Base Class: Sorcerer
A long time ago the adeptus ruled the world, but a war that broke out caused their partial disappearance and weakening, in the end they won this war and the survivors signed a contract to care for and protect humans, who offer their prayers and consider them gods.
Adeptus Ancestor
You can speak, read, and write Celestial and you double your proficiency bonus for CHA checks involving celestials.
At level 1 you are able to create one of the following types of natural weapons of your choice, the damage and the type of dice will depend on your choice, you also have advantage in arcana rolls, likewise, your armor temporarily increases by +1 AC. The duration of these effects is 2 minutes or until you fall unconscious, damage dealt with these weapons is considered magic damage.
Natural Weapon Options:
Horns, 2d4 piercing damage
Claws, 1d8 slashing damage
Tail, 1d10 bludgeoning damage
Adeptus Reforce
At level 1st, thanks to your adept ancestry, after finishing a long rest, roll one (the number of dice increases according to your level, in this class), of your hit dice, the result that comes up you will consider as temporary hit points. You can also add 1d4 to any saving throw equal to the amount of your proficiency bonus.
Adeptal Energy
Starting at 6th level, thanks to your race and adept abilities you can awaken once per long rest (As you level up in this class you gain extra uses) your inner energy for two minutes in which you obtain the following benefits. You gain +10 speed as well as immunity to being frightened, charmed and paralyzed. Also whenever you deal damage with any type of weapon you can add 2d8 force damage to your attack rolls (The number of dice increases as you level up, at level 5 you do 3d8, at level 10 you do 4d8 and at level 17 you do 5d8).
Adeptus Air Domine
At 14th level, you are able to control the wind around you and mix it with your adept energy, allowing you to fly equal to your walking ability +10. You can activate this feature equal to your proficiency number with a duration of one hour per activation. You also get two uses per long rest of this spell: See invisibility.
Adeptus Aura
Beginning at 18th level, As an action, you can spend 3 sorcery points to create a 30-ft. aura of fear to any hostile creatures that can see you, you also have advantage on attack rolls against two creatures of your choice, also attack rolls against you have disadvantage. You can also spend 2 extra sorcery points to duplicate any spell while this effect is active. This aura lasts for two minutes, you must make a concentration roll equal to your spell DC to keep this effect active at the end of each of your turns.
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