Base Class: Sorcerer
The Hunger Sorcerer Quirks
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d6 |
Quirk |
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1 |
Pursued by the Shining Hunter: |
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2 |
Visited by the Devouring One: |
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3 |
Haunted by the Dweller in Darkness: |
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4 |
Touched by The Feasting One: |
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5 |
Burnt by The Living Flame: |
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6 |
Cursed by The Dark Hungerer: |
Embodiment of Hunger
Starting when you choose this origin at 1st level, your spellcasting is influenced by the untamed Hunger within, and by whether or not you have Sated your Hunger recently.
You begin the day in the Hungry state. This is a hunger beyond mortal needs, born of the wild and insatiable magic that suffuses you and thus cannot be satiated by ordinary means.
In order to Satiate your magic, you may sacrifice something to it as an action, be it blood and flesh (your own or otherwise), gold and treasure, or magic itself.
Satiating your magic imparts you with a new temporary power, as well as a penalty that persists for as long as you remain satiated by this sacrifice. Other, more esoteric things may also be sacrificed at your GM’s discretion, and will award power equal to the Sacrifice.
Sacrifice Table
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Sacrifice |
Penalty |
Power |
Duration |
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Blood (Self) |
Bloodless: Feel a bit woozy due to blood loss. -1 to all Attack Rolls, Saving Throws, and Ability Checks. This penalty can stack up to a maximum equal to your proficiency bonus. |
Deal an additional 1d4 Damage with your spells and attacks. The Damage type is based upon the Eldritch Entity that is the origin of your powers. For each instance of Bloodless beyond the first, increase the additional damage done by an additional 1d4 |
Remain Satiated for 4 hours |
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Blood (Other) |
Vampire: Allow your magic to feast upon the blood of another helpless or restrained creature You gain Light Sensitivity. While in bright light, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. |
In Combat: Target takes a -1d4 to attacks and spells that target you or your allies. This effect requires Concentration. Upon concentration breaking, you become Hungry again. |
Remain Satiated for 4 hours, or until Concentration is broken |
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Flesh (Self) |
Masochist: Allow your magic to feast upon your flesh. Take 1d10 force damage per incidence of Masochist. This Penalty can Stack |
Gain resistance to all non magical damage |
Remain Satiated for 8 hours |
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Flesh (Other) |
Sadist: Allow your magic to feast upon the flesh of another helpless or restrained creature In Combat: For the next two rounds, make all Spell Attacks and Saving throws at disadvantage Out of Combat: Allowing your magic to feast on the flesh of others has bent your magic towards the realms of the dead; healing magic is not as effective on you. When healing, regain only half the amount of hit points you otherwise would. |
In Combat: Make a Melee Spell attack against your opponent. On Hit, deal 2d8 Damage, and the target must make a DC 10 Constitution check or be Paralyzed for 1 round The Damage type is based upon the Eldritch Entity that is the origin of your powers |
Remain Satiated for 2 hours if the target is a small creature, 4 hours if the target is a medium creature, 8 hours if the target is a large creature, or 12 hrs if the target is a Huge or larger creature |
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Gold or Treasure |
Ascetic: Sacrifice Gold in order to regain Spell slots or Sorcery points. Costs as below: 2nd level spell slot: 200gp 3rd level spell slot: 400gp 4th level spell slot: 800gp 5th level spell slot: 1,500gp 6th level spell slot: 2,000gp 7th level spell slot: 3,500gp 8th level spell slot: 5,000gp 9th level spell slot: 15,000gp |
Restore a Spell Slot or Sorcery Point. The spell slot level or number of Sorcery points recovered is based upon the amount of gold sacrificed |
Remain Satiated for 4 hrs per spell level or sorcery point recovered |
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Magic |
Energy Vampire: Sacrifice a number of Spell Slots or a Sorcery Points, equal to the level of the spell you wish to effect. |
In Combat: Reroll your Spell Attack or Damage on a spell you cast, or force your target to roll their save at disadvantage. Out of Combat: Gain Fast Healing 2 for one minute per Spell Level or sorcery point sacrificed |
Remain Satiated for 4 hours per Spell Slot Level or number of Sorcery Points sacrificed |
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Memory |
Forgetful: Sacrifice a cherished memory from your past |
Otherworldly Knowledge - You gain proficiency in the skill of your choice. If you already have proficiency, gain you expertise |
DM Discretion based upon the value of the memory lost |
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Permanent Disfigurement (Gained at Level 14) |
Martyr: Make a permanent sacrifice; allow your magic to devour a limb, or endure a permanent penalty to your ability scores. This effect is permanent, and does not expire upon the Satiated status ending. You cannot regain or prevent losing what was sacrificed; you cannot regenerate the limb or restore the lost ability points. This can only be undone by a Wish spell |
