Base Class: Sorcerer
Through an excruciating process of transformation, you've attuned to an exceedingly rare manifestation of one's soul known as a Storehouse. Fuelled by an insatiable hunger - whether to enrich yourself, protect the things dear to you, or preserve that which must not come to harm - you've become capable of wielding a form of spatial manipulation, a Storehouse, that allows you to capture your surroundings and store them within your very soul. Your Storehouse - an extradimensional space that's one with your essence - serves as the core of this sorcery, and, as your hunger grows, so too will its capabilities.
Level 3: Storehouse
Also starting at 3rd level, your protective instincts crystallise as an impenetrable space within your soul - a Storehouse in which to keep the spoils of your victories. The Storehouse's dimensions expand to accommodate anything within it. As a Bonus Action, you can 'deposit' a number of nonmagical objects of Large size or smaller that you can see within 30 feet of yourself and aren't being worn or carried, transporting them into your Storehouse. You can 'withdraw' the same number of objects as a Bonus Action, making them appear in any unoccupied spaces you can see within 30 feet of yourself. The number of objects you can transport at once is equivalent to your Proficiency Bonus. The maximum size of an object you can store increases to Huge at 6th level, and Gargantuan at 14th level. Alternatively, you can deposit one magical object that isn't being worn or carried by a creature other than yourself by touching it as a Bonus Action, and can withdraw it in the same way you would a nonmagical object.
In addition to this, your aptitude for spatial manipulation enables you to offset the trajectory of incoming attacks. When you are attacked by a creature within 30 feet of you that you can see, you can use your Reaction to distort the field of space around yourself, imposing disadvantage on all of that creature's attacks against you until the end of the current turn. You can use this feature a number of times equivalent to half your Proficiency Bonus, and regain all expended uses when you finish a Short or Long Rest.
Level 3: Storehouse Spells
When you reach a Sorcerer level specified in the Storehouse Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Identify, Knock, Misty Step, Vortex Warp |
| 5 | Spirit Shroud, Glyph of Warding |
| 7 | Dimension Door, Banishment |
| 9 | Telekinesis, Teleportation Circle |
Level 6: Collector's Instincts
Starting at 6th level, your experience in maintaining your Storehouse has granted you a finer level of control over its abilities, especially in the heat of battle. Whenever you reduce a creature to 0 hit points, you regain a number of hit points equivalent to your proficiency bonus plus your Charisma modifier, and can immediately use your reaction to either teleport thirty feet to an unoccupied space that you can see or transport the creature's corpse into your reliquary (at your DM's discretion). In addition to this, your inoculation against the Storehouse's spatial magic grants you Resistance to Force damage.
Level 14: Storehouse Supreme
Starting at 14th level, your command over your Storehouse has been perfected. As a Bonus Action, you can transport yourself and a number of willing creatures equivalent to your proficiency bonus into your Storehouse - you have total control over the appearance, composition, and climate of your Storehouse, though you can't produce any effects that would directly harm another creature. While inside your Storehouse, you can freely manipulate the positions of any objects you've transported into it, and you can choose to expel any creatures from within.
In addition to this, you gain the ability to weaponise the objects you've stored within your Storehouse. As an action, you can expel a number of simple melee weapons equivalent to your proficiency bonus at a creature of your choice that you can see within range - the weapons all emerge from your Storehouse simultaneously, regardless of whether or not they hit or miss, and you can direct them to hit one creature or several. When expelling weapons, make a ranged spell attack for each weapon. On a hit, a target takes damage equivalent to the weapon's base damage plus your Charisma bonus. Any spells or effects - magical or nonmagical - that would otherwise cause your attacks or spells to do more damage do not affect the damage dealt by this feature. Expelled weapons immediately return to your Storehouse at the end of your turn. Once you use this feature, you can't use it again until you finish a long rest - unless you spend 5 Sorcery Points to use it again.
Level 18: Concept Collector
Starting at 18th level, your Storehouse has blossomed into a realm capable of storing absolutely anything – even abstract concepts. As a Bonus Action, you can spend 1 or more Sorcery Points to temporarily store aspects of reality within your Storehouse, severing them from the outside world, choosing from the list below (alternatively, you can attempt to store something not specified in the list, at your DM's discretion). Any effect that targets 'all creatures' within a certain radius invariably affects you, too.
- Hearing. You can spend one Sorcery Point to collect the concept of 'hearing', rendering all creatures within 60 feet of yourself deafened for the next minute.
- Emotion. You can spend one sorcery point to partially store people's emotions within your Storehouse, suppressing any effect that causes a creature within 60 feet of yourself to be Charmed or Frightened for the next minute. In addition to this, you can also choose to make all creatures within that range indifferent about all creatures they are hostile toward. This indifference ends if a target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends and your stored emotions return to reality, all creatures become hostile again, unless the DM rules otherwise.
- Yourself. You can spend three Sorcery Points to store part of your own essence within your Storehouse, concealing yourself from and erasing yourself from the memories of any number of creatures you choose within 120 feet of yourself for the next 10 minutes. If you attack or cast a spell that directly affects one of the creatures you've chosen, the effect ends for that creature, and they're immediately able to perceive you again.
- Gravity. You can spend three Sorcery Points to partially store the concept of "gravity" within your Storehouse, granting a number of creatures equivalent to your proficiency bonus that you can see a flying speed of 40 feet for one minute. At the end of this period, they immediately plummet to the ground, taking twice as much fall damage as they usually would (if any) thanks to the effects of the gravitational distortion.
- Movement. You can spend five Sorcery Points to store a given amount of kinetic energy within your Storehouse. Choose a number of creatures up to your Proficiency Bonus that you can see within 120 feet of yourself. Those creatures must make a Charisma saving throw. On a failed save, a creature has their movement speed halved until the start of your next turn. On a success, their movement speed remains unaltered.
- Death. You can spend seven sorcery points to coax Death itself into entering your collection, temporarily becoming an item in your Storehouse. For the next minute, any creatures of your choice within 60 feet of yourself cannot die. If they fall victim to any effect that would kill them instantly - or destroy their body - they instead simply fall unconscious. In addition to this, whenever you reduce a creature not targeted by this effect to 0 hit points while it is active, you can choose to store a portion of that creature's soul, trapping it within your Storehouse; that creature can then only be resurrected by means of a True Resurrection or Wish spell.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/7/2025 10:55:30 AM
|
32
|
3
|
Volume 1
|
Coming Soon
|
Comments