Base Class: Sorcerer
Your innate magic comes from a unstable, flowing magic that was mingled with you or your linage. Most often, sorcerers with this origin trace their descent back to a powerful ancient, or otherworldly ancestor. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Vee Ancestry
At 1st level, you choose one adaptation that you have gained from your younger life. You may choose additional adaptations at levels 4, 6, 9, 11, and 14.
You can speak, read, and write Sylvan in addition to those provided by your Race.
Dark Adaptation
Upon choosing the Dark adaptation, your eyes gain a yellowish tint, gain slit pupils, and glow faintly in the dark. You gain 60 feet of Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Additionally, you gain advantage to Dexterity checks and saving throws while in Dim light or Darker.
Electric Adaptation
Upon choosing the Electric adaptation, you gain a tufts of white fur on your ankles and wrists. These tufts of fur store electrical charge to power some of your abilities.
You gain a number of electrical charges equal to your charisma modifier, you may use these charges to do the following things:
- Spend one electric charge as a bonus action to double your jump height and distance for 3 rounds.
- Spend one electric charge to add 1d8 lightning damage to your attack. You must choose to use this ability before making your attack roll, but do not spend your electrical charge if you miss.
- Spend one electric charge to change a spells damage type to lightning damage.
- Spend two electric charges as an action to gain resistance to lightning and thunder damage for one minute.
- Spend three electric charges as a bonus action to double your movement speed for one minute
You may only use one of these actions per turn.
Fairy Adaptation
Upon choosing the Fairy adaptation, you gain two pink bows either on your wrists, or your neck and forehead. You may make a touch attack on a creature of the opposite gender, this creature must make a wisdom saving throw, upon a failure the creature is charmed, and considers you a friend or love interest, this effect lasts until you are an ally attack it, or the target has spent two hours without seeing you. The target will not realize it has been charmed after the effect ends. Upon a successes, this creature becomes immune to this ability for one week.
If you are genderless, you may use this feature on any creature.
Fire Adaptation
Upon choosing the Fire adaptation, you gain a large, bushy mane that is white or yellow that is hot to the touch.
You have resistance to cold damage and do not take damage do to cold climates or weather conditions. You may project your inner warmth to protect creatures within a 15 foot radius from cold weather. You may use this for an amount of hours equal to half your level, after this role a constitution saving throw every hour of use. On a failed save, you gain one level of exhaustion. You regain the use of this ability after a long rest.
Additionally, you may add 1d6 fire damage damage to any spell that deals fire damage.
Ghost Adaptation
Upon choosing the Ghost adaptation, your body gains a barely noticeable grey tint. When a attack with piercing, bludgeoning, or slashing damage is made against you, roll 1d100, if you roll a 10 or lower, the attack passes through you, leaving you unharmed. Any other type of damage caused by the attack is still dealt.
Additionally, you may speak to a creature up to one minute after they have passed away, no one else can hear the responses of the creature, and it will have the same knowledge and disposition it had before it died.
Ice Adaptation
Upon choosing the Ice adaptation, you gain a teal crest of hair with two dangling flaps adorning your head. This fur is cold to the touch.
Your body has become accustomed to the cold, giving you immunity to cold weather conditions, and resistance to cold damage. You may move through deep snow and ice as if it was normal terrain, snow and hail do not obstruct your vision. Gain 1d6 damage to spells that deal cold damage.
Plant Adaptation
Upon choosing the Plant adaptation, you gain dull thorns on your lower arms, lower legs, and hands. Add 1d4 damage to any spell or attack that requires a touch attack.
You gain the ability to restore health when in sunlight. For every hour spent in sunlight, recover 2d4+Constitution health.
Poison Adaptation
Upon choosing the Poison adaptation, your mouth and tongue become tinted with a purple hue. Your saliva gain the properties of Potion of Poison, you may create one full vial per week. Creatures ingesting this poison in lesser quantities will be required to make a DC 10 constitution saving throw or take 1d4 damage.
You gain resistance to poison damage, and are immune to Potion of Poison.
