Sorcerer
Base Class: Sorcerer

Far in ancient times, there were fourteen elders of a race called the wingles, a winged people said to come from a large wandering earthmote called the Cloudland. After ascending beyond the Material Plane they became known as the Council of Fourteen, revered by the wingles as well as other races for their power and arcane might. While wingles themselves aren't magical, some are said to have inherited the magical gift of the council- these are the sorcerers of the wingle bloodline. One of the wingle elders, named Sheya, was said to possess empathic powers and great mental capabilities. The wingle bloodline of sorcery heightens the already strong charm of the wingles into something similar, allowing the gifted to channel their emotions to augment their spells and be in tune with the emotions of those around them.

Though it first appeared among the wingle race, the magic of the bloodline has since spread to others: some may have had a wingle parent far in the past, or had a mysterious arcane incident that briefly brought them into contact with the council; it is also known that, on the rare occasions it happens, drinking the water from a certain well on the Cloudland is likely to impart the gift. It is even possible that the wingle elders, said to have inscrutable plans, directly bestowed the magic. Possessing the sorcerous gifts of the Wingle Bloodline, you will have a commanding presence and the fortitude to resist mental attacks. But, perhaps, the real magic is the deep connections the gift helps you make on your adventure.

Sheya's Mantle

At 1st level, your sorcery opens up your mental capabilities and senses. You can speak telepathically with creatures that have a language while they are within 60 feet of you, and you have perfect recall of events you have witnessed in the last month. Additionally, you can use an action to sense the emotions of creatures within 30 feet you can see for the next minute.

Empathic Sorcery

As your emotions surge and entwine with you magic, it causes sometimes unpredictable effects that reshape the spell. At 1st level, proficiency times a day, once for each spell cast you can choose to roll 1d20 for one of fourteen effects, rerolling on a number higher than fourteen. You can spend a sorcery point to reroll your result, but you must use the new result.

  1. The target has disadvantage on its next attack roll.
  2. The target has disadvantage on its next skill check.
  3. You can sense the target's emotions as if it was under the effect of your Sheya's Mantle feature.
  4. The spell deals Charisma modifier extra(if any) damage to creatures 5 feet around the target if it only targeted one creature.
  5. The spell requires no material components as long as they aren't consumed and have no specified value.
  6. You shed bright light for 5 feet around you and dim light for a further 5 feet; this lasts for one minute or until ended as a bonus action.
  7. You have a Charisma modifier bonus to your next saving throw or attack roll in the next minute.
  8. You can fly up to 10 feet without provoking opportunity attacks.
  9. You regain Charisma modifier hit points.
  10. If you know the target's location, you do not need line of sight to it for the spell.
  11. The spell itself becomes invisible and inaudible for its duration if the duration is a minute or less.
  12. You become partially obscured and can move through other creatures' spaces until the end of your next turn.
  13. The first saving throw the target must make against the spell is a Charisma saving throw.
  14. The spell deals half damage on a miss or successful saving throw if it otherwise did no damage.

Mental Affinity

Starting at 6th level, your constant contact with the emotions of others has heightened your mental resilience. You have resistance to Psychic damage, and advantage on saving throws against being Charmed or Frightened.

Wings of Imagination

At 14th level, your magic allows you to manifest the freedom and quickness of your mind as wings. You gain the ability to sprout a pair of shimmering and translucent feathery wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Majestic Presence

Beginning at 18th level, you can channel the your magic to augment your charisma into a powerful aura, causing those around you to become astonished. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of majesty to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be astonished until the aura ends. Astonished creatures have disadvantage on attack rolls and skill checks, and treat the area of the aura as difficult terrain. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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