Sorcerer
Base Class: Sorcerer

You are born to a family with deep roots to magic, but in some ways it seems as if you are of the magic itself. Because of this connection you have access to almost every form of magic there is, but this is also a double-edged sword where this power can momentarily take over .

Draconian Affection, Elemental

When you reach 6th level, your Draconic Power shines through the spells of the Element type of your Dragon Ancestor you cast, allowing you to add your Charisma modifier to either your damage roll or, if applicable, the To-Hit roll of that spell. You can only choose one for each spell you cast.
You can also spend up to 3 Sorcery Points to gain resistance to that Element type for a number of hours equal to the number of Sorcery Points spent

Draconian Armor

Upon the revelation of your Draconic Bloodline, your Maximum Health is increased by 1 and then again by 1 every level until 6th Level. After 6th Level, your Maximum Health increases by 7 per class level. 
Your armor builds up, increasing by +4 now, and again at Level 14

Initial Armor

Your deep ties to magic gives you strength. Your initial Armor Class is 14 plus your Dexterity Modifier

Draconian Bonus Armor

At 14th Level your Armor Class increases by +4

Bonus Ability

At Level 14 your Ability scores can now be increased to a maximum of 25

Draconian True Health

After you reach 6th Level, your Maximum HP increases by +7 each level.

Draconic Power

Your Draconic Ancestry is revealed to you as you head out on your first adventure. Your fluency in Draconic Language is revealed to you and you are able to read, write, and speak the language.

Black || Acid

The type of Dragon you choose will have an effect later on.

Blue || Lightning

The type of Dragon you choose will have an effect later on.

Brass || Fire

The type of Dragon you choose will have an effect later on.

Bronze || Lightning

The type of Dragon you choose will have an effect later on.

Copper || Acid

The type of Dragon you choose will have an effect later on.

Gold || Fire

The type of Dragon you choose will have an effect later on.

Green || Poison

The type of Dragon you choose will have an effect later on.

Red || Fire

The type of Dragon you choose will have an effect later on.

Silver || Cold

The type of Dragon you choose will have an effect later on.

White || Cold

The type of Dragon you choose will have an effect later on.

Magic of Spells

Because of the deep magical connection you have, you know spells from all the other classes, not just yours. This magic also adds +3 to all ability checks.

Surge of Power

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of powerful magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Surge of Power table to create a magical effect. If that effect is a spell, it is too powerful to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Surge of Power

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all expended sorcery points.

Chaotic Power

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Surge of Power table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Chaotic Rolling

When you reach 6th level, your magical power takes on a new form. You will choose between Good or Evil. Whenever you roll for the Surge of Power table, roll twice instead. If you chose Good, add the two results together and use the total, max result of 100. If you chose Evil, subtract the smaller result from the larger result and use that total. 

When you reach 14th level, you will add on to this effect.

Chaotic Rolling - Evil

Choice: Evil

Chaotic Rolling - Good

Choice: Good

Immense Heat

As an action you may spend 7 sorcery points to create a circular area of fire and heat. You may spend up to 5 additional points, extending the duration of the effect, up to 5 rounds.

This effect uses Wisdom Save

The circle is divided into 3 sections, each with thickness 1/3 the radius of the circle. The inner third is the worst, everything seems to be on fire with flames reaching 40 ft high in some cases. The middle third is a bit better, 10 ft high flames spaced a bit apart. This section essentially splits the inner and outer sections. The outer third is where there are no flames, just heat from the fire.

The DC and damage effects are slightly different depending on whether you spend the extra sorcery points or not. This is detailed below.

0 Sorcery Points

If no points are spent, the circle has radius extending from you of 360 ft, with 3 sections 120 ft thick each. The effect is more like a flash, blinding all creatures within 390 ft of you.

Creatures in the inner third make a Wisdom save, DC 20.
On a fail, HP drops to 0. You only need to succeed on one Death Save to survive, but still need 3 fails for death.
On a Success, creature takes 7d12 fire damage. 

Creatures in the middle third make the Wisdom save, DC 18.
On Fail, creature takes 5d8 fire damage.
On Success, creature takes 2d10 fire damage

Creatures in the outer third make the Wisdom save, DC 16
On Fail, creature takes 2d6 regular damage
On Success, creature takes 1d4 regular damage

All creatures within 30 ft of the outside edge of the circle (effective 390ft radius) are afflicted with blindness for 3 rounds(effective 390ft radius)

 

1-5 Sorcery Points

 If you decide to spend sorcery points to extend the duration of the effect, the radius of the circle is only 120 ft. You can spend a max of 5 sorcery points to extend the effect to 5 rounds
Damage, Effects, and Rolls are re-occurring whenever ending turn in AOE. 

Creatures in the inner third make a Wisdom save, DC 19
On Fail, HP of creature drops to 1 and is incapacitated.*
On Success, creature takes 6d12 fire damage, gains Exhaustion Level 4

Creatures in the middle third make a Wisdom save, DC 15
On Fail, creature takes 4d8 fire damage, gains Exhaustion Level 3
On Success, creature takes 1d10 fire damage, gains Exhaustion Level 2

Creatures in outer third make a Wisdom save, DC 12
On Fail, creature takes 1d6 regular damage, gains Exhaustion Level 1
On Success, creature takes no damage, gains Exhaustion Level 1

SPECIAL EXHAUSTION RULES

Creatures only suffer the full effect of exhaustion on first hit, even if they aimed right

Creatures who reach Exhaustion Level 6 due to this effect are NOT killed, just incapacitated for 1 turn.

 

*-
All effects are removed whenever the spell ends, so after a max of 5 rounds. 

NOTE: this class is experimental and 

Evil Rolling

As you get more powerful, the surges of power start getting out of hand. Make another choice, between Lawful and Chaotic this time. For both choices, you will end up rolling 4 times, two sets of two rolls. These sets follow the same rules you have been following since 6th Level choice. Starting at 14th Level, every time you roll on the table take Advantage from the sets if you chose Lawful and Disadvantage for Chaotic.

Example: Chaotic Good is your final choice. You roll 37, 45; 56, 57 for your rolls. From 6th level, your sets are 82; 100 (remember, you max out at 100). However, since you chose Chaotic you would use the 82 on the Surge of Power table.

Evil Rolling - Chaotic

Choice: Chaotic

Evil Rolling - Lawful

Choice: Lawful

Controlling the Surge

At 14th level, you are finally able to start being able to control your power to some degree. Whenever you roll on the Surge of Power table, you now only roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Comments

Posts Quoted:
Reply
Clear All Quotes