Sorcerer
Base Class: Sorcerer

Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

Unearthly Magic

Your connection to a mysterious, unknown power is constantly calling you. At 1st level, you no longer walk; you float inches above the ground. You can only float on solid ground. Your speed remains the same. 

Starting at 6th level, you can float over water. 

At 12th level, you can float more freely; whenever you you attempt a move action that would require a Strength(Athletics) check involving climbing, you no longer need to make it. 

In addition, you know these spells, in addition to those granted by the base class: Bestow Curse, Contagion, Divine Word, Elemental Bane, Flesh to Stone, Foresight, Harm, Vicious Mockery

Evil Eye

You can get into the minds of your enemies. 

As an action, stare into the soul of your enemy. Select one of the following options; that enemy has disadvantage on their next role: 

  • Attack Roles
  • Saving Throws
  • Skill Checks

This hex lasts a number of round equal to the Witch's level. A Wisdom saves reduces this time to 1 round. The DC for this save is equal to 10 + your Witch level + your Charisma Modifier.

At 6th level, you can select 2 options to affect a creature. 

At 14th level, all 3 options apply. 

Incapacitating Stare

Your eerie gaze completely disrupts the plan of an enemy. 

At 6th level, you can spend an action to give a creature the Stunned condition. A Wisdom save negates this condition. The DC for this save is equal to 10 + your Witch level + your Charisma Modifier. This condition ends once the affected creature is attacked by a companion. 

At 12th level, you can spend an action to give a creature the Paralyzed condition. A Wisdom save negates this condition. The DC for this save is equal to 10 + your Witch level + your Charisma Modifier. This condition ends once the affected creature is attacked by a companion. 

 

Mystical Shifter

At 14th level, you no longer need to be confined to your humanoid form. You gain the Druid's Wild Shape ability. Use your Sorcerer level as your Druid level for all features associated with Wild Shape. 

Domination

At 18th level, you can control the minds at ease. You are able to use the following spells as special abilities a number of times equal to your Charisma modifier: Dominate Beast, Dominate Monster, Dominate Person. You regain all expended uses at a Short Rest. You must have line of sight for this condition to take affect. 

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2022 11:37:40 PM
8
0
1
Coming Soon
10/17/2022 3:12:48 PM
7
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes