Base Class: Sorcerer
Your power comes from a long line of ancestors that have spent time in the Ethereal Plane, a space between worlds that requires the use of force magic to be effective. As such your force based magics are elevated to heights unknown to most others. In the past, these ancestors have been referred to as Argent Savants, masters of force magic and abjuration.
Energized
At first level the force magic that flows through you bolsters your resilience. Your skin also has a faint glow to it that can only be seen with a perception check with a DC of 20. When not wearing armor your AC is 13 + DEX.
Forceful Surge
Also at 1st level you may channel this inborn energy into a surge of power that augments and enhances your offensive spells that deal force damage. You may activate a Forceful Surge as a bonus action. You may activate a Forceful Surge as a bonus action to increase the number of darts or missiles in a missile spell you cast by 1 then an additional dart or missile for every 5 Sorcerer Levels for a total of 5 additional darts or missiles at 20th level. The surge lasts for 1 minute. The sorcerer may use Forceful Surge once per short or long rest. At 6th level you gain an additional surge. You still only recover one surge after a short rest but may replenish two surges after a long rest.
Forceful Surge (Variants Within Variants)
Instead of adding an additional Dart or Missile you instead increase the damage of a spell by adding a d6 to the spells damage. For instance a Firebolt cast during the surge will do 1d10 + 1d6 Fire damage at 1st level. This will increase by 1d6 for every 5 sorcerer levels to a maximum 5d6 additional damage at 20th level. If the spell creates multiple darts, missiles, beams, or rays the additional damage is only applied to one of the projectiles of your choice.
Energy Admix
Beginning at 6th level the Argent Sorcerer increases the effectiveness of their magic by pouring a part of themselves into their spells that deal force damage. During a Forceful Surge you may add your charisma modifier to damage of a spell or cantrip that deals force damage. This energy can also be manipulated to change the damage type of the spell or cantrip to fire, ice, acid, lightning, or thunder. If the spell creates multiple darts, missiles, beams, or rays the charisma modifier is applied to each projectile.
Energy Admix (Variants within Variants)
When you choose to use a variant of the bloodline you may choose force for your admix in addition to the other elements listed.
Innate Spell
When the sorcerer achieves 14th level they choose a 1st level spell or cantrip they know that deals force damage. This spell has become a part of the sorcerer and is accessible outside of their normal spell slots. This spell may be cast as a bonus action at its original spell level a number of times per long rest equal to your charisma modifier [Minimum 1] without using a spell slot. When you cast this spell without using a spell slot you may treat it as if your Forceful Surge is active. You cannot apply metamagic to this spell.
Overpowering
At 18th level your chosen Innate Spell becomes a force to be reckoned with. When you cast the spell without using a spell slot it ignores resistance, and if something would be immune they are instead treated as having resistance. This includes protections such as the Shield spell.







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