Cast any Necromancy spell without spell components, including all Resurrection spells. The sacrifice part must be commensurate with the level of Spell being cast |
DM Discretion based upon how large or impactful this sacrifice will be |
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Everything (Gained at Level 14) |
Sacrificial Lamb: Allow your magic to devour everything that you are; body and soul. This effect results in permanent, instant death. You cannot be resurrected, and your death cannot be prevented in any way. This cannot be undone by a Wish spell |
One use of Divine Intervention, carried out by the progenitor of your magic. It must immediately follow your instructions to the best of its ability, within its power as precisely as it can and it cannot subsequently undo what you ask of it directly. |
Permanent |
Insatiable Soul
Starting at 1st level you can Satiate your hunger a number of times up to your Charisma modifier plus proficiency bonus per long rest. Multiple instances of Satiety can be active at once. The Penalties and Powers stack, though their durations are tracked individually. You can choose to satiate your hunger additional times above this limit if you succeed on a DC 20 Constitution Save. Upon failure, you take one level of Exhaustion as you lose control of your Hunger and it feeds upon your vitality.
Hunger Pangs
Starting at 6th level, you can channel your Hunger into your spells. Upon successfully hitting a creature with a spell attack, or a creature failing a saving throw against one of your spells, you can use a Reaction to allow your Magic to feast upon the target. The target must make a Constitution save equal to your Spell Save DC or you Satiate your hunger upon them as per the Slake Your Hunger class ability, consuming their Flesh, Blood, Magic, Memories or Gold.
The Hunger Grows
Starting at 14th level, you can manipulate the hunger within to fuel your magic. You can immediately expend all active instances of Satiety in order to automatically roll a Critical Success on your next role. Once you do so, you must finish a long rest before you can use this feature again.
The resulting hunger from expending your Satiety in this manner is extreme, and you are at risk of losing control of your hunger. Any time before you regain the use of this feature, the DM can have you roll a Charisma Saving throw. On a success, you regain control, though are worn out by the struggle. You gain Disadvantage on your next attack or ability roll. On a failure, you attempt to consume the blood, flesh or magic of the nearest creature to you. Make a Melee or Spell attack roll against the target. Upon a success, the target is afflicted with one of the following statuses, based on the nature of the attack:
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Bloodless: Target takes disadvantage on all Attack Rolls, Saving Throws, and Ability Checks, until your next long rest.
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Bitten: Target takes 2d10 Damage of the type associated with your Origin Quirk, and gains one level of exhaustion.
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Magically Drained: Target takes Disadvantage on Concentration Checks until your next long rest, and loses their highest available spell slot.
You then regain control until the next time you use this feature.
The Hunger Incarnate
Starting at 18th level, you can use a bonus action and expend an instance of Satiety to unleash the Hunger within. Your body transforms into a monstrous form, reflecting the primal, Eldritch forces that have shaped your magic. While in your Hunger Incarante form, you gain the following benefits:
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You have a movement speed of 60 feet, and can Dash as a Bonus Action.
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Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
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All Penalties and Powers gained from Satiating your hunger are doubled for as long as you remain in Incarnate form
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Consuming Bite: Your attacks can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Your incarnate form lasts until the end of your turn. However, you can expend an instance of satiety at the end of your turn (no action required) to extend the duration until the end of your next turn. When your incarnate form ends, you are stunned until the end of your next turn, and are at risk of losing control of your hunger. Any time before you regain the use of this feature, the DM can have you roll a Charisma Saving throw. On a success, you regain control, though are worn out by the struggle. You gain Disadvantage on your next attack or ability roll. On a failure, you attempt to consume the blood, flesh or magic of the nearest creature to you. Make a Melee or Spell attack roll against the target. Upon a success, the target is afflicted with one of the following statuses, based on the nature of the attack:
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Bloodless: Target takes disadvantage on all Attack Rolls, Saving Throws, and Ability Checks, until your next long rest.
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Bitten: Target takes 2d10 Damage of the type associated with your Origin Quirk, and gains one level of exhaustion.
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Magically Drained: Target takes Disadvantage on Concentration Checks until your next long rest, and loses their highest available spell slot.
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