Base Class: Sorcerer
The Condors are an ancient race that were born for extinction despite their overwhelming forbidden dark and toxic magic. A race of what looked to be pyramid heads with eye holes wondered about within the mountains. They were said to be the strongest about, however their lifespan and slow reproduction speed set them up for extinction. When there was only one Condor left in which the one left fell madly in love with an elf. Both seeing as the Condor's life would come to an end soon, they decided to have a baby. A sad ending- both the Elf and Condor would die after birthing the child. The child was known as the Magnus Condor. Through lineage, it now leads down to you. You live up to around 90 years despite having been birthed from an elf sometime down in your lineage. Some other heirs may not be as lucky, as they can die from old age much earlier due to the chaotic magic rampaging within them.
Upon taking this subclass, you gain a small amount of physical traits representative of the Magnus Condor. Additionally during your sleep, you might have nightmares or even enter what is a dreamworld of an ash barn land with red storm clouds plaguing the sky. All dead Condors or heirs of the Magnus Condors will appear in this barren ash land, and you are able to talk to them. The DM are able to make them describe important details to the lore, though for context the pure Condors and the Magnus Condor are chaotic evil. You carry on the souls of the dead within you, as the alive heir of the Magnus Condor.
Roll a 3d8 (all different numbers), or choose three of which you want:
1: Your hands and arms are coated in a black rubbery substance you can't take off.
2: Your eyes have no pupils in them.
3: Your lips and nails are naturally black.
4: Your blood is a pitch black ooze
5: The air you breathe out is a dark mist that slowly dissipates.
6: Your body has scars along it, healed to be a purely black line.
7: Your hair turns snow white and your eyes glow white or red when entering combat.
8: Cosmetic black flames linger from your body after casting a spell.
Forbidden Anti-Ether Summoning
Once per turn, the DM can have you roll a d12 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Condor Jolt table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
- Hidden Jolt. At anytime, a DM may activate Condor Jolt when you are casting a spell without having to roll. This can only be done once per long rest. If this feature is regained any other way than a long rest, you regain a number of HP equal to double your character level.
A Condor draws their massive surplus of chaotic and rampant magic energy from the Anti-Ether, a plane of pure chaotic energy contradictory to of course the normal Ether. A special connection is made for one who is apart of the bloodline, them gaining what is known as an 'Anti-Ether Shadow-kin Wolf' as essentially a body guard and a minion to the heir of the Magnus Condor. These wolves may possess the souls of a heir of the Magnus Condor that have died, as the alive heir bares the souls of the dead heirs.
- At all times, you have one Anti-Ether Shadow-kin Wolf that hides within your shadow before emerging when you are either in danger or call for it. It will naturally attempt to protect you by killing a creature who is attacking you. As a bonus action, you can give it a command to follow. If there is no creature attacking you, it will move the closest it can to you and take the dodge action. At any time, this creature may use its bonus action to disappear into your shadow or come out of it. While this creature is inside your shadow, it is intangible and invincible. If the Wolf is to reach 0 HP, it will be transported back to the Anti-Ether and begin healing. It will return after a short or long rest is done.
- Chaos Cloning. You are able to summon an additional 'Anti-Ether Shadow-kin Wolf' for one minute within your shadow that doesn't have the 'Three Pronged Connection' trait. You may choose how much HP the wolf has, with the max it can be is (Current HP - 1.) You lose HP to the amount of HP the wolf summoned has. You may use this feature once per short rest. You may also choose to regain use to this feature while also regaining the use of Hidden Jolt if it has been used already.
Armor Class 13 (natural armor)Hit Points 8 (2d6 + 2)Speed 30 ft.STR17 (+3)DEX15 (+2)CON10 (+0)INT12 (+1)WIS12 (+1)CHA7 (-2)Saving Throws DEX +4Skills Perception +3, Stealth +3Damage Vulnerabilities RadiantDamage Resistances Necrotic, PoisonSenses Passive Perception 13Languages --Challenge 1/4 (50 XP)Proficiency Bonus+2Anti-Ether Tracking. The wolf has to make a skill check (involving smelling or hearing), it gains Advantage
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Three Pronged Connection. When this creature is summoned by a Heir of the Magnus Condor, they gain (3 * (Heir Character Level)) max and current HP. Additionally if the summoner is above level 9, this creature gains 'Extra Attack', identical to the fighter feature.
