Sorcerer: Reincarnated (MoMT)

Some sorcerers get their powers from their ancestors, some from beings that meddle with their lifeforce, some that are simply fated to be. You, however, draw power from yourself; that is, your past selves. You have reincarnated time and time again, can see both past and present, and can master both. By blending your new youth with your old power you have the potential to rival the gods.

## Ancient Memories

Starting at 1st level, you remember things that happened before your lifetime. You have advantage on Intelligence (History) checks.

Additionally, whenever you complete a short or long rest, roll a d6 and record the result. You can add or subtract the result from any ability check, attack roll, damage roll, or saving throw you make or that is made against you; damage cannot be reduced below 1 in this way. Checks made against you include initiative checks. Once you have done so, the result is lost until you complete another short or long rest. You can only have one result recorded at a time.

Starting at 18th level, you can roll a second die and choose which result to record.

## Arcana of Yesteryear

Also starting at 1st level, you have lived so many lives, there are few things you have not experienced. You can learn spells from any class list. Spells learned in this way still count as Sorcerer spells for you.

## Life Upon Life

Each life is different, but now, some of your more useful memories have resurfaced. Beginning at 6th level, you gain proficiency with two languages, skills, or tools of your choice. Alternatively, you can exchange one of these proficiencies for proficiency in one type of armor (light, medium, or heavy), shields, or two weapons. You must have proficiency with light armor to gain proficiency with medium armor, and proficiency with medium armor to gain proficiency with heavy armor in this way.

Additionally, choose one skill or tool with which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses that proficiency.

## Past Lives

Starting at 14th level, whenever you finish a long rest, choose one from the following options to gain the benefits of until you complete another long rest:

* Arcane Master: You were a prominent scholar of magic. Choose one class's spell list. You can cast any cantrip from that spell list as if you knew it and as if it was a sorcerer cantrip.
* Arcane Healer: You were a legendary healer of the sick. As an action, you touch a willing creature and expend any number of sorcery points. For each point expended in this way, the creature either regains 5 hit points or one disease or poison afflicting it is neutralized.
* Keeper of Secrets: You knew something no mortal should know. You can cast three spells you know of 5th-level or lower using a number Sorcery Points equal to their respective levels. You can cast such a spell up to 5th level using Sorcery Points.
* Mystic: You were once a being with tremendous psychic power. You can telepathically communicate with any creature you can see that has an Intelligence of at least 2. Additionally, you gain the benefit of one Psionic Focus of one Psionic Discipline of your choice.
* Navigator: You were a famous explorer. Choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have advantage on Intelligence and Wisdom checks related to such a terrain. Additionally, you are immune to the effects of difficult terrain when in a chosen terrain.
* Pugilist: You were a great martial artist. You are considered proficient with your unarmed strikes and they deal 1d6 damage on a hit, unless otherwise already higher. Whenever you hit a target with your unarmed strike, you can expend a sorcery point to make another unarmed strike against it, up to five strikes as part of one attack action.
* Scholar: You were a great student of knowledge. Add your Charisma modifier to any Intelligence check you make. Additionally, you can speak, read, and write up to three more languages of your choice.
* Servant: You were a great channeler of the unearthly. You gain the benefits of one Eldritch Invocation of your choice. When determining your level to meet an invocation's requirements, use half your sorcerer level rounded down.
* Thief: You were a great burglar. Add your Charisma modifier to any Dexterity checks you make. Additionally, you gain a climbing speed equal to your walking speed if you didn't have one already.
* Traveler: You were a well-known traveler across the world. Your walking speed increases by 10 feet, and you gain proficiency in 2 skills or tools of your choice.
* Warrior: You were a great warrior, skilled in the art of combat. Gain the benefits of one Fighting Style of your choice. Additionally, you are considered proficient with both martial and simple weapons.

## Reincarnated Immortality

Your reincarnating powers manifest more potently than ever before. At 18th level, you gain the following benefits:

* You gain resistance to poison damage and non-magical bludgeoning, piercing, and slashing damage.
* You age twice as slowly.
* You have advantage on saving throws against disease and poisons.
* When you would die, roll 1d100. On a result equal to or lower than your Sorcerer level, you reincarnate immediately, as with the *Reincarnate* spell cast at 5th level. You reincarnate as a young adult (that is physically mature). Change your game statistics as necessary.