Sorcerer
Base Class: Sorcerer

"Fear the Old Blood..."

Since the founding of the Healing Church, there has been a hierarchal system that ensures certain individuals only know what they need to know. You are at the top of that hierarchy. As a member of the Choir, you are privy to all the inner workings of the Church and its goals. The blood ministration is one small part of the greater goal: Enlightenment. Over the years, your predecessors have made great strides in the goal. It began with making contact with Ebrietas, but that was the past. Now, here you stand, the latest in a long line of great minds before you. Perfectly poised to leave your mark on the future of not just the Church, but existence as a whole.

Inspired by the Bloodborne videogame by Fromsoftware

Level 3: Choir Minister Tools

As a member of the Choir, you have access to a variety of tools that make you a distinguished adversary.

You know it can be dangerous, the goal of cosmic communion. You never know what will answer. As such, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Sorcerer Levels 4 and 5, or at your DM's discretion.

Trick Weapons

Church Pick Standard: One-Handed Shortsword - 1d6 Piercing Transformed: Two-Handed War Pick - 1d8 Piercing Standard Weapon Properties: Finesse, Light  Transformed Weapon Properties: Reach Weapon Mastery: Sap
Ludwig's Holy Blade Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two-Handed Greatsword - 2d6 Slashing Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Two-Handed, Heavy Weapon Mastery: Slow
Threaded Cane Standard: One-Handed Quarterstaff - 1d6 Bludgeoning Transformed: One-Handed Whip - 1d4 Slashing Standard Weapon Properties: Versatile (1d8)  Transformed Weapon Properties: Finesse, Reach Weapon Mastery: Slow

Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.

Choir's Off-Hand Item

You also choose one of the following Off-Hand items. The item is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Sorcerer Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the item you choose and can choose it as one of the Weapon Masteries you know per Long Rest.

Church Cannon One-Handed Cannon - 2d6 + 2 Piercing Quicksilver Bullet Cost: 3 per Shot Range: 30ft. Weapon Properties: Blast Radius Weapon Mastery: Topple
Rosemarinus One-Handed Radiancethrower - 2d6 Radiant Quicksilver Bullet Cost: 2 per Shot Range: 5ft. Weapon Properties: Radiant Spread, Parry Weapon Mastery: Graze
Repeating Pistol One-Handed Pistol - 2d6 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 15/30ft. Weapon Properties: Double Shot, Parry Weapon Mastery: Slow

Quicksilver Bullets

You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.

Weapon Properties

Blast Radius - The Church Cannon fires a ball of Quicksilver that explodes into a 5ft. Emanation on impact. If a creature was targeted and hit with the cannon ball, they take the full damage of the projectile. Anyone else in the radius must succeed a DC 10 Dexterity saving throw, taking half the damage of the projectile on a failed save and none on a successful one.

Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.

Radiant Spread - When the Rosemarinus is fired, the Quicksilver Bullets are transformed in the device and spread out in front of you in a misty Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.

Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).

Level 3: Choir Spells

When you reach a Sorcerer level specified in the Choir Spells table, you thereafter always have the listed spells prepared.

Choir Spells
Sorcerer Level Spells
3 Comprehend Languages, Cause Fear, Command, Dissonant Whispers
5 Hunger of Hadar, Fear
7 Polymorph, Summon Aberration
9 Mislead, Modify Memory

Level 6: Medicines and Elixirs

There are a great many things in the storehouses of the Cathedral Ward. You have access to the more useful of them.

Every time you complete a Long rest, choose two of the following consumables in any combination. They can be two of the same items or two different ones. You may restock the selected items every time you complete a Short Rest, but can't choose different ones until you complete a Long Rest.

Antidotes - Small, white tablets that remove the Poisoned Condition.

Lead Elixir - A thick, syrupy substance that grants Resistance to Bludgeoning damage for 1 minute. If you already have Resistance to Bludgeoning damage, it will have no effect.

Sedative - A liquid medicine that calms the nerves and grants Resistance to Psychic damage for 1 minute OR removes the Frightened Condition.

Blue Elixir - A strange concoction that grants Advantage on all Stealth Checks for 1 minute.

Level 14: Choir Instruments

The Choir of the Healing Church has been purveyors of many ancient, divine, and enigmatic curios for years. You now have a few at your disposal.

Choose one of the following items to have on your person. You can replace the chosen item for another one every time you complete a Long Rest.

Blacksky Eye - A small, human eyeball with a meteor storm inside the pupil.

As a Bonus Action on your turn, you can activate the eye and fire a single dart from the Magic Missile Spell (1d4 + 1 Force damage) at an enemy. You can choose to increase the damage of the dart by expending your Sorcery Points. For every 3 Sorcery Points used, the dart's damage increases by 1d4 up to a maximum of 4d4 + 1 Force damage (9 Sorcery Points).

Empty Phantasm Shell - An eternally slimy shell of an invertebrate familiar.

As a Bonus Action on your turn, you rub the shell across your currently equipped Trick Weapon and make it a +1 Magic Weapon for 1 minute. You can choose to expend 2 Sorcery Points to make it a +2 Magic Weapon for the same duration. However, if you expend 4 Sorcery Points, you can make the Trick Weapon a +2 Magic Weapon and also use the Weapon Mastery of it for the same duration.

Choir Bell - A small silver bell whose timbre invigorates those around you.

As a Utilize Action on your turn, you ring the bell and heal any allies standing within a 5ft. Emanation around you for 1d6 + 2 Hit Points. You can choose to expend 3 Sorcery Points to increase the bell's healing. For every 3 Sorcery Points used, the healing is increased by 1d6. You do not receive any healing from this item.

Level 18: Make Contact

You make the gesture used to contact the Great Ones and unleash cosmic might.

As long as you have 10 or more Sorcery Points available, as a Magic Action on your turn you stand completely still with your legs together and one arm outstretched to your right while the other is reaching toward the sky. While doing this, you cannot move nor make any actions and all attacks against you are made with Disadvantage. If you move, or take any actions, the pose breaks and you must begin again. However, if you hold the pose until your next turn, you drop your left arm down and raise your right one into the air.

Immediately, your mind is opened to the cosmos and you expend 10 Sorcery Points to unleash one of the following 9th Level spells centered on yourself:

Mass Heal

Meteor Swarm (One point instead of four. You automatically succeed the save from the spell)

Weird (Does not require Concentration)

After using this ability, you take 1 Level of Exhaustion and cannot use it again for 1d4 Days.

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