Sorcerer
Base Class: Sorcerer

Heralds of destruction, a sorcerer whose soul have been touched by the Void are able to utilize their otherworldly birthright to twist reality to their will and leave destruction in their wake. Their power is nearly unrivaled on the material plane and even, in some cases, outside of it.


Void Deviation: The powers awakened by the Void Soul Sorcerer twists their behavior and thoughts. (To add some texture to your character, consider the behaviors your character acquired when they awakened. They have no game effect, but your character might become irritated or upset if another character acts contradictory to your character's newfound behavior or disrupts it. They're a great roleplaying tool to add character to the game. You can roll from or pick from the options below, or create your own behaviors to use. Aim for at least one and no more than two behaviors, to give them more of a chance to come into play. Then consider why your character your character developed these new behaviors. Do they have any bearing on your character's personality and background?)

d10 Behavior

1 - The fallen and their names are to be forgotten.

2 - You believe you're the standard for acceptable.

3 - You look down upon other sorcerers, believing your bloodline to be far superior to theirs.

4 - You never make changes to your appearance.

5 - You avoid entering combat on uneven terms whenever possible, preferring to fight honorably and without dirty tricks.

6 - You avoid entering combat on even terms whenever possible, preferring to ambush and surprise enemies.

7 - You have a preference for gambling.

8 - You never wear armor to the point that your entire body is completely covered, be it leather, steel, or some other material.

9 - You never make direct eye contact with others.

10 - Others are beneath your concern.

Void's Gift

Wether or not you consider your power a blessing or a curse, the fact that the void has touched you is undeniable. You have the ability to see in darkness, both normal and magical, to a distance of 120 ft. (If you already have darkvision, its range increases by 60ft.) At 14th level, you gain truesight out to a distance of 60ft.

The void also protects those who wield its power. When you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Void Force

Starting at 1st level, you learn to enfuse your spells with the void. Whenever you cast a spell of 1st level or higher, you can spend a number of sorcery points equal to the spell's level. When this feature is used, the spell deals an additional 2d8 Force damage along with the spell's original damage.

At levels 5, 10, 15 and 20; the additional damage increases by d8 (3d8 at Level 5, 4d8 at Level 10, ect.)

Void Armaments

Starting at 6th level, as an action, you can call forth four lances - each as black as the void itself - that hovor 5 feet around you. You are considered proficient in these lances and they are considered magical for overcomming immunities and resistances. Each lance has an AC of 18 and 5 hit points. Without using any further actions, you can make a ranged spell attack against a number of targets you can see within 30ft of you equal to the number of summoned lances. On a successful hit, each lance deals 1d12 Piercing Damage + 4d12 Force Damage. After the attack is done, you can use a bonus action to recall the lances to you as long as they haven't been destroyed. As these magical lances work the same as ordinary lances, you make the attacks with disadvantage if the targets are within 5 feet of you.

The number of lances you can summon with this ability increases by 2 at levels 12 and 16. You can also expend 2 sorcery points to summon additional lances. 

Void's Redirection

At 6th level, when an enemy attempts to hit you or an ally within 120ft of you with a melee or ranged attack, roll a d6. On a 4-6, a portal opens up and redirects the attack regardless of whether the attack would hit or not. You can then redirect the attack to another creature of your choice within 120ft of you (even the original attacker) and maybe make the attack hit them instead. Roll to hit and to deal damage using the properties of the original attack.

This feature can be used a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a long rest.

Void Repulse

At 14th level, you gain the ability to focus the unnatural nature of the void to surround you and push everything away. With a bonus action, you gain a flying speed equal to double your movement speed and this ability can be dismissed with another bonus action.

As a bonus action, you can also use this feature to push away objects and creatures within 5 feet of you, pushing them back a number of feet equal to 2 x your proficiency bonus.

Void Rift

At 14th level, your ability to create portals and redirect attacks against you and your allies becomes far more potent. When an enemy attempts to hit you or an ally within 120ft of you with a spell, such as Fireball or even the breath weapon of a dragon, you can roll a d6. On a 4-6, a portal opens up and redirects the attack regardless of whether the attack would hit or not. You can then redirect the attack to another creature of your choice within 120ft of you (even the original attacker) and maybe make the attack hit them instead. Roll to hit and to deal damage using the properties of the original attack.

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.

Herrscher of the Void

At 18th level, your connection to the void has strengthened to the point that you have now become one of its few embodiments. As a result, you gain the following effects:

  • Your creature type becomes both humanoid and aberration.
  • If you don't already know it, you gain the ability to speak, read and write Deep Speech.
  • The void causes you to age far slower. For every 10 years that pass, your body ages only 1 year.
  • You gain immunity to non-magical slashing, bludgeoning and piercing damage. You also gain an immunity to Force damage.
  • All spells you cast or effects you create that deal damage have been greatly enhanced by the void. Damage resistance is ignored and damage immunity is treated as damage resistance.
  • You gain the power to partially blink into the void. You can cast Blink at will without using a spell slot or components once per short rest.
  • The pressence of the void is a terrifying force. Each hostile within 120 feet of you must make a DC 18 Charisma saving throw or become frightened of you for one minute. This ability can be used a number of times equal to your charisma modifier per long rest.

 

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes