Base Class: Sorcerer
"Hello, this is a subclass for a homebrew campaign. This campaign takes place in a gigantic city where players are a group of investigators. I wanted to add a subclass for every class, but since it's my first time, I don't know if it's good or even balanced, If you could give any advice to balance/change it or simply give your thought it would be appreciate. Thanks"
The Herald of Arkedya is a cursed being, whos familly once entered the great dungeon of Arkedya and pass a pact with one of the eight guardians to survive. Those who have this curse are half monster with a soul linked to one of the eight guardians. They may know their familly history, or be completly blind about themself. In any way, the power of Arkedya is not something you can hide for a long time...from others...or yourself.
Your power comes from the soul linked to one of the eight guardians that protects the dungeon of the master Arkedya. Each of them is a unique monster and rule on one of the nine floor. Their is no record of a creature that went to the lowest floor, facing Arkedya himself. Yet, some have return from the upper levels, after their encouter with one of the guardians. Since the order of the floor changes everytime, none can't know which guardians they will face, and thus, their is a lot of diversity in the cursed ones.
The eight guardians
Gom, The Inform Being rules over the ooze at it's floor. This Giant Slime is usually a mass of ooze that blocks way of adventurer and moves all around the floor. It's floatting eyes in it's body see everything. It doesn't seems to have any goal at first, yet it is a very sadistic form of life that like to block every path of it's victim before taking their live.
Emeros, The Obsydian Knight rules over the construct at his floor. He appears has a giant black knight with a enormous sword. He will only face strongest challenger and will not move until someone worthy enters his final room.
Skunyal, The Great Reviver rules over the undead at his floor. This giant skeleton feels invincible and will not battle by himself against low level adventurer. He prefer to use his magic to give life to his floor and undead and laugh as adventurers are being killed by the dungeon itself.
Yydra, The Dungeon Root rules over the plant at it's floor. It's core is a giant and beautiful tree that a lot of people could not see before dying. It's root takes form of monsters and patrol in the entire floor. They often transform into root dragon. It has no known goal.
Preo'Jaftar, The Tentation Fiend rules over the fiend at it's floor. This red demon seems very friendly at first as he lead the way for adventurer to his own treasure. But as the naive creatures enter in his gold room, the blood bath starts between the creatures corrupted by the demon.
Prator, The Son of The Wood rules over the beast at it's floor. This demi beast has learn the life with the strongest of the animals. He lives as them, in a pack and attack everything that could disrupt the calm of the floor.
Platinia, The Fallen Princes rules over the fey at her's floor. The younger sister of Titania was once a very respectful fairy princess, but her twisted mind lead her to come to Arkedya. She present herself as a bless before stabing every adventurer in the back.
Kimor, The Heirs of Tritons rules over the humanoid at his floor. The arrogant prince of a tritons kindgom was once banned because of his way to slaughter everyone that would disagree with him. He could take the Triton's trident before leaving and be himself in the dungeon of Arkedya.
Gift of the Monsters
At 1st level, roll on the table or chose one type of monster that represents your soul. People with True Sight see you as a mix between your monster and your real body. You also learn a cantrip and gain a bonus and a malus from that monster blood line. Monsters that share the same type as you tend to be amical toward you. You might not know which monster type is your soul.
