Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Ethereal Plane itself. You might have been exposed to its energy and changed by it or may have encountered something that changed you in such way. 

Magical sparks alter your physical form. You might have shiny motes floating around you, flitters glowing on your skin or others might see the universe glow in your eyes. 

Ethereal Spells

You learn additional spells when you reach certain levels in this class, as shown on the Spectral Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.

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 an abjuration or a conjuration spell from the sorcerer, warlock or wizard spell list.

 

Spectral Spells

Sorcerer Level Spells
1st  Shield
3rd  Spiritual Weapon, Warding Bond
5th  Wall of Water, Wind Wall
7th  Stone Shape
9th  Wall of Force

Spectral Shield

Starting at 1st level, your connection to the ethereal realms let's you conjure spectral barriers and platforms. As an action, you can magically conjure the Spectral Shield. It appears in an unoccupied space that you can see within 60 feet of you. 

The Spectral Shield depending on the shape, can be either up to 10 feet in diameter as a circle, 10 feet by 10 feet wide as a square, or can be any 3 inch thick shape of your choice, but counts as a Large Construct nevertheless. When you conjure it, you decide whether it stands horizontally, acting as a platform, or stands vertically, acting as a barrier. It hovers in the space you leave it in, it can hold up to a weight of sorcerer level times 200 pounds, has an AC of 8 + your proficiency bonus, your sorcerer level times 15 hit points and immunity to all conditions. If it has to make a saving throw, it automatically fails it. It has resistance to bludgeoning, piercing and slashing damage, has immunity to poison and psychic damage, but has vulnerability to force damage. If the mending spell is cast on the Spectral Shield, it regains 5 hit points. 

As a bonus action on your turn, you can change it whether it functions as a platform or a barrier, you can change its shape and you can move it up to 30 feet to an unoccupied space that you can see. Also you can take a bonus action to dismiss the Spectral Shield, shunting it into an extradimensional space. Thereafter, you can as a bonus action, make it appear in an unoccupied space that you can see within 60 feet of you. 

The Spectral Shield remains until it is reduced to 0 hit points or until you become unconscious. 

As you level, your ability to conjure your Spectral Shield improves. At 14th level, you can conjure up to two Spectral Shields at the same time and their size can be up to 15 feet, counting as Huge, and at 18th level, you can conjure up to three Spectral Shields at the same time, and their size can be up to 20 feet, counting as Gargantuan.

Once you conjure the Spectral Shield, you can't do so again until you finish a long rest.

Defensive Shield

At 6th level, your power let's you temporarily grant spectral protection to your allies. When you or a creature you can see within 30 feet of you is hit by an attack or is a target of magic missile spell, as a reaction you can protect them with a spectral barrier of magical force. Until the start of the chosen creatures next turn, the creature has a +3 bonus to their AC, potentially causing the attacks to miss. Additionally, the magic missile spell automatically misses on a creature under the effect of your Defensive Shield. 

You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest, unless you use an action to expend a two sorcery points to regain one use of this feature.

You can also cast the shield spell without expending a spell slot. Once you cast shield in this way, you can't cast that spell in this way until you finish a long rest. You can still cast shield using your spell slots.

Spectral Glide

At 14th level, your connection to the Ethereal grants you spectral gliders which keep you up in the sky. You gain a flying speed equal to your movement speed and you become immune to fall damage. 

Ethereal Globe

Starting at 18th level, you learned to curve your barriers in such way it forms a perfect globe. As an action, you can conjure a 10 feet radius globe at a point you choose in a 30 feet range. The globe looks similar to the Spectral Shields you conjure.

The globe has an AC of 15, has 300 hit points and has immunity to poison and psychic damage and to all conditions, and if the globe has to make any saving throw, it automatically fails it. When hit, instead of rolling dice for damage, the globe takes the maximum possible damage. For example, a fireball spell, which deals 8d6 fire damage, will automatically deal 48 fire damage to the globe. 

The globe acts as a safe place, and while standing inside, a creature gains the following benefits:

  • Any spell or magical effect outside the globe can't affect the creatures or objects within it and instead affects the globe.
  • Any attack made against a creature staying inside made from outside automatically misses and instead targets the globe.
  • At the start of your turn, you can remove one condition, dispel one spell effect or remove a curse from one of the creatures staying inside.
  • At the start of the creatures turn, you can grant them temporary hit points equal to your sorcerer level + your charisma modifier (a minimum of one).
  • Anyone inside the globe can't attack or cast a spell outside the globe.

The Ethereal Globe can be only accessed by creatures you choose, and such creatures can take a bonus action to enter or leave the Globe. If a creature whom were not choose by you but was standing inside the area where the Globe was conjured is trapped inside the Globe. If the creature tries to use teleportation or interplanar travel to leave the Globe, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the Globe. On a failure, the creature can't exit and wastes the use of the spell or effect. The Globe also extends into the Ethereal Plane, blocking ethereal travel. Also the creature can use both its action and bonus action to make a Charisma saving throw with disadvantage to try to break through the Globe. On a success, it frees itself without harming the Globe.

The Ethereal Globe lasts until 10 minutes unless it is reduced to 0 hit points or unless you die.

Additionally, at 18th level, you gain the ability to limitlessly defend yourself. You can cast the shield spell at will without expending a spell slot.

Spectral Shield Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes