Sorcerer
Base Class: Sorcerer

Shortly after the empires of Narfell and Raumathar collapsed, a powerful band of women sorcerers, the wychlaran united the tribes of the Rashemi . The witches swore to protect Rashemen, its people, and its native spirits until the end of the world in exchange for the power to choose Rashemen's kings and war leaders. The Rashemi, having seen how effectively the wychlaran battled against the Nars and Raumathari, gratefully agreed, and the first Iron Lord was chosen.

You are one in a bloodline of the most powerful mages in existence. The Wychlaran, also known as Hathrans, are the elite spellcasters who lead Rashemen. Outside their land they are known as the Witches of Rashemen. Within their borders, the power they wield is great and they hold the highest status possible. They are healers, protectors, fighters and guardians who speak to the Fey, raise the dead, and protect the Rashemi way of life.
When traveling outside their forest home, The Urlingwood, hathrans wear masks to maintain anonymity and never show their faces to anyone not of their order. At times they undertake dangerous missions outside their land to keep watch on nearby threats.

To be a witch of Rashemen requires a certain understanding of arcane and natural magic. Hathrans are sorcerers that share some traits with druids in that the land and spirits aid them in their magic.

Wychlaran are not allowed to learn or practice item creation. The only exceptions are scrolls, which are used to train lesser members in arcana.

Wychlaran Heritage Features

Sorcerer Level Feature
1st Awe of The Wychlaran, Natural Spirit
6th Circle Magic
14th Circle Leader, Telthor Companion
18th Circle Mastery

 

 

Awe of The Wychlaran

Beginning at 1st level, due to your powerful presence, enemies find you difficult to hit. If you aren't wearing any armor or using any magic items to boost your armor class, then your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Natural Spirit

You have a special bond with the natural world so you can naturally speak, read, and write Sylvan. This link to the spirits of the land allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer spell, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you gain a Telthor Ally. Your ally grants you an additional spell at certain levels, as shown below on the Telthor Ally Spells table. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. You can not replace these spells when a feature would allow you to change spells normally.

Telthor Ally Spells

Level Spell
1st Find Familiar*
3rd Healing Spirit**
6th Revivify
10th Commune with Nature***
14th Heal
18th Foresight

 

*You gain a familiar as if you had cast Find Familiar, but your familiar is a telthor and it has the following qualities in addition to the normal familiar stats:

  • Your telthor familiar gains a fly speed equal to it’s movement unless it already has a fly speed greater than what it would gain from this feature.
  • Telthors can communicate and empathize with animals of their kind. This gives them a advantage on checks to influence the animal's attitude and allows the communication of simple concepts and commands, if the animal is friendly.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: giant badger, eagle, panther, and wolf .
  • You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. 
  • On it's turn, your familiar can make one attack per it's animal type stat block. If it does, then it can not use it's reaction to deliver a spell for you.

**When you cast *Healing Spirit*, it takes the form of your telthor. I could not add this spell automatically because it appears in XGtE. So choose it below. If you don't own XGtE on here, choose another similar spell. 

***When you cast *Commune with Nature*, your telthor gives you the information.

 

Circle Magic

When you reach 6th level, you have learned Wychlaran circle magic. When at least 2 spellcasting allies are within 5' of you, you can use a bonus action to expend 2 sorcery points and create a Casting Circle. Once established, a circle lasts until one of the casters moves more than 10' away from the others, falls unconcious, dies, or until you complete a short rest. 

Whenever you finish a short or long rest, choose one of the following 3 circle types: Circle Casting, Circle Restoration, or Circle Sanctuary. This will be the circle you can create until you finish a short or long rest.
Regardless of the feature that circle magic grants, each caster is still restricted by their own highest level of casting ability.

(You will need to choose this option in the character builder after each short rest)

 

Circle Casting

When casters are part of a circle, each caster can use their action on their turn to commit a spell slot to the circle. When they do, the next one to cast a spell from the circle can add all the available spell slot levels to the casting of their spell. If they do not use all available spell slots, those remain in the circle until someone uses them. If the circle is broken before the slots are used, the slots are spent as if a spell was cast. 

Example: 2 casters commit 2nd level slots on their turns. On your turn, you cast a 5th level spell using a 3rd level slot. The resulting spell is cast at 5th level and 2 slots remain in the circle for another caster to use.

Circle Restoration

When you are in a casting circle, you can use the Wychlaran Font of Magic tables below for converting sorcery points instead of the ones listed in the *PHB*. Additionally, other casters in the circle can expend spell slots to give you sorcery points per the table and when you expend sorcery points to gain slots, you can give the slot to any caster in the circle. Unused spell slots gained from the circle disappear when the circle is broken.

Wychlaran Font of Magic

SPELL SLOT GAINED

SORCERY POINT COST

1st

2

2nd

3

3rd

4

4th

5

5th

6

6th

8

 Note that you can now spend sorcery points to gain a spell slot up to level 6

 

SPELL SLOT COST

SORCERY POINTS GAINED

1

2

2

3

3

4

4

5

5

6

6

8

7

9

8

10

9

11

 

Circle Sanctuary

If any casters in the circle are required to make a saving throw, then each caster in the circle can roll a d20 and the circle can choose which result to use for the save. 

 

Circle Leader

Beginning at 14th level, the weave of magic flows within the circle enabling your font of magic to extend the circles spellcasting power. You can join battle with a unified list of spells.

When you are within a circle per the circle magic feature, you can use a bonus action to spend 5 sorcery points and join your spell lists. Once joined, any spells available to one caster in the circle are available to all casters in the circle for one minute.

Telthor Companion

Starting at 14th level, your telthor familiar improves and its' magic can strengthen yours in limited amounts.

Telthor Essence -Once per short or long rest, When you cast a spell from your Telthor Ally Spell list, you gain temporary hit points equal to your sorcerer level plus your charisma modifier.

Telthor Filament -Once per short or long rest, you can create a circle with only one other spellcaster if the caster is within 5' of you and if your telthor familiar is within 100' of you.

Telthor Recovery-Once per short or long rest, when your telthor familiar delivers a touch spell, you can recover a number of sorcery points equal to your constitution modifier up to your maximum.

 

Circle Mastery

By 18th level, you have mastered circle magic and can use it to bend the weave to your will by upcasting spells.

While in a circle, as a bonus action, you can spend sorcery points to increase the level of your next spell slot used according to the *Circle Mastery Table*. Any casters with sorcery points in the circle can use this benefit, but any that do (including you) have their speed reduced to zero until the start of their next turn.

 Circle Mastery Table

SPELL SLOT USED

SORCERY POINT COST

SPELL LEVEL CAST

8th

3

9th

7th

3

8th

6th

3

7th

5th

3

6th

4th

2

5th

3rd

2

4th

2nd

2

3rd

1st

1

2nd

 

*Example: you spend 3 sorcery points as a bonus action, you then cast fireball using a 6th level slot. The resultant spell is cast at 7th level.*

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