Monster Soul
| Roll (1d8) | Monster | Cantrip | Feature | Weakness |
|---|---|---|---|---|
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1 |
Slime |
You are an Ooze and you gain the Dissolving Body feature, forcing every non magical metal weapon that attack you to take a permanent but non cumulative -2 on every damage and attack roll. |
When moderately wet, you must make a Dexterity saving throw DC 12. On a failed save, you fall prone. |
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2 |
Animated Armor |
You are an Construct and gain the Metal Skin feature, giving you an AC of 15 but you can't wear any armor. |
Each turn, if the magic is dispelled around you, you must make a Consitution saving throw DC 12. On a failed save, you become unconsious for 1 turn or as long the magic is dispelled. You can repeat the saving throw at the end of each of your turns. |
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3 |
Skeleton |
You are an Undead and you gain the Undead Return, giving you an immunity to a fatal blow once every 7 days and a level of exhaustion when it occurs. |
A critical hit from a melee weapon cut one of your limbs without killing you, making it unmovable until you spend an action to reattach it. |
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4 |
Blight |
You are a Plant and you gain the Chlorophyl feature, letting you once per long or short rest use an action while you are in sunlight to regain 1d6 + your sorcerer level. |
At the of each day, if you did not stayed at least an hour in the sunlight, you must succed a Constitution saving Consitution saving throw DC 15 or take a level of exhaustion. You recover all of these levels only if you rest in the sunlight for an hour. |
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5 |
Imp |
You are a Fiend and you gain the Demon Skin feature, giving you resistance to fire damage. |
Attempting to enter in a divine building like a church will push you back violently dealing 4d8 radiant damage. |
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6 |
Wolf |
You are a Beast and you gain the Superior Sens feature, giving you advantage on Wisdom (Perception) based on smell and hearing. |
In a zone of very bad smell, You have disadvantage on Wisdom (Perception) based on smell or hearing in nauseous or very noisy area. |
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7 |
Pixie |
You are a Fey and you gain the Fairy Trick feature, letting you temporarily shrink to cross places suitable for size small or, once per short or long rest, size tiny. |
In darkness or dim light, your eyes brights light, giving you disadvantage in Dexterity (Stealth). |
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8 |
Merfolk |
You are a Humanoid and you gain the Amphibious feature, letting you breathe air and water. |
When facing high temperature, you must make a Constitution saving throws DC 12. On a failed save, you become unconsious for 1 turn or as long you are in the high temperature area. You can repeat the saving throw at the end of each of your turns. |
Gift of the Dungeon
The curse of the Arkedyan awaken your true senses. At 1st level, you learn the Snare spell wich counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. You also gain proficiency in Intelligence (Investigation) and Wisdom (Perception). You gain advantage on those skills when you want to remember the way in a building or to look for trap.
Gift of the Mimic
Starting at 6th level, when you awaken the curse from a stronger monster of the dungeon. Using an action, you can embrace the power of the mimic and turn into an object you can see or you know that is not heavier nor taller than half of your weight/size. This effect last until you use an action, the spell like Dispel Magic is used or you lose at least half your hit points.
While you don't move, you can't be discerned from an object.
While you are transformed, you gain these action :
Tongue of the Mimic : A giant mouth appears on the object and a blue tongue sticks out. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d8 + Your Charisma modfier bludgeoning damage. The target must succeed a Dexterity or Strenght saving throw DC 13 or be grappled. The target can make the same saving throw at the end of each of their turn to escape the grapple. You can also use your bonus action right after the grapple to attract the target to you.
Teeth of the Mimic : A giant mouth appears on the object with sharp teeth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + Your Charisma modfier piercing damage + 1d8 acid damage.
Legs of the Mimic : Spider legs like stiks out of the object and last until you lose your concentration. While they are out, you gain walking speed equals to you real body speed. You also gain climbing speed equals to half your real body speed and can climb wall as if they were normal terrain.
These actions count as spell and can be used with your Sorcery point.
