Sorcerer
Base Class: Sorcerer

Your innate magic comes from an intermingled pact of your ancestors, accursed powers, or enigmatic creatures. Perhaps an ancestor survived a terrible curse and its influence changed your family's bloodline. Someone in your family could have made a pact with a powerful being and the residual magics have coursed through your family for generations. Your ancestors could have intermingled with hags and their wicked power has awoken within you. However your magic came to be, this chaotic power is a force to be reckoned with.

Many Wicked Blood sorcerers who can't trace their lineage, often don't understand their power and see it as a mixed blessing. Some are wanderers by necessity while others may have been raised within a community or home that understands it. The volatile nature of their magic however, makes other folk nervous and it makes it easier for others to blame a Wicked Blood sorcerer for unfortunate events(deserved or not).

Armor of Entropy

Starting at 1st level, your chaotic magic manifests in ways that keeps you safe while leaving your enemies vexed. When you are hit by an attack or you fail a saving throw, you can use your reaction to add your Charisma modifier(minimum of one) to your AC against that attack or as a bonus to that saving throw. 
You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Baleful Magic

Wicked soul sorcerers have the ability to unleash their dark magic in the form of menacing curses. Starting at 1st level, you learn the hex spell. Additionally, when you reach 5th level in this class, you learn the bestow curse spell. Each of these spells count as sorcerer spells for you and they do not count against the number of sorcerer spells you know. You can cast these spells by spending sorcery points equal to the spell's level or by expending a spell slot. If you cast the spell using sorcery points, it requires no verbal, somatic, and material components.

Eldritch Chaos

Starting at 6th level, you're able to access the entropy within you that allows you to change elemental magic into raw eldritch power. When you cast a sorcerer spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage, you can spend a number of sorcery points, determined in the table below, to change the damage type to force damage.

Spell Level

Sorcery Points

1st - 3rd

2

4th - 6th

4

7th - 9th

6

   

 

Vexing Adversary

Starting at 14th level, your magic allows you to relentlessly terrorize your enemies that are victim to your hexes and curses. Whenever a creature that you can see is under the effects of a spell from your Baleful Magic feature, you gain the following benefits:

• Attacks and spells from friendly creatures, that are within 30 feet of the target, deal an additional 1d8 psychic damage.

• As a bonus action, you can teleport to an unoccupied space that you can see within 30 feet of the target.

• When you cast a spell that only targets creatures under the effect of your Baleful Magic feature, the number of determined sorcery points you must spend on your Eldritch Chaos feature is halved.

Catastrophic Malevolence

When you reach 18th level in this class, you are able to release the entropic forces that lie within you, distorting the world around you. As an action, you radiate a 30-foot radius aura of darkened magic for 1 minute or until you lose concentration(as if you were casting a concentration spell). The area within this aura is treated as difficult terrain and it is lightly obscured. When a creature enters or starts its turn in the aura, they must succeed on a Charisma saving throw against your spell save DC and roll a d8. On a failed save, the target takes 2d10 damage of the type determined below and the target becomes frightened until the beginning of their next turn. On a successful save, the creature takes only half damage and it is immune to being frightened this way for 24 hours. Creatures that are still under the effect of your Baleful Magic feature, when you use this feature, make their Charisma saving throw at disadvantage.

d8

Damage Type

1

Acid

2

Cold

3

Fire

4

Lightning

5

Thunder

6

Psychic

7

Necrotic

8

Force



When you use this feature, you and any number of creatures of your choice that you can see, are unaffected by this aura. Once you use this feature, you cannot use it again until you finish a long rest.

 

Comments

Posts Quoted:
Reply
Clear All Quotes