ActionsRavage Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage. If the creature is poisoned, blinded, or deafened, the creature must succeed on a CON saving throw with a 13 save DC. On fail, target creature is inflicted with one of the status conditions listed that they don't have for one turn. Deal an additional 1d10 piercing damage if they are inflicted with all three status conditions listed above.
Nox Bolt. Ranged Weapon Attack: +5 to hit, reach 60 ft., one target. Hit: (1d4 + 3) poison damage. If summoned by a heir of Magnus Condor and Nox Bolt hit the target of this attack last turn, Nox Bolt deals an additional amount of poison damage equal to the summoner's proficiency modifier.
ReactionsCommune with Anti-Ether. When this creature is affected by some effect within the Condor Jolt table that involves it making a saving throw, it may use it's reaction to gain a burst of information on what is to happen from the effect, granting it advantage.
Condor Spells
You gain extra spells due to being the heir of Magnus Condor. All True Condors had these spells ingrained into their magical energy so it would make sense you do too.
1st Level - Inflict Wounds, Cross Poison (Homebrew Spell)
2nd Level - Sludge Bomb (Homebrew Spell), Darkness
3rd Level - Animate Dead, Fear
4th Level - Blight, Black Tentacles
5th Level - Raise Dead, Contagion
Nox Magnus Form
Your aura begins to burst out around you, your aura killing any plant life near you and scaring off any critters or weak creatures (challenge rating 0) as chaotic energy begins to stem through you. The Magnus Condor along with the help of two other dead heirs/pure condors grant you a surplus of even more magical power than you can already hold. Combined with your already brimming power, your body enters a 'rage' in granting those around you incredible powers along with you while letting out large amounts of your chaotic energy before it destroys your body. While within this form, your veins become visible along your skin with a dark red energy pumping through them as you are imbued with a large amount of pain and another emotion based on your character. Your eyes become pure red letting out large amounts of light. The pain comes from the feeling of your body barely being able to contain the energy. The other emotion felt can either be 'Joy - You are embracing the chaos. Your aura lets is blasting about around you making popping noises.', 'Fear - You are scared of what may happen. Your aura is smooth while becoming spiked when a creature comes near you.', or 'Anger - You are furious of something that made you use this. Your aura takes the form of a fire engulfing your body.)
Starting at level 6, you may enter your 'Nox Magnus Form.' While in this form, you gain several different features that makes you a force to be reckoned with against all around you. You stay in this form for 1 minute or until you are dead. This may be used once per long rest. The following effects occur:
- The surplus of energy layers around your already present energy, overlapping allowing for it to resist some of the effects to you. You gain resistance to any damage done to you through Condor Jolt aside for Radiant Damage.
- Your burst of energy evokes fear into those around you. You gain advantage on any Intimidation rolls you make.
- Chaotic dark energy leaks out of you constantly while in this form. Hidden Jolt dice becomes a 1d6. When activating this form and every odd numbered turn, activate Condor Jolt. Additionally when ending your turn, do 1d12 damage to everything within a 5 foot radius to you aside for you and anything you are holding or wearing. The damage type depends on the emotion (poison is Joy, necrotic if Fear, and fire if Anger.)
- Your aura flares, granting a powerful boost to those who aid you. When a creature being affected by this leaves your aura and doesn't return to it before the end of their turn, they lose the effects of the aura at the end of their turn. Any creatures within a 30 foot radius sphere of you that you choose including yourself gets the following effects:
- +2 to AC
- All forms of Movement Speed is Doubled.
- May use their bonus action to use a melee or ranged weapon attack.
- When this transformation ends and you are not dead, roll for Condor Jolt four times and take the favorable outcome.
