Sorcerer
Base Class: Sorcerer

Your bloodline is connected to one who collected what was due from everyone without discrimination, but for a higher purpose. This cause has given you your magic and a reason to use it. Some choose to champion that cause and some choose to shun it, but that purpose has chosen you and longs for you to align with its intentions. Even though most tollkeepers have an imposing or evil facade, they are mostly virtuous at heart.

Imposing Collector

At 1st level, your ideals to collect justly can give you an imposing figure as a taker, and you can use this to your advantage. As an action, choose one creature in a radius of 60 feet and slowly move 5 feet toward them. They must succeed on a Wisdom saving throw against your spell save DC or be frightened by your slow advance and piercing gaze. A creature that succeeds is immune to this effect for 24 hours.

Guilt

Starting at 1st level, you can make a creature feel guilt from not paying for their crimes. If a creature has committed an evil in the past and not been forgiven, then they must succeed on a Wisdom saving throw or become incapacitated until it takes damage or the start of your next turn, kneeling on the ground in sorrow for its faults. This does not make them prone, but simply stopped.

Collection

At 6th level, you can take a creature’s darkest memories in kindness or force them to relive every second as a payment. As an action, you can spend 2 sorcery points to make a spell attack on a creature within 30 feet of you. If it succeeds, you can take their most burdening memories and they feel the effects in a +1 bonus to their next attack roll or saving throw. You can only perform this effect once on a creature. Otherwise, you can force them to relive that memory in pain. They are frightened for 1 minute but can move around as normal. They take 1d6 psychic damage at the start of each of your turns, but can make a wisdom saving throw on its turn to end the effect on itself with a success. A creature who is not hit by the attack feels no effects.

Hunt Debtors

At 14th level, you can sense the alignments of those around you, and thus know who to take a toll from. As an action you can spend 4 sorcery points to sense the alignments of all creatures in a 60-foot radius. Then, on the same turn, all evil creatures(including you, if you are evil) must make a Wisdom saving throw or take 2d4 psychic damage from the weight of their sins. Then, all good-aligned creatures in the circle(including you, if you are good) regain 2 hit points.

Unpaid Debts

At 18th level, you can prevent a creature from moving beyond a border until they take your punishment. As an action you can spend 6 sorcery points to define a boundary, a straight line or semicircle no larger than 60 feet in length or diameter. Choose a target, and only they can see the barrier. They cannot pass unless they succeed on a Wisdom saving throw against your spell save DC. If they succeed, they may pass through the barrier. If not, they become restrained. Until you end the spell or they take any amount of damage, they stay restrained.

Previous Versions

Name Date Modified Views Adds Version Actions
1/31/2022 7:24:00 AM
1
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes