Base Class: Sorcerer
There are no barriers between you and the magics of the world. Your exposure to a source of raw natural mana has changed you, transmuting your bones into crystalline batteries full of magical fire, and allowing your skin to soak up and attune to the ebb and flow of ambient energies. Clad in the sky itself, you have forfeited the trappings of society in exchange for the unrivaled power of purest Sorcery.
Inspired by Skyclad: Fate's Anvil
by Scott Browder
Level 3: Skyclad Spells
When you reach a Sorcerer level specified in the Skyclad Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Hellish Rebuke, Continual Flame, Warding Wind |
| 5 | Fireball, Glyph of Warding |
| 7 | Fabricate, Private Sanctum |
| 9 | Commune with Nature, Wall of Stone |
Level 3: Soul Anchor
A small crystalline rune appears in the center of your chest. This is your soul anchor. Through your connection to natural magic, you can use it to infuse the elements, and even your own body, with your magical will, but at a cost.
Runic Focus. Your Soul Anchor acts as a spellcasting focus for your sorcerer spells.
All Natural. While wearing clothes, armor, jewelry, or manufactured bindings, you cannot cast spells, or use any features of your Soul Anchor, and all ability checks and saving throws are made with disadvantage. Also if you use hand-held tools with your bare hands; you have disadvantage on any ability check made to do so as your magic rejects the crutch of artifice. This does not apply in instances such as climbing ladders, opening/closing objects, etc.
Elemental Affinity. As a Magic action, you can expend a sorcery point to activate your elemental affinity. For 1 hour, while concentrating as if this were a spell, you can take a Magic action on each subsequent turn to infuse fire, water, air or minerals with your magic and use the following features.
- Sculpt. You can mold up to 6 inches cubed of stone, ice or gems that you can touch with your hands as if it was clay, reduce it to a granular or liquid state, or resolidify it.
- Candle. You can carry open flames in your hands without taking damage or being burnt.
- Clean. You can purify the air or water in your cupped hands of any toxins, poisons or diseases.
- Kinesis. You can Telekinetically control up to 6 inches cubed of any element you have infused with your magic within a range of 5 feet. You cannot move it fast enough to harm a creature. If you have previously infused an element, you do not need to expend a sorcery point to move it and can have it float in your orbit without requiring concentration. You can have a number of orbiting elements equal to your spellcasting modifier and they stop floating if you have the Incapacitated, Stunned, Unconscious, or Dead conditions.
Living Runes. You can take 1 hour to inscribe a magical runic tattoo on your body from the list of Living Runes below. Each Living Rune requires powdered gems to inscribe. You can have up to 3 Living Runes active at any one time and you can change which Living Runes are active when you complete a long rest. Some Living Runes are unavailable until you reach higher levels. The number of Living Runes you can have active increases at sorcerer levels 5 (4 active runes), 11 (5 active runes), and 17 (6 active runes).
Mana Vision
Requires 100gp of crushed gems. A runic braid extends from the outside of each eye and meets at the back of your head. You gain Darkvision up to a range of 60 feet and you can cast Detect Magic and Identify without a spell slot or material components.
Runic Armor
Requires level 11 and 600gp of crushed gems. This Living Rune is located on your shoulders and thighs in hexagonal clusters. When an attack roll hits you or you fail a saving throw, you can take a reaction and spend 2 sorcery points. For 1 minute, you gain resistance to Bludgeoning and Force damage (this resistance is applied to the triggering attack or saving throw) and if an attack roll that hits you is a Critical Hit, you regain 1 spent sorcery point.
Runic Belt
Requires 100gp of crushed gems. A belt of 6 elliptical runes appears along your hip-line. Each rune is a portal to a demi-plane, can expand to a diameter of 15 inches, and can carry up to 50lbs. This weight does not count towards your total weight carried. Objects which also access another plane cannot be stored in your Runic Belt.
Runic Chain
Requires level 11 and 600gp of crushed gems. This Living Rune appears on the inside of your left forearm as 3 interconnected circular mazes. You can inscribe a spell you know of level 3 or lower into this Living Rune. When a creature you can see casts a spell, you can draw on magic the creature is using and cast the spell inscribed on your Living Rune as a Reaction. Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Runic Core
Requires level 5 and 300gp of crushed gems. This Living Rune takes the shape of a series of swirling glyphs running the length of your abdomen, amplifying your metabolism. You can spend 10 minutes eating 1 pound of food. For every pound of food you eat, you regain hit points equal to 1d4 (max. 12d4 per long rest) plus your Constitution modifier. If you eat 3 pounds of food in one sitting, you can regain 1 spent sorcery point (max. 3 per long rest). If you eat 30lbs of food in one sitting, you can, recover from blindness or deafness, regrow a limb or heal all bodily scars. Once you use this feature, you can’t do so again until you finish a Long Rest.
Runic Mimicry
Requires 100gp of crushed gems. This Living Rune appears as an ornate vambrace on your right forearm. If you have used the Identify spell on a magic item that requires attunement, you can attune to the item and gain the benefits of its enchantment without wearing or holding it.
As long as you are attuned to the item, no other creature can attune to it. If the item grants a bonus to attack and/or damage rolls made with a weapon, you can apply this bonus to melee or ranged spell attacks instead. If a magic item to which you are attuned would require you to make a melee or ranged attack roll to utilise its effect, you can substitute a melee or ranged Magic attack from a cantrip in its place.
You retain a memory of the enchantment you had previously attuned to and can take a Magic action to spend 3 sorcery points and switch your current attuned enchantment with the previous one. Once you use this feature, you can’t do so again until you finish a Long Rest.