Prism Adaptation
Upon choosing the Prism Adaptation, one of your hands becomes crystal like, with an imperfect and cloudy nature.
When you cast a spell that does damage, roll 1d12, and consult the following chart to determine a result:
- 1-6: The Spell is unaffected
- 7: The Spells damage type changes to Acid
- 8: The spells damage type changes to Poison
- 9: The spells damage type changes to Fire
- 10: The spells damage type changes to Cold
- 11: The spells damage type changes to Lightning
- 12: The spells damage type changes to Thunder
Spell Increase
You forgo the process of adaptation to learn more spells. You may add three spells form the sorcerer spell list of your choice to your known spells.
Water Adaptation
Upon choosing the Water adaptation, you gain blueish gills on the side of your neck. You are able to breath underwater and gain a swimming speed equal to your walking speed.
Failure Aversion
Your body changed to accommodate your environment and needs, and when you suffer a harsh failure, you don't want to repeat yourself.
When you roll a natural 1 on skill check or saving throw you may make that skill check or saving throw at advantage until you use the feature again.
Advanced Adaptation
As your body grows, it continues to radically develop to help you survive. At 6th level and higher, you may choose advanced Adaptation in addition to those provided in Vee ancestry.
Advanced Dark Adaptation
Upon choosing the Advanced Dark Adaptation, you gain yellow ring patterns on your forehead, hands, and feet that you can cause to glow. As a free action you may cause your ring like patterns to glow, acting like the light cantrip.
When in dim light or dimmer, you may up to 10 feet while hidden, provided you are in full or partial cover at the beginning and end of your movement, and never move out of dim light or darker, you do not need to reroll your stealth.
In order to take this adaptation, you must have taken the Dark Adaptation feature.
Advanced Electrical Adaptation
Upon choosing the Advanced Electrical Adaptation, the tufts of fur on your wrist grow in volume, and become tinted yellow. You now have a number of electrical charges equal to double your Charisma modifier.
You may use your Electrical charges to do the following things in addition to those granted by your Electrical Adaptation:
- Spend one Electrical charge as a reaction to redirect a spell. If the caster or target of a spell that deal lightning damage is within 30 feet of you, force the spells target to be yourself.
- Spend two Electrical charges as a action to electrify yourself. The next creature to touch you or hit you with a melee attack takes 4d6 lightning damage.
- Spend three electric charge to add 3d8 lightning damage to your attack. You must choose to use this ability before making your attack roll, but do not spend your electrical charges on a miss.
In order to take this adaptation, you must have taken the Electrical Adaptation feature.
Advanced Fairy Adaptation
Upon taking the Advanced Fairy Adaptation, you shrink by one size.
In order to take this adaptation, you must have taken the Fairy Adaptation feature.
Advanced Fire Adaptation
Upon choosing the Advanced Fire Adaptation, your mane becomes red, with streaks of yellow and orange.
You gain the ability to expel fire from your mouth as a 15 foot cone breath attack. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. You may use this ability up to a number of times equal to your proficiency modifier, and after that you may expend 2 sorcery points to use it again.
Additionally, the damage you add to any spell that deals fire damage increases by 2d6
In order to take this adaptation, you must have taken the Fire Adaptation feature.
Advanced Ghost Adaptation
Upon choosing the Advanced Ghost Adaptation, your body becomes a much darker grey. When a attack with piercing, bludgeoning, slashing, force, or lightning damage is made against you, roll 1d100, if you roll a 30 or lower, the attack passes through you, leaving you unharmed. Any other type of damage caused by the attack is still dealt.
In order to take this adaptation, you must have taken the Ghost Adaptation feature.
Advanced Plant Adaptation
You neck and arms begin to sprout small leaves as your connection to plant life grows.
The amount of health you gain while in sunlight increases to 2d6+Constitution.
You have advantage on stealth rolls whilst hiding amongst plants.
Advanced Poison Adaptation
Upon choosing the Advanced Poison Adaptation, your skin becomes tinted purple.
