Base Class: Sorcerer
Quincy are sorcerers with the ability to manipulate their own soul and the energy naturally present in the air that other souls give off. They use this power to cast spells and perform various techniques that others couldn't perform.
Quincy have the ability to not only kill, but utterly destroy the very soul of creatures and beings. This destruction of a creatures soul makes them very dangerous as a destroyed soul is gone forever and dont move on to other planes or able to be bound. This causes an unbalance in the realms and planes that can lead to them all collapsing and being destroyed if there are not enough souls spread between them. Hence why the Soul Reapers, who are keepers of the balance attempted to put an end to the Quincy.
Quincy are able to sense undead like a bird can sense a storm on the winds. This allows them to hunt down the undead and put an end to them. Since undead are often twisted, corrupt souls and Quincy are pure souls that can purge undead. If a Quincy is infected by an undead, it will most likely be fatal and the Quincy will become weak and die.
Soul Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a conjuration spell from the sorcerer, warlock, or wizard spell list.
Soul Spells
| Sorcerer Level | Spells |
|---|---|
|
1st |
Mage Armor, Tenser's Floating Disk |
|
3rd |
Arcane Lock, Misty Step |
|
5th |
Glyph of Warding, Thunder Step |
|
7th |
Mordenkainen's Private Sanctum, Stoneskin |
|
9th |
Steel Wind Strike, Far Step |
In addition, consult the Spirit Weapon table and choose or randomly determine a weapon you manifest to cast your sorcerer spells. You are proficient in the use of your Spirit Weapon and can use it as a spell-casting focus for your spells. If the weapon would require ammunition, you dont need to find any as the ammunition is summoned as needed.
Spirit Weapon
| d6 | Weapon |
|---|---|
|
1 |
Holy Bow: A short-bow made of blue energy or a custom metallic design of your choice. |
|
2 |
Holy Blade: A short-sword made of blue energy or a custom metallic design of your choice. |
|
3 |
Sanctum Cannon: A small sized cannon with a design of your choice. It floats in front of you and moves with you. |
|
4 |
Revered Pistol: A tiny pistol with a design of your choice. |
|
5 |
Blessed Hand: a glove attachment with a design of your choice that either deals 1d4 Slashing Damage or 1d4 Bludgeoning damage. |
|
6 |
Blessed Cross: a hand crossbow made of blue energy or a custom metallic design of your choice. |
Pure Flying Step
It is an advanced Quincy movement technique, allowing the user to move at high speed by riding on the flow of spiritual energy created below their feet. Moving fast enough to essentially teleport from one spot to another. You can teleport a number of feet equal to 5 * Your Charisma Modifier as a bonus action on your turn.
Blood Dress
By making energy flow directly into their blood vessels, users of this technique can drastically increase their attack and defense power to inhuman levels. However, despite the significant danger this potentially presents to one's opponent, Blood Dress possesses one major flaw: because the independent forms of the technique for attack and defense operate using two different energy systems, they cannot be employed simultaneously.
You can spend 1-5 Sorcery Points as a bonus action to activate one of the following effects, the effects last for 1 minute or until you use this feature again:
- Blood Artery: You can roll an extra number of your weapon or spells damage die equal to the number of Sorcery Points spent.
- Blood Vein: Increase your AC by the number of Sorcery Points spent.
- Blood Shell: Create a 20ft semi-transparent sphere, centered on you. Creatures inside this area are immune to the effects of spells cast at a spell level that is equal to or lower than the number of Sorcery Points spent.
Disheveled Puppet
At 14th level, you have learnt a high level technique which allows the user to control their body parts using strings of spiritual energy controlled by their brain, forming lines or strings made of their soul. Using this technique, the Quincy can control their body like a marionette, allowing them to move freely despite paralysis, broken limbs, or any other force which would impede normal movement. It was originally created to allow elderly Quincy to fight effectively.
As a bonus action you can activate this feature, attaching strings to yourself for 1 minute. For the duration you ignore the effects imposed by conditions such as poisoned or paralyzed. Also you can use Charisma for all attacks and damage rolls using weapons.
You can use this feature once, and cant do so again unless you finish a long rest or spend 5 Sorcery Points to do so.
Complete
Beginning at 18th level, you can channel the full power of your bloodlines potential, emitting high concentrations of your souls energy and absorbing more energy from the surrounding area as well. As an action, you can spend 5 sorcery points to draw on this power, gaining angel wings and a five point star as a halo above your head, both glowing a bright blue energy. For 1 minute, until you die or fall unconscious, or until you choose to end it as a bonus action, you gain the following:
- A flying speed equal to double your walking speed.
- Your spirit weapon deals an additional 1d6 damage on hit.
- Advantage on both Constitution and Charisma Saving Throws
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Posted Apr 3, 2023I love everything about this and one of my players is using it in our current campaign. The only downside I have with it is that the Soul Spells feature doesn't function. It won't add the additional spells into their spell list and it won't let a player choose their Spirit Weapon, is there a way for this to be fixed?