Base Class: Sorcerer
Sorcerous Origin
Hughe Percival Lockcross can boast many successes in forging powerful weapons and wards among the Darklings of his Dark Carnival. Ironically, some of his most powerful assets among the ranks stand as proof of his greatest failure; the artificial creation of Planeswalkers. After discovering the existence of such beings that can traverse the Multiverse on a whim, he committed heinous experiments on any Darkling willing to subject themself to the grisly undertaking for their father figure. In the end, recreating Planeswalker Sparks proved impossible even for the Dark Ringmaster. The souls of those who survived the procedures were irreversibly changed, their essence infused with a combination of dark conjuration magic and the inky blood of Lockcross himself. Fortunately for future prospects, the modern iteration of this transformation has been perfected to be less fatal.
Despite not being proper Planeswalkers, these sorcerers are naturally gifted in teleportation spells. As a side effect of their blood being transfused with Hughe's, their talents also extend to enchantment magic that reflects his madness. Whether this consequence was intended is known only to the Dark Ringmaster himself, but the results are effective nonetheless.
Although not given proper roles or titles like the Mageguards or Vicars, the affectionately nicknamed "Blinkers" go to extreme lengths to prove themselves worthy of being instrumental in their pseudo father’s machinations. The exact reason for this zealous desire varies, although a startling number of them appear to share a group inferiority complex toward their creator and a superiority complex toward others and even each other. Over time their fellow Darklings accepted these traits as normal and even endearing, but outsiders are far less understanding when confronted with such egos.
Eccentric Quirks
Hughe Percival Lockcross is already considered one of the most eccentric beings in the Multiverse, so it is no surprise that those whose essence has been fused with his develop oddities in their behavior. However, unlike the Dark Ringmaster, these mannerisms manifest as much as a result of their soul being unnaturally altered.
Eccentric Quirks
| d6 | Quirk |
|---|---|
| 1 | I will go to dangerous lengths to prove myself to others. |
| 2 | My bloodline is my identity, for what could be more amazing than one whose magic physically originates from the Dark Ringmaster? |
| 3 | When I enter a room where others are present, I feel a tremendous desire to announce my presence. |
| 4 | My very existence is a gift to the Multiverse. |
| 5 | Whenever someone boasts of their talents, I cannot help but try to one-up them (even if I can't). |
| 6 | I feel an overwhelming sense of dread when I teleport, like a piece of me is left behind every time I do. |
Warped Magic
You learn additional spells when you reach certain levels in this class, as shown on the Warped Magic table. Each of these spells count 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 an enchantment spell from the sorcerer, warlock, or wizard spell list.
Warped Magic
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, hideous laughter |
| 3rd | zone of truth, misty step |
| 5th | blink, hypnotic pattern |
| 7th | confusion, dimension door |
| 9th | geas, teleportation circle |
Power Overwhelming
The surge of dark energies transfused in your blood proves to be as physical as it is magical, forcing your body to compensate for it. Starting at 1st level and every sorcerer level thereafter, your hit point maximum benefits from twice your Constitution modifier instead of once (similar to the Tough feat, Player's Handbook, pp. 170). Hit Dice spent during a short rest do not gain this benefit.
Additionally, while you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. If proficient, you can use a shield and still gain this benefit.
Beguiling Replication
At 6th level, the madness that courses within you influences powers similar to yours. When a creature you can see within 60 feet succeeds on a saving throw against an enchantment spell, you can use your reaction and spend sorcery points equal to the level the spell was cast to replicate its effects to another viable target of your choosing. The spell is still considered cast by the creature who originally cast the spell, uses its spell save DC, does not expend further spell slots, and is cast as if at its lowest level.
For example, if a creature succeeds its save against a 3rd-level casting of dissonant whispers, the sorcery points needed to replicate it would be 3 and the new iteration of the spell would be as if it was cast at 1st-level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Erratic Step
Starting at 14th level, you learn to harness the power of teleportation to profound effect. As a free action, you can spend 1 sorcery point to teleport up to your base movement speed in any direction to an unoccupied space you can see. After each subsequent use of this feature, the number of sorcery points needed increases by 1.
The sorcery point cost to use this feature resets to 1 after you finish a long rest.
Dance of Dark and Dread
At 18th level, your soul is so synced with the forces of magical travel and unbridled madness that you can manifest a terrifying amalgamation of both. As an action, you unleash the full potential of your bloodline, gaining the following benefits for 1 minute:
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After you cast an enchantment spell of 1st-level or higher on a target other than yourself, you may teleport up to half your base movement speed in any direction to an unoccupied space you can see.
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After you cast a conjuration spell of 1st-level or higher that changes your location, you may choose a target creature you can see within 60 feet. That creature has disadvantage on saving throws made against the next enchantment spell you cast until the end of your next turn.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Previous Versions
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8/4/2022 8:18:17 AM
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8/4/2022 12:44:41 PM
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Coming Soon
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