Sorcerous Origin: Reincarnated Soul

Sometime in a previous life of yours, you did something worth being remembered for, whether by performing a legendary tactical maneuver during battle, taking the throne of a king using a spectacle of manipulation or discovering one of the core schools of magic. Because of this, you have had a great power passed on to you. Will you be defined by what was done in the past or will you strive to be different?

Soul Connection Starting at 1st level, you choose what great deed you did in a previous life, gaining effects depending on your choice. Great Warrior. You were a soldier or commander in a war so legendary that it is still told around campfires. Your heroic deeds have immortalised you in the hearts of those that remember the war. You gain proficiency with light and medium armour, and simple and martial weapons. In addition, your hit point maximum increases by 1 for every level you gain in this class. Great Mage. Your skill in the arcane was exemplary, drawing the respect of friends, foes, and even kings. Your knowledge was greater than the biggest library and your power was akin to that of gods. You learn two 1st-level spells from the Wizard class’ spell list. It doesn’t count against the number of spells known in the Spells Known column of the Sorcerer table. You can cast these spells as rituals if they have the ritual tag. Great Deciever. You were the master of falsehood and deception. A master con artist, or an agent designated to spread rumors and lies about others. Some of your lies still exist as cautionary tales for those who cannot resist taking advantage of others. You have advantage on Charisma-based skill checks if the creature you are interacting with isn’t hostile to you, and you cannot be charmed through the use of magic.

Soul Fulfilment Starting at 6th level, you come to understand your previous life, gaining additional effects based on your choice for your Soul Connection. Great Warrior. Whenever you cast a spell within 10 feet of an enemy, you gain temporary hit points equal to the spell's level. In addition, you can add your Charisma modifier to your initiative rolls. Great Mage. You learn a spell from the wizard class’ spell list, which doesn’t count against the number of spells you know. It must be of a level you can cast. You can change this spell whenever you finish a long rest. In addition, you can cast Identify without expending a spell slot. Great Deciever. If you spend at least 1 minute observing a creature, you can learn three of the following criteria: The target’s maximum Hit Points.

The target’s Armour Class.

Any damage resistances the target has.

Any damage immunities the target has.

Any damage vulnerabilities the target has.

The target’s speed.

What senses the target has.

Whether the target is capable of spellcasting. In addition, you gain resistance to psychic damage.

Soul Attunement Starting at 14th level, you and your previous life start to meld into one. You gain additional effects, based on what you chose for your Soul Connection. Great Warrior. When you hit an enemy with a weapon attack, you can spend 5 sorcery points to give the enemy a penalty to your spell saving throws equal to your Charisma modifier for 1 minute or until it fails a saving throw. Great Mage. Choose a school of magic. Whenever you cast a spell from that school, you regain a number of expended Sorcery Points equal to half the spell’s level (rounded down). Great Deciever. You cannot be forced to tell the truth by magic, and your mind cannot be read unless you allow it. In addition, whenever you cast a spell, you turn invisible for a number of rounds equal to the spell’s level. The invisibility ends if you cast another spell, make an attack or force a creature to make a saving throw.