Sorcerer
Base Class: Sorcerer

The fairy tale chronicler channels their imagination and often their dreams into their magic, this can manifest in a number of different ways, summoning fantastical creatures from your dreams, or fairy tale creatures, or even illusions or enchantments that warp the senses 

Facsination with stories

This feature foces the character to forgo their normal cantrip selection in exchange for calling from their imagination special abilities from common children's tales.

Sorcerers with this feature forgo access to cantrips in favor of special augments and boons.

Sleeping beauty: activating this ability puts the sorcerer into a deep magical sleep, there is no saving throw for this sleep and they do not wake upon taking damage or failing a saving throw against a spell. While in magical sleep a golem of thorns carrying a large stone blade wraps around your sleeping form, the AC of the golem is equal to 13+ your charisma modifier, and its HP is equal to 10hp for each level of your sorcerer class level, the stone blade deals slashing damage equal to a two handed sword, and people striking the golem with melee attacks suffer 1d4 nectrotic damage due to the magical nature of the thorn vines comprising its body, the golem may move 30 feet and uses your initiative and saving throws, but suffers disadvantage to saving throws vs fire based spells, the golem cannot be affected by enchantments, charms and mind altering effects, the golem is directed as though you were controlling its actions. And functions as though it had a strength of 18 for the purposes of lifting objects and carrying items. This feature remains in effect for one minute at first level and increases by one additional round (six seconds) for each sorcerer level above first level. If the golem is killed the effect of this feature ends early, you awaken 1d4 rounds after the golem is destroyed. The golem begining at 3rd level may absorb another willing target allowing the target to consciously control it. This provides the golem with the targets saving throws and action bonuses, and alters features of the golem to suit the new character changing the golems weapon to whatever weapon most suits the character controlling it. The golems weapon applies damage of 1d10 and increases by 1d10 at 5th (2d10), 11th (3d10) and 17th (4d10) and the character in control of the golem may make attacks equal to their attack actions when taking the attack action. When the golem is controlled by another caster class character this bonus is treated as a +1 bonus increasing by +1 at 5th, 11th, and 17th level and treated as a magical item bonus for the purposes of spell casting, stacking with other similar effects. The golem is effected by any spells or magical augments to AC and hit that would normally apply to the secondary character controlling it.

Red riding hood: activating this feature manifests a bright red cloak that appears almost spectral, a bit tattered and stained from regular wear but well maintained around your shoulders, this cloak provides a +3 bonus to armor class, and gives advantage on perception checks. This ability also summons a dire wolf companion to aid you in combat, the wolf functions as of it were a wolf from the monster manual following all the same statistics however the wolf can understand you and will follow your commands, otherwise it attacks enemies who are closest to your character. Red riding hood also manifests a spectral great axe to your hands, you are automatically proficient with this axe, and it functions as a 2 handed weapon, this gives you a +1 bonus to hit and functions as a magical weapon for the purpose of hitting creatures and a spell focus for the purposes of casting spells. This ability stays in effect for 10 minutes. The axe scales with an additional +1 at levels 5,11, and 17 for a cumulative total of +4 at level 17, this bonus applies to melee attacks and ranged spell casting attacks and adds additional damage in the case of melee physical attacks and in the case of ranged spell attacks increases your chance to hit and the subsequent spell save DC by the bonus amount.

Snow white: activating this ability incapacitates you, while manifesting doubles of you, each in possession of one cantrip spell from the sorcerer's list of cantrips, they have half your total hp, and use your saves and abilities and skills, however they can not cast spells other than their selected cantrip, they speak in unison but otherwise may act independently of each other, if they travel more than 30 feet away from your body they vanish leaving behind a small apple core. This ability lasts for 1 minute, or until you choose to end the effect as a standard action, or if you are rendered unconscious, or killed, while this ability is active you may not move, cast spells or activate other class abilities, you do not need to maintain concentration on the duplicates but are otherwise paralyzed, you suffer disadvantage against attack rolls, and automatically fail strength, and dexterity saving throws, and have disadvantage on intelligence, and wisdom saving throws. At first level you spawn 1 double, at level one, and one additional double at level 4,7,10,13,16,19.

 

Heroes Luck

Activating this ability, as a bonus action you may spend a number of sorcerer points to grant a target within 30 feet advantage on saving throws and granting resistance to non magical damage for one round plus one round for each sorcerer point spent to activate this ability. This ability manifests as an simple illusion making the character appear to wear shining silver plate armor.

Heroic mount

By expending 2 sorcery points you create a semi real force projection that appears as a storybook creature you can ride for up to 4 hours these semi real creature cant attack or use abilities if they are a creature that may appear as a normal monster creature, this creature may carry up to 2 passengers and traveling more than 60 feet away from you the projections vanish, the projections may also be dismissed as a standard action. Creatures projected may travel by land air or sea as befits their shape and travel at double the speed of your sorcerer.

Witches cottage

You may spend 4 sorcerer points to conjure a door that opens into a small cottage, complete with a kitchen, alchemy lab, poisoners lab, foundry and magical tinkering station, a few bedrooms and fully stocked with supplies, the witch who lives there is friendly and in exchange for sweets will allow you to rest or use the facilities in her cottage, this may be a figment of the the imagination of the sorcerer or an actual pocket dimension occupied by a witch, no one knows for sure, but everyone has similar recollections of the cottage and the friendly witch who occupies it. If you attempt to attack the witch you find yourself randomly left in the woods in your home plane and world. Objects taken from the cottage like crafted materials and items are permanent however crafting items takes twice as long to make and research with the limited facilities at the witches disposal.

Previous Versions

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2/16/2020 6:21:08 PM
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2/16/2020 7:27:17 PM
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