In addition to the effects granted to you by the Poison Adaptation, you gain the ability to exude poison from your pores on command. On your turn, as an action, you spray a cloud of poison onto every creature in a 5 foot radius. Every creature in range must make a dexterity saving check, and on a failure take 4d6 damage. Upon a success, take half that. You may preform this attack a number of times equal to your charisma modifier, and recover these uses after a long rest.
In order to take this adaptation, you must have taken the Poison Adaptation feature.
Advanced Prism Adaptation
Upon choosing the Prism Adaptation, one of your hands becomes clear and crystal like.
When you cast a spell that does damage, roll 1d20, and consult the following chart to determine a result:
- 1-10: The spell is unaffected
- 11: The Spells damage type changes to Acid
- 12: The Spells damage type changes to Poison
- 13: The Spells damage type changes to Fire
- 14: The Spells damage type changes to Cold
- 15: The Spells damage type changes to Force
- 16: The Spells damage type changes to Lightning
- 17: The Spells damage type changes to Thunder
- 18: The Spells damage type changes to Necrotic
- 19: The Spells damage type changes to Psychic
- 20: The Spells damage type changes to Radiant
Additionally, a number of times per day equal to your Charisma Modifier, you may spend your reaction to make a Dexterity saving throw against a spell attack made against you, upon a success, you lift you hand in the way of the oncoming spell, the damage is reduced by half and transformed into a random damage type as it refracts through your hand. Upon a failure take damage as normal.
In order to take this adaptation, you must have taken the Prisim Adaptation feature.
Advanced Water Adaptation
Upon choosing the Advanced Water Adaptation, you gain blue fins on your wrists and ankles.
Your swimming speed increases to double you walking speed, and you roll dexterity and strength skill checks and saving throws underwater at advantage.
In order to take this adaptation, you must have taken the Water Adaptation feature.
Illusion Adaption
As you gain control over the perception of senses, the ends of your limbs gain a purple hue.
As a action, you may choose an object to cease registering to on of the five senses. A creature must make a investigation check against your spellcaster DC to see past your illusion. you may have up to five effects in place at once, on one object or spread on up to five objects.
In order to take this adaptation, you must have taken the Fairy Adaptation feature.
Mechanical Adaptation
Upon choosing the Mechanical adaptation, your skin grows harder, and becomes shiny when clean. You become very technologically minded. The amount of Electrical charges you have per day increases to double your Charisma modifier.
You may use your Electrical charges to do the following things in addition to those granted by your Electrical Adaptation:
- Use 2 Electrical charges to magically replace missing parts from a simple machine. These parts are translucent and disappear if removed, and disappear after 1 hour.
- Use 2 Electrical charges to connect to a piece of machinery. You may make inputs such as pushing buttons, pulling levers, and activating pressure plates from a distance. You may only be connected to one machine at a time. Connecting to a new machine will cause you to loss the ability to control the old one.
- Use 2 Electrical charges to Deactivate a machine within 60 feet for 1d4 rounds.
Additionally, you gain a natural armor of 1.
In order to take this adaptation, you must have taken the Electrical Adaptation feature.
Arch Adaptation
Your body develops powerful adaptation to more suit your powerful stature, At 14th level, you may choose an Arch Adaptation in place of those provided in Vee ancestry and Advanced Adaptation.
Adaptable Resistance
Your body begins to shift and change on the fly, allowing you to become resilient to damage.
When your are dealt damage, roll 1d100 and consult the following chart to determine a result:
- 1-25: Take the damage as normal.
- 26-99: Gain resistance to the type of damage you have taken.
- 100: Gain immunity to the type of damage you have taken.
You may only have three resistances/immunities from this feature, when you gain new one, replace the oldest resistance you have. If you regain a resistance, treat it as the newest one you have.
Advanced Mechanical Adaptation
Upon choosing the Advanced Mechanical adaptation, your skin grows even harder, and begins to turn a coppery bronze. Slight ticking sounds can be heard to those very close to you.
You regain a number of Electrical charges equal to your charisma modifier every day at midnight.
