Inner Spirit Sorcerer

Your innate magic comes from your indomitable spirit, an unquenchable fire that burns deep within you. Through sheer force of will, you possess the ability to manipulate the world around you. You have the power to unleash your inner flame to devastating effect, and you can strengthen the resolve of those around you, protecting them or even healing their wounds.

Origin Spells

Sorcerer Level Spells 1st heroism 3rd healing spirit 5th beacon of hope 7th aura of life 9th wall of force

Strengthen Resolve

At 1st level, as a bonus action, you can strengthen the resolve of a creature within 60 feet of you that can hear and understand you. This restores the target's hit points by an amount equal 2 plus to your sorcerer level.

Additionally, the target is granted a number of temporary hit points equal to 2 plus your sorcerer level. You can use this feature a number of times equal to your charisma modifier, regaining all uses upon completing a long rest.

Inner Flame

At 1st level, you learn the inner flame cantrip, which is a sorcerer cantrip for you but does not count towards your number of sorcerer cantrips known.

Additionally, at 1st level, you learn to empower your evocation spells with your force of will. Whenever you cast an evocation spell of 1st level or higher that deals damage or heals one or more targets, you may add an additional die to the damage or healing to a single target once per spell cast. The die is dependent on your sorcery level, as shown in the following table:

Inner Flame Bonus Die

Sorcerer Level Bonus Die 1 - 5 d4 6 - 10 d6 11 - 15 d8 16 - 19 d10 20 d12

Should the spell deal more than one damage type, such as ice knife, which deals both piercing and cold damage to its primary target, you choose which type of damage you wish to add.

Defiance

At 6th level, your force of will is strong enough so that it can alter reality. When you see a creature within 30 feet of you get hit by an attack or fail a saving throw, you can use your reaction to increase their AC by 2 for that attack or add 2 to their saving throw, potentially changing the original outcome.

Soul Bond

At 14th level, you gain the ability to link your spirit to that of another creature. You can perform a 1 hour ritual with a willing creature to link your spirits, and you remain linked so long as both partners are alive and within 1 mile of each other. While linked, you can communicate telepathically with each other, and can see and hear using the other's senses, although your own senses are blinded and defeaned while you are doing so.

Additionally, while you and your ally are linked, you both have advantage on intelligence, wisdom and charisma saving throws.

Transcendent

At 18th level, your spirit has transcended the bounds of a normal mortal's. You no longer age, are immune to disease, poison damage, and the poisoned condition. Additionally, if you die, roll a d20. On a 10 or higher, instead of dying, you disappear for 1d3 days, reappearing afterwards at the location of your downfall with the benefits of a long rest. Once you use this feature to successfully avoid death, you cannot use it again for one week.

Cantrip: Inner Flame

Evocation cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: instantaneous

You blast a creature with spiritual energy. Make a ranged spell attack against it. On a hit, you deal 1d10 damage. Half of this damage is force damage, and half of it is fire damage. Should the amount of damage done be an odd number, the fire damage deals the extra 1 damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).