Sorcerer
Base Class: Sorcerer

Your magical aptitude manifested itself at a young age, as fantastical creatures and beings from your imagination began to appear to you in the waking world. As you have grown older, you have learned that through concentration you can manifest these thought-beings into existence.

While other sorcerers get their power thorough arcane bloodlines or the influence of other planes leaking into the Material Plane, a Tulpamancer's power is said to be due to an abnormal potency of creative communal thought, or the ability of a group of people to materialize a thought into existence through intense focus.  Creative communal thought was allegedly gifted to the mortal races by a deity known only as The Primacy but the existence of this ability and the gifting deity is debatable.

Tulpamancer Spells

1st-level Tulpamancer feature

You learn additional spells when you reach certain levels in this class, as shown on the Tulpamancer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an transmutation spell from the sorcerer, warlock, or wizard spell list.

Tulpamancer Spells
Sorcerer Level Spells
1st create or destroy water, unseen servant, silent image
3rd spirit guardians, create food and water
5th arcane hand, creation
7th magnificent mansion, simulacrum
9th true polymorph, wish

Imaginary Friend

1st-level Tulpamancer feature

You gain the aid of an imaginary friend to join you in your adventures. The imaginary friend acts in accordance with the conjured familiar produced by the find familiar spell but uses the imaginary friend stat block listed below. The imaginary friend in a manifestation of your character's imagination, so its appearance is up to you.

Your imaginary friend is invisible to others unless a spell such as detect thoughts is used. This exposes the thought-form to the caster.

If the imaginary friend is detected it can be attacked and dispelled, but it will return again after a short rest. If the owner of the the imaginary friend is incapacitated of killed, the imaginary friend will cease to exist.

Imaginary Friend

Armor Class 10

Hit Points 1 + PB

Speed 40 ft.

STR
8 (-1)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Dex +1 plus PB, Cha +2 plus PB

Skills Acrobatics +1 plus PB, Perception +1 plus PB × 2

Damage Immunities none

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Invisible. The friend can’t be seen except through means of a spell such as detect thoughts.

Actions

Cast Touch Spell . Ranged Touch Attack: range 100 ft. (from sorcerer), your spell attack modifier to hit, reach 5 ft., one target you can see.

Conjured Quarters

6th-level Tulpamancer feature

Through concentration, you are able to conjure a temporary shelter for you and your party. At the beginning of a long rest, You conjure a single-story roofed structure no larger than 300 square feet with an exterior appearance based on your imagination. Inside the structure are two rooms of your choosing from the list below:

  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room

The shelter is always warm and cozy, no matter the conditions outside. Any equipment or furnishings conjured with the shelter dissipate into smoke if removed from it. At the end of the long rest, all creatures and objects within the shelter that were not created by it appear safely outside on the ground, and all traces of the shelter and its furnishings disappear.

Empowered Friend

As your familiarity with your creative abilities grow, so does your imaginary friend's power. As a bonus action on your turn, you may spend a number of sorcery points equal to your proficiency bonus to generate a material manifestation of your imaginary friend. Choose positive or negative

Empowered Friend (Positive)

Armor Class 12 + the level of the spell (natural armor)

Hit Points 30 + 10 for each spell level above 3rd

Speed 40 ft.

STR
13(+1)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
16(+3)

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 10

Languages Sylvan, understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).

Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:

Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.

Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

Empowered Friend (Negative)

Armor Class 11 + the level of the spell (natural armor)

Hit Points 35 + 15 for each spell level above 3rd

Speed 40 ft.

STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)

Damage Resistances necrotic

Condition Immunities frightened

Senses darkvision 120 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.

Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

Ferocious Friend

14th-level Tulpamancer feature

Your friend's power has swelled into

Undecided Feature

18th-level Tulpamancer feature

Undecided