Sorcerer
Base Class: Sorcerer

"The elders tell tales of a mysterious being that came to our village in the night, bearing gifts of the gods upon our people. Some say that we are instead ancestors of some primordial half-breed humanoids that came before, passing on the powers of those elemental beings with every breath and flick of our wrist. Personally, I care not for where my power originated. I care only that no one stands in my way... This power is my own, and its might shall not be challenged."

- Goliathus Sorrowsmith, Tribe of the Forgotten Ones

 

Tales on the wind whisper of a small subset of beings that exist between the realm of the physical and the magical, bending and winding the elements to their whim. Ancient in their origins, not many remain who remember their might. Some do not even know that they possess such talents. You are one of the few who remain.

Perhaps your bloodline can be traced back to an infernal devil that bent a civilization to their beck and call in ages past? Maybe some being beyond the veil of this plane is using your body as a conduit for their own energy, leaving an imprint of their might upon your physical being as a result. However you came upon this power, you now find yourself able to twist and shape the magical nature of this world to your desires.


 

Mystic Fury

At 1st level, you have the ability to draw upon your mysterious eldritch origins, manifesting as an aura surrounding your body.

As a bonus action on your turn, you can enter a Mystic Fury. For the next 10 minutes, you gain resistance to one damage type from the list below. In addition to this, any melee or ranged spell attack you make with a cantrip deals an additional amount of damage equal to your Charisma bonus, the damage type of this bonus matching your current resistance. You can also choose to roll on the table instead of choosing.

This effect requires concentration much like a spell, but does not consume your ability to cast regular concentraton spells. If you lose this special concentration, your Mystic Fury will end. You can perform this ability a number of times equal to your proficiency modifier, regaining all uses after a short or long rest.

Mystic Fury

1D5

DAMAGE TYPE

1

Acid

2

Cold

3

Fire

4

Lightning

5

Thunder

 


 

Eldritch Weapon Master

As you begin to embrace these awakened powers, at 1st level you can imbue your weapons with devastating effects each day. You also begin to awaken certain skills and experiences from your ancestors, giving you an innate muscle memory with certain weapon types.

Choose one martial weapon proficiency from the list below. Each time that you gain a level in this class, you can change your weapon proficiency to a different one.

In addition, after you finish a long rest, you can spend 10 minutes temporarily enchanting one weapon with which you are proficient with one element from your Mystic Fury table. When attacking with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and this weapon counts as magical. On successful hits, you can choose to deal either the weapon's regular damage type or the imbued damage type from your Mystic Fury table. This sword's enchantment lasts until you finish a long rest.


 

Morningstars

You gain a proficiency with morningstars.

Rapiers

You gain a proficiency with rapiers.

Scimitars

You gain a proficiency with scimitars.

Shortswords

You gain a profiiency with shortswords.

Whips

You gain a proficiency with whips.


 

Eldritch Armourer

Starting at 6th level, you have learned to control your power more than before, bending the eldritch energy to your will. You are now permanently resistant to one damage type of your choice from your Mystic Fury table (chosen below). Each time you gain a level in this class, you can choose to change this resistance to a different one.

More secrets of your ancestors continue to reveal themselves as well, granting you proficiency with light armour and shields.


 

Acid

You gain a permanent resistance to acid damage.

Cold

You gain a permanent resistance to cold damage.

Fire

You gain a permanent resistance to fire damage.

Lightning

You gain a permanent resistance to lightning damage.

Thunder

You gain a permanent resistance to thunder damage.


 

Mastered Aura

At 14th level, you have mastered your wild eldritch fury within, using your aura as a formidable weapon. While your Mystic Fury is active, and an attacker you can see within 30 feet of you hits you with either a weapon or spell attack, you can use your reaction to whip tendrils of your aura in their direction. Make either a melee or ranged spell attack. On a hit, you will deal 2d8 of your active aura's damage type to the attacking creature.

You can use this reaction a number of times equal to your Charisma modifier, regaining all uses after a short or long rest.

Alternatively, you can activate this aura when you are subjected to a Strength, Dexterity, or Constitution saving throw. You can expend a usage of this feature to use your aura as a protective shield, adding 1d4 to your saving throw. You can wait to use this feature until after you roll the d20, but must decide before the DM says whether the roll succeeds or fails.


 

Relentless Eldritch Might

Beginning at 18th level, you have transcended to a true eldritch conduit, persisting in your fury even when subjected to the utmost threats against your life. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Immediately following this, you can choose to expend 5 sorcery points to teleport to a point you can see within 100 feet of you. Where you were originally, and where you appear, every creature that you designate in a 30 foot radius of each point must make a Dexterity saving throw. On a failure, they will each take 2d8 of a damage type of your choice (choose one) from your Mystic Fury table and be pushed back up to 15 feet away from that point. On a success, a creature takes half as much damage and is not pushed back.

You can use this feature once, regaining the ability to do so after a short or long rest, regardless of whether or not you choose to activate the additional effect.


 

Previous Versions

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Eldritch Conduit Image

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