Runic Regeneration
Requires level 17 and 1,000gp of crushed gems. This Living Rune is inscribed in twisting spirals above your heart. As a bonus action, you can convert up to 30 hit points into sorcery points. You gain 1 sorcery point for every 10 hit points spent and you take 1 point of exhaustion.
Runic Scribing
Requires level 5 and 300gp of crushed gems. These spiral Living Runes are inscribed on the tips of your fingers. If you cast Glyph of Warding while this Living Rune is activated, you can expend 2 sorcery points to make the spell permanent. Once triggered, the Glyph of Warding cannot be triggered again until the next dawn.
Skyclad Acceleration
Requires level 5 and 300gp of crushed gems to inscribe. These swirling paterns begin small at the toes before twisting and bending into bigger shapes as they wrap around the ankes and up the to the back of the knee. As an action, you can spend 2 sorcery points to distort the passage of time and speed up your reactions. For 1 minute, you increase your speed by 10ft, add +1 to your AC, and add your proficiency bonus to Dexterity saving throws. If you move at least 10ft before you take a Long Jump, you must add 5ft to the height and distance of the jump for every 10ft you move.
Skyclad Familiar
Requires 100gp of crushed gems. These runes appear just below the naval in a bubble motif. You know the Find Familiar spell and can cast it without material components. When you do so in this manner, you can expend 1 sorcery point to instead summon a Loofah; a flouncy bouncy wurbbling crystalline puffball that is friendly to you and your allies and obeys your commands.
The Loofah in Combat. In combat, the Loofah acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, the Loofah acts on its own and isn’t limited to the Dodge action. If you don't have this Living Rune activated, the Loofah will not obey your commands in combat and instead take the Hide action.
Loofah
Tiny Fey, Neutral
AC 11 plus your Charisma modifier
HP 4 plus three times your Sorcerer level (the Loofah has a number of Hit Dice [d6s] equal to your Sorcerer level)
Speed 15 ft., Climb 15 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 13 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Senses Blindsight 60 ft.; Passive Perception 11
Resistances Bludgeoning, Fire
Immunities Acid, Blinded, Deafened, Grappled, Prone, Restrained
Languages Understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amphibious. The Loofah can breath air and water.
Malleable Form. The Loofah can squeeze through any gap larger than its core, a 1-inch radius sphere.
Sorcerous Bond. Add your Proficiency Bonus to any ability check or saving throw the Loofah makes.
Actions
Exfoliate. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 1 plus your Charisma modifier Acid damage. If the Loofah is inside a creature when it uses Exfoliate, the damage dice becomes 3d6.
Cleanse. The Loofah lathers up a serving of soapy suds and cleans whatever object, surface, or creature it is on, leaving behind a pleasant smell.
Sorcerous Boost
Requires level 11 and 600gp of crushed gems. This Living Rune is a narrow string of glyphs tracing from the centre of the bottom lip down to the chin. The glyphs are constantly flowing, shifting, and changing colours. As a reaction, when you make an ability check in a skill you don't have proficiency in, you can expend 2 sorcery points and roll 1d6, adding the result to the roll and potentially changing a failure into a success.
Wings of Skyclad Sorcery
Requires level 17, 1,000gp of crushed gems, and assistance from another creature to inscribe. This Living Rune is a wing pattern located on your back. As a bonus action, you can spend 1 sorcery point to expand this Living Rune into wings with a span of 20 feet for 1 hour, or fold them back into your Living Rune. You determine how they look when you inscribe the rune. While expanded, your wings grant you a flying speed of 60 feet.
Shielding Wings. If a creature attacks you or another creature you can see within 10 feet while your Wings of Skyclad Sorcery are active, you can use your reaction to use Shielding Wings; roll 1d6 and reduce the creature's attack roll by the result, potentially blocking the attack with your wings.
Level 6: Internal Inferno
You have learnt to harness the magics burning deep inside you. You are unaffected by extreme weather temperatures and have resistance to Cold and Fire damage.
Liberating Flames. When you are wearing armor, clothing, jewellery or restraints, or you have the Restrained condition, you can take a Magic action to expend 2 sorcery points and burst into flames. The flames last until you are no longer Restrained or wearing the items that triggered your Liberating Flames.
The flames do not harm you or any creature you have a magical connection to (familiar, Primal Companion, etc). Any other creature that starts its turn within a 10 foot emanation takes 2d6 Fire damage. Any creature that ends its turn in the emanation must succeed on a Constitution saving throw or take another 2d6 Fire damage on a failure and half as much on a success.
Non-magical items you are holding or wearing are incinerated immediately unless they are made of metal. Metal items you are wearing or holding melt at the end of your next turn. Magical items or bindings are destroyed after 1 minute.
Level 14: Crystalline Focus
Your understanding of ambient magic and crystalline structures has led you to some revolutionary developments in sorcery.
Sorcerous Substitution. When casting a spell with a material component that has a monetary cost, you can expend sorcery points in place of the material components (no action required). 1 sorcery point is equivalent to 100gp of the material components.
Crystalline Battery. As a Magic action, you can store a sorcery point inside a gem worth at least 100gp, converting it into a mana crystal. The mana crystal can store the sorcery point indefinitely. At any point while the gem is within 5 feet and on the same plane as you, you can drain the mana crystal (no action required) and use the sorcery point stored inside. A mana crystal has AC 24, 10 hit points, and resistance to all damage. You can have a number of mana crystals equal to your spellcasting modifier.
Level 18: Spell Surge
You can unleash the raw power stored in your very bones. As a bonus action, which you take immediately after casting a spell, you can double the damage dice and range of that spell. If the spell is a concentration spell, you take 1 point of exhaustion at the start of every turn you maintain concentration of the spell.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 9 Sorcery Points (no action required) to restore your use of it.
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