Gift of the Guardian Monster
At 14th level, you gain the blessing of one of the eight guardians monster of Arkedya. Depending of your monster soul, you gain a gift. You can use an action to use the conjure the gift on your body while you keep the concentration (as if it was a concentration spell). While you show your gift, people tends to fear you and you gain advantage in Charisma (Intimidation). You can use the Gift action as a bonus action the turn you conjure it. People that see with true sight see you as the Guardian. You can only use one gift at once. When you lose your concentration or when you use an action to dispel the gift, the component used for it return to you. You can also use the gift's action a second time by spending 5 Sorcery point.
| Monster Soul | Guardian Monster | Gift |
|---|---|---|
|
Soul of the Slime |
Gom, the Inform Being |
When you hold a piece of food, you can conjure the Gift of Gom. While the Gift of Gom is conjured, your entire body and clothes fuse together to form a green slim with their original appearence. Your piece of food transform into the Green Eye-Ball and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can extend your body to deploy a slime structure. The structure take the form you want but it's size can't be greater than 3m. The Slime Structure has 60 + 5 x your Charisma modifier and has bludgeoning and peircing resistance. The structure can be climbed and walked as a normal terrain. If you are within 15 feet of the structure and a spell pass at 5 feet or less from the Slime structure, you can use your reaction to make a Constitution saving throw DC 10 + 2 per spell level used for the spell. If you succeed, the Slime Structure absorbs it and is destroyed. The Slime Structure last until it is destroyed or the gift is dispel. Passive : The Green Eye-Ball is an eye that floats inside you, giving you property of slime. Your AC ignores your armor and become 18 and you gain resistance to bludgeoning and piercing damage. |
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Soul of the Animated Armor |
Emeros, the Obsydian Knight |
When you hold a melee weapon, you can conjure the Gift of Emeros. While the Gift of Emeros is conjured, your face is covered with a black helmet and you get a long black cape with heavy shoulder pads. Your melee weapon transform into the Black Blade and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can release a burst of energy with the sword in a line 30 long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 10d6 force damage on a failed save and be silenced for a turn and pushed 15 feet away on the opposite side. On a success, the target only take half as much damage. If any creature is in range of the sword, you make a melee weapon attack against one of them and if it hits, they automatically fail the saving throw. Passive : The Black Blade is a Greatsword that you and only you can use without any restriction of size over wich you have the proficiency. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It's damage are magic. |
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Soul of the Skeleton |
Skunyal, the Great Reviver |
When you hold a ring, you can conjure the Gift of Skunyal. While the Gift of Skunyal is conjured, your face is covered with a crowned white skeleton mask and your hands changes to skeleton. Your ring transform into the Soul King's Ring and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can draw on the magic power of the ring to release a number of souls from it up to your Charisma modifier around you. Each soul then is absorbed by a different object you can see in 30 feet. Object with a soul comes to life and can talk your language. Those object are know you and will try to help you. The soul incarnate know the life of the object and thus, what happened near the object in the last 24 hours. If a soul is absorbed by a piece of equipment or a weapon that someone is wearing, they must succeed a Charisma saving throw or be afraid and drop their weapon or remove their armor. With a successful Wisdom saving throws at the begining of their turn, they can realised the spell and ignore the talking object. The soul leaves the body and return the ring if you use a bonus action or after 1 hour. Passive : The Soul King's Ring is a powerful ring linked to undead that only you can wear. You gain resistance to necrotic and acid poison damage and if any of your limbs are cut, you can control them separatly as long they are within 15 feet of each others. |
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Soul of the Blight |
Yydra, the Dungeon Root |
When you hold a branch of wood, you can conjure the Gift of Yydra. While the Gift of Yydrais conjured, your face is covered with a wooden mask with branches in the shape of deer antler. Your branch of wood transform into the Root Dragon's Tail and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can concentrate the power contained in your tail to fire a breath of nature in a 15-feet cone. Roll 14d6, this is the amount of hit points the breathe heal between the creatures in the area. You must use every hit point of the breathe and you can't overheal a creature. If there is no creature injured left in the area, the heal disapear in the ground. After a breath, the area grows grass, flowers and a small tree in it's center. Passive : The Root Dragon's Tail is a dragon tail attached to your body made of the wood of Yydra. When you plant your tail in the ground close to roots, you feel the presence of every living near roots in a 100 feets and know approximatly where they are. |