Forbidden Rebound
At 14th level, you are starting to feel the chaos within you deepen while also grasping it. The pure Condors and the Magnus Condors have been whispering to you in your head telling you some key components to making the power present within you your own. You are able to counter your Condor Jolt not by changing a bad result into a good result, but rather gaining a burst of positive chaotic energy when a bad result is given to you. You still don't quite know if positive chaotic energy is good but you can only hope so.
When you receive a directly negative effect from Condor Jolt (ask DM if unclear if something is DIRECTLY negative),`you may choose to roll a d4. Gain the effect that matches the number you rolled. You may use this feature a number of times equal to your proficiency bonus. Regain all uses after a long rest. Active effects do not stack and instead you preroll until not getting an active effect.
1 - Recover your lowest level spell slot.
2 - Gain 4d4+4 HP. Gain 2d4+1 HP Temporary Hitpoints.
3 - Your AC is increased by 2 for 1 hour.
4 - Two skeletons raise from the ground and abide by your command for 1 minute. You can give them commands with your bonus action. When referring to these creatures, their stats are identical to 'Skeleton.' If no command given, they will automatically take the dodge action.
Nox Opus Form
Beginning at 18th level, your Nox Magnus form becomes stronger, peaking to what is now known as the Nox Opus Form. All the Condors now distribute bits of their power, heirs, pure, and the Magnus. This grants even stronger powers while also making a full on fail safe just in case you are to be hurt by Condor Jolt greatly. With all of this combined, your transformation now becomes your strongest tool. Gain the following benefits when transforming:
- When you roll a directly negative effect, you may reroll and take the new effect rolled for. This has a cool down of activating once per turn.
- Your aura provides a +2 to all damage rolls made by creatures affected by it.
- You may use your bonus action to activate Condor Jolt.
- When transforming, make all creatures who can see you that opposes you make a WIS saving throw against your spell save DC. On a failed save, they become frightened of you.
- If you are to be brought to zero HP directly from Condor Jolt, heal back to half of your max health. This effect only activates once during the transformation.
- Gain one of the below benefits depending on your emotion that brought you into the transformation:
- Anger - Your anger blasts around around you upon transforming, crushing the minds and poisoning those who oppose you. Upon transforming, you cast 'Psychic Scream' without expending a spell slot. It only does half damage and instead of stunning, it inflicts poisoned.
- Fear - You're skeptical and scared of Condor Jolt and it's potential effects even with all the fail safes. Gain 2d12 temporary hit points before taking damage from an effect within Condor Jolt.
- Joy - The newly granted power sits very well with you. In fact, you are overjoyed to see what happens when the randomness of Condor bolt occurs. You ask for more energy from your ancestors. Condor Jolt now activates every turn instead of on certain turns.
Condor Jolt Table
Refer to here if you are to trigger 'Condor Jolt.' Roll a d100 or roll both a percent and a d10 (percent dice is first digit, d10 is second digit- two 0s mean 100) to determine what effect occurs. The DM may make this interesting and roll the result themselves. You can use a bonus action to command any summons you control to order commands.
1-2: All creatures within 120 feet of you drops whatever they are holding, including you. it becomes coated in a layer of poison and upon picking up, victim takes 2d6 poison damage and the poison disappears.
5-6: Skeleton party! Two skeletons rise up from the ground in an unoccupied space around you. They are exactly the same as 'Skeleton' from basic rules. They remain for 1 hour under your control or until they reach zero HP in which they collapse into a pile of bones.
7-8: You turn into a mouse for one minute.
45-46: Blasphemy! Three ash zombies rise up from the ground and follow your orders for 1 hour. They will burst into a pile of ash after
57-58: All other creatures aside from you within a 60 foot range of you must make a CON save. On a failed save they take 2d10 necrotic, half as much on a success. You regain HP equal to the total amount of damage done halved.
59-60: Enchant a random non-magical item within your inventory. This item gains one charge and has the ability ‘Use a charge. If this is touching a creature, deal 3d12 poison damage to all creatures touching it as toxic gas engulfs them. This must be used as a bonus action while holding. Disenchant this after us.
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