Sorcerer
Base Class: Sorcerer

Millenia ago, one of the Secunduses of Mechanus abandoned their duties in Mechanus. They chose to travel to Limbo in a vain attempt to reduce the overall chaos in the multiverse. They began constructing a mighty citadel around themselves. The Gith of Limbo discovered this stable area and chose to take up residence. As they spent generations in the presence of this Demigod the began to worship this Secundus. 

Across the centuries, the powerful second in command of Mechanus built a great city, but as the edges of the thriving colony extended into Limbo, they began to fall to the chaos of the realm. The worshipping Gith continued the great work of their master by extending the range of this new metropolis, bostering the construction with their will and their magic. You are the descendent of one of those Gith and have inherited some of the combined powers of both Limbo and Mechanus, giving you an innate mastery of the act of creation.

Secundus' Spells

At 1st level you learn additional spells when you reach certain levels in this class, as shown on the Secundus' 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 a Conjuration or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Secundus Spells

Finding the Flaw

At 1st level you learn that by identifying the flaws in both items and constructs, the Scion gains the ability to shatter the old in order to make way for the new. 

  • The Scion gains the Mending Cantrip. This spell does not count against the total number of cantrips the sorcerer can learn. The Scion may cast this spell as an action. In addition, the mending spell now heals 1d4 damage to any item or construct. This healing increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
  • The Scion may create a Tiny mechanical creature. It has no combat abilities, but will follow orders. Regardless of how you attempt to shape the creature, it always ends up looking similar to a modron.
  • The Scion may spend a bonus action to make an investigation check to identify a construct or item's weak spot. The DC for this check is the object's AC. Anyone informed of this weak spot will have advantage on attacks against the item or construct for the next minute.

Anti-Entropic Designs

At 6th level your innate understanding of Entropy allows for a Scion to block its tragic march across time. By utilizing the very powers of Limbo, we can push entropy back by taking seemingly random elements and shaping them into orderly items.

The Scion learns the fabricate spell. This does not count against the total number of spells the sorcerer can learn. In addition, this spell shifts depending on how much power is being used to cast it.

  • 3rd: The spell can be cast in 1 hour to create a medium object (up to one 5 foot square block).
  • 4th: The spell can be cast in 10 minutes to create a medium object.
  • 5th: The spell can be cast in 1 minute to create a medium object. It can be cast in 1 hour to create a large object (up to eight 5 foot square blocks).
  • 6th: The spell can be cast in 1 round to create a medium object. It can be cast in 10 minutes to create a large object. 
  • 7th: The spell can be cast in 1 action to create a medium object. The spell can be cast in 1 minute to create a large object. It can be cast in 1 hour to create a huge object (up to twenty-seven 5 foot square blocks).
  • 8th: The spell can be cast as a bonus action to create a medium object. The spell can be cast in 1 round to create a large object. The spell can be cast in 10 minutes to create a huge object. It can be cast in 1 hour to create a gargantuan object (up to sixty-four 5 foot square blocks).
  • 9th: The spell can be cast as a reaction to create a medium object. The spell can be cast as an action to create a large object. The spell can be cast in 1 minute to create a huge object. The spell can be cast in 10 minutes to create a gargantuan object. The spell can be cast in 1 hour to create a colossal object (up to one-hundred-twenty-five 5 foot square blocks). 

The Marching Modron

At 14th level you learn that just as a Secundus has a connection to every single drone below it in the hierarchy of Mechanus, you have begun to develop a connection to your Tiny Construct. By empowering your construct with some of your mystical energy you can alter its form and function. In order to empower your Construct, you must sacrifice a spell slot of 7th level or higher. You will not be able to utilize that spell slot to cast any spells as long as your Construct is functioning. You may choose to disempower your Construct, but that takes one hour and destroys the Construct. If the Construct is destroyed by some other means, you regain that spell slot after a long rest.

The power level of your Construct is dictated by your sorcerer level and the spell slot sacrificed:

  • At 14th level you may sacrifice a 7th level Spell Slot to transform your Construct into a glasswork golem
  • At 16th level you may sacrifice an 8th level Spell Slot to transform your Construct into an ancient construct
  • At 18th level you may sacrifice a 9th level Spell Slot to transform your construct into a clay golem
  • At 20th level you may sacrifice both a 9th level Spell Slot and an 8th level Spell Slot to transform your construct into an iron golem

Scions of Scions

As you progress in this class up to 18th level, you learn to infuse the items that you are creating with a part of yourself. You can begin to make pseudo sentient magical items by sacrificing your arcane potential. In a 24 hour ceremony, you may sacrifice a certain number of spell slots to empower items that you create. The use of these spells slots follows the same rules as empowering your Construct. These items must be made with your Fabricate spell and will retain your mystical potential until they are destroyed.

By sacrificing a total of 1 spell level worth of spell slots you may empower an item you create to mimic the abilities of a common magical item you have researched.

By sacrificing a total of 3 spell levels worth of spell slots you may empower an item you create to mimic the abilities of an uncommon magical item you have researched.

By sacrificing a total of 9 spell levels worth of spell slots, you may empower an item you create to mimic the abilities of a rare magical item you have researched.

By sacrificing a total of 27 spell levels worth of spell slots, you may empower an item you create to mimic the abilities of a very rare magical item you have researched.

All items created this way will function identically to their originals. This means that if the original requires attunement, the fabricated item will require the same. These items are intimately connected to you and will always try to find their way back to you if lost. But, all spell slots are still sacrificed, regardless of whether you possess these items or not. The only way to sever the link is to destroy the item.

Secundus Scion Image

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