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Soul of the Imp |
Preo'Jaftar, the Tentation Fiend |
When you hold a gold coin, you can conjure the Gift of Preo'Jaftar. While the Gift of Preo'Jaftar is conjured, two horns appear on your head while your legs turn into goat's feet. Your gold coin transform into the Pure Golden Envy and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can target a creature that you can see and who can see you in 90 feet. The orb shines a bright light into their eyes and corrupt their mind. The target must succeed a Charisma saving throws or be corrupted by the orb. A corrupted creature will see themself surrounded by a pile of gold and think everyone is here to steal them. They attack every creature that get close to the pile of gold and will do everything to stay near the pile. A creature is cured of the corruption if they can't see the pile anymore, is unconscious or is given a high amount of gold. Passive : The Pure Golden Envy is an orb made of pure gold that only you can wear. The orb let you see in magical darkness as if you were in dim light. You also gain resistance to radiant damage. |
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Soul of the Wolf |
Prator, the Son of the Wood |
When you wear a necklace, you can conjure the Gift of Prator. While the Gift of Prator is conjured, your fangs and claws grow, a wolf tail appears behind you and animal hair grows on your head. Your necklace transform into the Beast King Symbol and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can use your beast sense to seek for a person or an object you already encounter. If the target is within 1000km in the same plan, you know it's exact location, emotion and physical stat, the path taken during the last hour and one of the path that could lead there if the target is reachable. Passive : The Beast King Symbol is a necklace that only you can wear. The power of the beasts within it enhance your inner beast. The wearer gains advantage against non-magical weapons and the ability to communicate with beasts. Additionally, the wearer gains proficiency in one of the following skills: Animal Handling, Athletics, or Survival chosen at the conjuration time. |
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Soul of the Pixie |
Platinia, the Fallen Princess |
When you wear a simple top or a light armor, you can conjure the Gift of Platinia. While the Gift of Platinia is conjured, you begin to be surrounded by few butterfly, your clothes become white and you gain a broken fairy crown. Your top transform into the Fallen Wings and lose every property of it's previous form until the Gift is dispelled except the base AC of the armor. Action : Once per long or short rest, you can use the magic in your wings to instantly teleport behind someone or an object you can see in 60 feet. Right after the teleport, you can make a melee spell attack with your wings to inflict 5d6 radiant damage. The target must succeed a Dexterity saving throws or be prone. Passive : The Fallen Wings are a pair of great wings that can't fly anymore, however, they alter your magic. Every spell you cast that can teleport you or let you dash, can let you and only you dash/teleport in the air. Whenever you are in the air, you float and falls gently at the beginning of your next turn. |
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Soul of the Merfolk |
Kimor, the Heir of the Tritons |
When you hold a source of water like a bottle of water, you can conjure the Gift of Kimor. While the Gift of Kimor is conjured, your hair starts to float, your hands become webbed and you gain golden armband. Your container transform into the Prince's Trident and lose every property of it's previous form until the Gift is dispelled. Action : Once per long rest, you can throw the Prince's Trident on the ground and create a square of water center on the point you hit. The square is 5 foot deep and has a 30 foot long. The square is a difficult terrain and the water flows in a specific direction you chose. Your speed is halved if you go against the flow, but doubled if you go with it. You can use your bonus action every turn to change the direction. If a creature starts its turn in the square, it must make a Constitution saving throw or take 5d6 Bluedgeoning damage and be pushed away in the flow direction. The square last for a minute or until the gift is dispel. Passive : The Prince's Trident is a Trident that you and only you can use without any restriction of size over wich you have the proficiency. When you throw it, it return return in your hand at the begining of your next turn. It's damage are magic. |
Gift of the Dungeon Master
Beginning at 18th level, you awaken the true power of the dungeon. Once per day, by spending 10 sorcery point or freely after a long rest, you can use the power of Arkedya to change your monster soul to a different one from the Gift of the Monsters table.
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