to your 1/2 your sorcerer level + your charisma modifier. If the creature fails a charisma saving throw, it takes 5d8 + cha modifier as radiant, force, or fire damage (whatever damage it is not resistant or immune to) continuously for one minute. Evil aligned creatures have disadvantage on the saving throw. Fiends and undead fail automatically. You regain this feature after a Long rest

LV.14: redeeming avatar: if wielding a shield and your short or long sword you, add your proficiency bonus to your shields ac bonus and swords damage. If it is a possessed creature, object or a fiend (except for demon and devil lords) you target with banishment/banishing strike, you add your cha mod to the spells dc. If you cast banishment or banishing strike, you don't need to concentrate on either spell and their duration are instantaneous to you. If you target a creature that is on its home plane, you can choose another plane of existence as its home plane, but demon and devil lords are banished for the spells original duration and as the spells effect if cast in their home plane, and have advantage against on the saving throw.

LV.18: weakening mark:  You can attune to magic items with paladin requirements. As an action you can spend 8 sorcery points to mark all enemies 120 feet of you to take extra damage from weapons and spells equal to your spellcasting modifier, while dealing minimum damage, and having disadvantage on all saving throws, allies + cha mod to attack and damage rolls against the marked creatures for 1 minute.

Affinity for punishment

 You become resistant to fire, radiant, and force damage ( Spirit of judgement damage reduction feature is used after the damage resistance). If your racial traits has natural resistance is fire or radiant damage, you are immune to that damage. You can change spells to do fire, radiant, or force and add your cha mod to one damage die (your spellcasting modifier if it is naturally that element). You can choose your charisma modifier to your attack and damage rolls and add your dexterity modifier to the damage roll. 

Spirit of judgement

You have proficiency in short swords. When not wearing armor, your magic protects you against damage taken up to your sorcerer level + charisma modifier.

As a bonus action, you can see a creature's soul if within 30 feet for 1 minute (yellow is good, gray is neutral, and black is evil). Any sentient creature that is invisible, or in magical/ non-magical darkness are visible to you unless the creature is in full cover behind a mundane object. You can end this feature early as a bonus action. 

You can use this feature a number of times equal to your proficiency bonus.  You regain expended uses after a long rest.

At level 8,  you know when you're are told a lie.

Acumen Spells

You can cast divine flame cantrip. This doesn't count against your cantrips known. 

You gain access to spells at certain levels. They don't count to your spells known.

L 3: Hex, Protection from good and evil

L 5: Remove curse, Magic circle

L7: Death ward, Banishment

L9: Banishing strike, Hallow

Scourging Field

You create a 30 foot radius cube centered on you that harms the living, dead and fiends for 1 minute. All  hostile creatures to you and your allies in this area or enters the area take 3d8 fire damage per round until the duration ends or you dismiss it as an action. While under this effect, the creatures can't benefit from the invisible condition, or healing from any source. If the creature is a fiend or undead the damage becomes radiant to those creatures and you add your spellcasting modifier to one damage die. This does not affect constructs or non sentient living creatures. Once you use this feature, you can't use it again until after a long rest, or you expend 6 sorcery points.

Imprisoning banishment

Banishment and banishing strike you no longer need to concentrate to keep the creature banished with those spells. If you banish a creature or an object containing the creature's soul, you can have the affected creature be transported to any part of the multiverse as if its a resident of that plane of existence. You can only have up to 5 creatures banished at a time.

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