Sorcerer
Base Class: Sorcerer

Your blood, your very soul has been infused with toxic energies. Your innate magic stems from a near death experience involving magical poisons or acids. Perhaps you survived a terrible encounter with a venomous magical beast (like a manticore) or perhaps you survived being exposed to the toxic alchemical waste of a careless artificer.

Toxic blooded sorcerers boast resistance to most diseases, poisons, and acids, but must be careful as this tolerance is not perfect and they can easily fall prey to their own abilities. Those that survive long enough can learn to thrive in hazardous environments. 

 

Toxic Sorcerer Quirks
D6 QUIRK
1 Your eyes are always bloodshot or bright yellow.
2 You don't bathe regularly and see no need to.
3 You exhale small amounts of green or purple mist when breathing heavily.
4 You have no qualms about eating rotten or dubious food.
5 You are covered in a thin mucous that slightly stings others on contact.
6 You have an affinity for spiders, scorpions, snakes, or other venomous/poisonous critters.

Venomous Spellcasting

The toxic energies that suffuse your being make all of your spells hazardous to living creatures. When you target at least one creature with a spell of 1st level or higher you have cast, you may spread virulent energies to one creature you have targeted. Choose one of the spell's targets. If that creature fails your spell's initial saving throw, it also suffers from the poisoned condition until the end of your next turn.

Toxic Tolerance

Your constant exposure to your own toxins has made you more resilient. You gain advantage on saving throws against poisons and diseases. You also gain one additional hit point per sorcerer level.

Toxin Resistance

At 6th level you gain resistance to both poison and acid damage.

Toxic Cloud

Starting at 6th level you gain the ability to exude a cloud of poisonous gas. As a bonus action you can spend 2 sorcery points to conjure a noxious cloud, filling a 10 foot radius sphere centered on you that persists until the end of your next turn. The cloud spreads around corners, and its area is lightly obscured. Upon entering the cloud's area for the first time this turn or starting its turn within the area, a creature (including you) must make a CON save equal to your spell DC. A failed save causes the creature to take acid or poison damage equal to half your sorcerer level. You choose the type of damage when you conjure the cloud, which affects its appearance. You may spend your bonus action on following turns to continue expelling your toxic cloud until the end of your next turn for up to one minute.

If you chose poison, targets that fail their save also suffer the poisoned condition until the end of your next turn. If you chose acid, targets that fail their save also suffer additional acid damage equal to your CHA modifier.

A moderate wind causes the gas to reform its area. The wind does not stop you from expelling the gas and the total area of the ability does not change, however, the cloud would extend further away from you downwind than it would upwind. The extent to which this happens is up to the DM. A strong enough wind could harmlessly disperse the gas as quickly as it is created, negating this ability while the wind persists.

Toxic Form

At 14th level, you can cast Gaseous Form without expending a spell slot by spending 3 Sorcery Points. Whenever you do so, your movement speed in this form is doubled. Additionally you are immune to poison damage, the poisoned condition, and diseases.

Pure Toxicity

At level 18 you gain immunity to acid damage. Additionally, whenever you would take acid or poison damage, you instead heal by an amount equal to half the damage dealt.

Previous Versions

Name Date Modified Views Adds Version Actions
10/12/2020 1:53:43 AM
326
14
--
Coming Soon
10/13/2020 12:38:36 AM
57
0
--
Coming Soon
10/13/2020 2:35:52 AM
57
0
--
Coming Soon
8/24/2023 1:26:57 PM
91
16
--
Coming Soon
8/24/2023 1:28:54 PM
90
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes