Sorcerer
Base Class: Sorcerer

Intended as a Sorcerer-friendly conversion of my Magical Maiden bard homebrew class. Needs a bit of tweaking, suggestions welcome.

You're not the smartest, or the strongest, or the bravest, or the... well, you try hard. There's different kinds of inner strength, after all. But you wonder how much of you is you anymore, and sometimes feel nostalgia for that simple life...

Gimmick

Your powers aren't just for show, but are ALSO for show. You display your elemental affinity in gaudy ways, from certain color palettes to terrible wordplay in your monologues. 

Choose two types of damage to be associated as your Gimmicks: Cold, Fire, Lightning, Thunder, Radiant, Acid, Poison, or Necrotic.

 

Frills & Skills

 

Your ridiculous outfit is as defensive to the body as it is offensive to the senses. Your unarmored defense is 13 at all times. If you are alive and/or conscious, you may add your DEX or CHA modifier (whichever is highest) to that amount. 

You gain proficiency in Persuasion and Performance to drone on at your audience or targets. You also learn the spells Vicious Mockery and Prestidigitation,  which does not count against your number of spells known.

You may use Disguise Self a number of times for free, equal to your charisma modifier.

You learn a modified version of Find Familiar: Your familiar can also communicate with other people besides you within 100 feet of itself, but cannot cast your spells, except Prestidigitation.

You may use Charm Person or Command (chose one) without using a spell slot once per long rest. The target has disadvantage on its saving throw.

 

Heart Attack

You are resistant to damage types associated with your elemental gimmicks. You also chose a fighting style to specialize in:

Rumbling Heart

Your unarmed attacks do D6 damage, count as a magical weapon, and you may use your CHA modifier on those attacks. You also gain Acrobatics proficiency if you didn't have it, and expertise if you did  Also, your walking speed increases 10 feet and your jump height increases 5 feet. You may spend a Sorcery Point to add an extra 1D6 damage to this attack (up to 3D6)

At level 10, (a number of times half your level), you can force targets to have disadvantage to saving throws against you.

Keen Heart

You use a magical simulacrum of a simple, light, or finesse weapon. This counts as a magical weapon and you may add your spell modifier instead of your STR/DEX to the damage. If you don't already have it, you gain Perception proficiency, and expertise if you did.

At level 10, (a number of times half your level) your melee attacks do an extra 1d6 damage of either Gimmick element you chose. 

Spellbound Heart

You gain Arcana proficiency if you didn't already have it, and expertise if you did. By spending one Sorcery Point, you may replace the elemental damage type (but not the effects) of any spell you know with either of your Gimmick types. If the spell is already a damage type of your Gimmick, you can add your spell casting modifier to that spell.

At level 10, (a number of times half your level) using a Gimmick-aligned spell on a target with resistances to either will ignore those resistances.

Second Season

Some well directed training has paid off, earning your some new skills.

Stunt Double: Whether or not the spells are on your spell table, you may use any combination of movement abilities (Jump, Feather Fall, or Longstrider) a number of times equal to your spell modifier per short rest 

Will of Iron: You have advantage against being charmed or frightened.

Unflinching: You become immune to your Gimmick elements. In addition, you may spend a sorcery point to acquire a buff for one hour that will let you restore [spell level x 4] health if attacked by spells of either element.

They Have A Great Personality: You may use your charisma in place of wisdom when making wisdom checks.

Finale

Pick your finisher. You may change between types of finisher after two long rests, regardless of whether you have used it or not.

Wave Motion Gun:  Per long rest, you can cast a special version Sunbeam a number of times equal to half your casting modifier (rounded down) for free and may change the damage type to this that of either of your Gimmick if you wish. You have advantages to any CON saves while casting the spell.  Where applicable, the caster takes a level of Exhaustion afterwards.

Fight In Space: Per long rest, you can cast a special version of Fly which lasts [half your casting modifier] hours. You can choose for the spell to last double the duration at the expense of only being able to move half the normal speed.

Ignorant Bystanders: Once per long rest, you cast a special version of Mass Suggestion once without using Sorcery Points or spell components. The spell's duration is a total of 100 days split among up to 10 targets (e.g., 10 targets affected for ten days, 4 targets affected for 25 days, 1 target for 100 days)

Previous Versions

Name Date Modified Views Adds Version Actions
1/26/2020 8:48:13 PM
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1/26/2020 9:03:40 PM
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