Sorcerer
Base Class: Sorcerer

A sorcerer born at the time of great seismic activity or possibly from near a large metal vein near the ethereal plain can have the magnetism bloodline.

Polarity

At 1st level, whenever you cast a spell that uses a spell slot, you can increase or decrease your polarity level by one. Whenever you roll initiative, your polarity level resets to 0.

Polarity
Polarity Level Effect

 

 

-4

Whenever a creature within 30ft of you moves, they spend 2 ft of movement for every 1 ft they move.

-3

Whenever a hostile creature ends their turn within 30ft of you, they must make a strength saving throw against your spell save DC or have their movement reduced by 10 ft on their next turn.

-2

As a bonus action, you can spend 1 sorcery point and target a creature. It must make a strength saving throw or be pulled 10ft towards you in a straight line.

-1

Friendly creatures within 30 ft gain an extra 10 ft of movement provided they spend it moving towards you.

0

no effect

+1

Friendly creatures within 30 ft gain an extra 10 ft of movement provided they spend it moving away from you.

+2

As a bonus action, you can spend 1 sorcery point and target a creature. It must make a strength saving throw or be pushed 10ft away from you in a straight line.

+3

Whenever a friendly creature ends their turn within 30ft of you, they gain 10 extra feet of movement on their turn.

+4

All creatures within 30 ft of you have their base walking speed doubled. This effect is lost if they spend any movement outside of 30 ft of you.

Metallurgy

At 1st level, you learn the Mold Earth cantrip. This does not count towards your sorcerer cantrips known.

In addition, whenever you spend a sorcery point (or points)  you can choose to gain one of the following effect for a number of rounds equal to your charisma modifier.

  • Your AC is increased by an amount equal to your charisma modifier.
  • You may move to an adjacent square in any direction at the end of your turn, and any opportunity attacks made against you have disadvantage.
  • You gain a bonus to any one saving throw equal to your charisma modifier.

 

Spatial Affinity

Starting at 6th level, when you cast a spell that deals bludgeoning or force damage, you can reroll any number of dice equal to your charisma modifier for that spell.

In addition, you gain resistance to bludgeoning and force damage.

Gravitional Attraction

At 14th level, you hover several inches above the ground at all times as long as it is made of rock, dirt, metal or grass (if under that grass is one of the other types).

In addition, you can spend a sorcery point to increase or decrease your current polarity level by up to two.

Geomantic Mastery

Beginning at 18th level, you can channel great magnetic power, causing creatures to be pushed or pulled at your whim. As an action, you can spend 5 sorcery points to draw on this power and draw on the powers of Magentism. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Strength saving throw or be pushed or pulled 15ft in straight line towards or away from you (your choice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

In addition, all bludgeoning damage you deal is increased by your proficiency bonus.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2020 2:09:58 AM
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