You may use your Electrical charges to do the following things in addition to those granted by your Electrical Adaptation:
- Spend three electrical charges to determine the function of a mechanical device
- Spend three electrical as an action to speed up with mechanical precision. Act as if you casted haste on yourself
- Spend six electrical charges to permanently fix a machine no bigger than 5 cubic feet. Replaced parts are translucent and disappear if removed
Additionally, your natural armor from your Mechanical Adaptation feature increases to 2.
In order to take this adaptation, you must have taken the Mechanical Adaptation feature.
Arch Dark Adaptation
Upon choosing the Arch Dark Adaptation, you gain black fur on your feet, which muffle your footsteps.
When in dim light or dimmer, you may choose to become invisible. Any source of light brought near enough to cause you not to be in dim light, this effect ends. You can be reveled by making a perception or investigation check against your spellcasting DC.
Additionally, you gain 10 feet of blindsight.
In order to take this adaptation, you must have taken the Advanced Dark Adaptation feature.
Arch Electrical Adaptation
Upon choosing the Advanced Electrical Adaptation, the tufts of fur on your wrist become yellow with bits of blue. You now have a number of electrical charges equal to triple your Charisma modifier.
You may use your Electrical charges to do the following things in addition to those granted by your Electrical Adaptation:
- Spend two electrical charges as an action to make a spell attack on a creature within 30 feet, this creature must make a constitution saving throw against your spell save DC, or else be paralyzed.
- Spend eight electrical charges as an action to electrify yourself. The next creature to touch you or hit you with a melee attack takes 8d6 lightning damage.
- Spend ten electric charge to add 12d8 lightning damage to your attack. You must choose to use this ability before making your attack roll, but only lose 5 electrical charges if you miss.
Additionally, you gain resistance to lightning and thunder damage.
In order to take this adaptation, you must have taken the Advanced Electrical Adaptation feature.
Arch Fairy Adaptation
Upon choosing the Flying Adaptation, you gain truculent wings, similar to that of butterflies.
You gain a flight speed of 40 feet.
Arch Ghost Adaptation
Upon choosing the Advanced Ghost Adaptation, your body becomes a much darker grey. When a attack with any type of damage other than psychic damage is made against you, roll 1d100, if you roll a 50 or lower, the attack passes through you, leaving you unharmed. Psychic caused by the attack is still dealt.
When a Melee attack that is made against you passes through your body, you may use your reaction to make the attacker role a Dexterity saving throw against your spell save DC, upon a failure, they fall prone as they lose their balance.
In order to take this adaptation, you must have taken the Advanced Ghost Adaptation feature.
Arch Poison Adaptation
Upon choosing the Arch Poison Adaptation, the whites of your eyes become light purple and your skin is constantly sticky with poison.
When you would have taken poison damage, instead heal by the same amount. If you ingest, breath, or otherwise come into contact with with a Poison that causes a status condition, do not gain that condition. If you ingest, breath, or otherwise come into contact with a poison that would immediately kill you otherwise, heal your to your maximum health.
In order to take this adaptation, you must have taken the Advanced Poison Adaptation feature.
Arch Water Adaptation
Upon choosing the Arch Water Adaptation, your fins gain black accents, your teeth sharpen, and your face gains glowing dark blue patterns around your eyes.
You gain a blindsense of 15 feet while Underwater.
Additionally, you may spend your sorcery points to do the following things while underwater:
- Spend two sorcery points as an action to spew out a black ink from your body, obscuring a radius of ten feet around you from view
- Spend two sorcery points as a bonus action to display your aquatic superiority and make an intimidation check
- Spend five sorcery points as an action to recover 4d6 damage
- Spend five sorcery points to double your lifting, pushing, and dragging strength
In order to take this adaptation, you must have taken the Advanced Water Adaptation feature.
Adaptable Spellcasting
At 18th level, you have mastered the art of adaptation, and have learned to integrate that into your spell casting. Using this feature, you may preform the following abilities:
- Spend 2 sorcery points to change a spells damage type to one of your choice.
- Spend 5 sorcery points to add a metamagic effect to a spell from a feat you do not have(In addition to the effects normal cost).
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