5e SRD >Classes >Sorcerer >Sorcerous Origins >

Ascendant

The kraidyl are survivors, primordial hunters that tap into the subconscious fear of flesh and its failure. As a whole, most beings would be hard-pressed to come up with a more feared and despised people. In the more civilized opium dens and taverns of the Underworld, folks jest that all races should be glad that their savagery keeps them from taking control. These people have not met an ascendant. Scholars still argue about the exact nature of the ascendant: Some argue that they represent the next evolution of kraidyl-kind, a surge akin to the one that elevated them from kraydiles to sentient beings; others point towards the close relation to the spirit-world, citing them as an unconventional case of possession. In any case, the ascendants seem to be capable of shaking off the shackles of their kin, both metaphysically and physiologically.

Bonus Proficiencies

At 1st level, you gain proficiency with medium and heavy armor, shields and one martial weapons of your choice. Your Hit Die for sorcerer levels is a d8 rather than a d6.

The Next Step of Evolution

Also at 1st level, you may spend 1 sorcery point as a reaction to being magically healed to ignore the effects of your Profane Healing racial feature. Alternatively, you may spend 1 sorcery point as a bonus action to ignore the effects of your Profane Healing racial feature until the end of your next turn. Your hit point maximum increases by 1 and increases by a further 1 whenever you gain a level in this class.

Glorious Predator

At 6th level, your sorcerous might further improves your body, ridding you of your ancestral weaknesses. You lose your Light Blindness and Radiance Vulnerability racial features. Additionally, your scales begin to toughen.

When you aren’t wearing armor, your AC is equal to 13 + your Dexterity modifier.

Superior Lifeform

Beginning at 14th level, you truly become superior to other beings; your heightened senses, wiry muscles and keen mind fuse with your sorcerous power to make failure for you simply less likely than for other beings. When you roll a natural 2, 3, 4 or 5 on an attack roll, saving throw, ability or skill check, you may add 10 to the result. You may use this feature a number of times equal to your Charisma modifier before requiring a long rest to replenish its uses. Alternatively, you may use this feature to reroll a natural 1 in any such check, but this uses up 3 uses of this feature.

Top of the Food Chain

Starting at 18th level, you become immune to the charmed and frightened conditions. Furthermore, you can use your action and spend 5 sorcery points to emit the aura of the apex predator that you are. Your aura spreads to a distance of 60 feet.

For 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), each hostile creature must succeed a Wisdom saving throw or be either charmed or frightened (your choice) until the aura ends. A creature that succeeds this saving throw becomes immune to your aura until you have finished a long rest.

Section 15: Copyright Notice

Underworld Races and Classes Copyright 2017 AAW Games, LLC; Thilo Graf, Mike Myler, and Jonathan G. Nelson Occult Secrets of the Underworld Copyright 2018, AAW Games, LLC; Thilo Graf and Jonathan G. Nelson.