Sorcerer
Base Class: Sorcerer

The Weave is all and connects all. Essence Sorcerers have a strong tie to the original creation magic that started the multiverse. Many Essence Sorcerers believe that all things in existence share the bloodline necessary to become an Essence Sorcerer. They go around trying to convince others they could do it to if they tried. Whether this is true or not isn't known. Considering the rarity of Essence Sorcerers it may not be true. Most of them can't trace anyone in their ansestry who was an Essence Sorcerer. Often they do find someone who was some other form of Sorcerer. Some believe Essence Sorcerer come from an unknown alteration in a Sorcerer's bloodline. This belief is challenged by those who can't find any sorcerers or magic users of any kind in their ancestry. What is known is like all Sorcerers, Essence Sorcerers bend magic to there whim with little effort and are great allies and fearsome foes.

Essence Bolt

Beginning at 1st level you can use an action to make a ranged spell attack at a target within 60ft. You choose the damage type before you make the attack. It can be acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. It deals 2d4+CHA of chosen damage type. The damage increases by 2d4 when you reach level 5 in this class (4d4), at 11th level (6d4), and at 17th level (8d4)

Essence Magic

1st-level Essence feature

You learn additional spells when you reach certain levels in this class, as shown on the Essence Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Essence Spells
SORCERER LEVEL SPELLS
1st detect magic, identify
3rd Arcanist’s magic aura, spiritual weapon
5th plant growth, protection from energy
7th dimension door, stone shape
9th legend lore, wall of force

 

Spell Eater

Starting at 6th level you learn to devour the magic of others. When a spell is cast within 60ft you may use your reaction to spend Sorcery points to attempt to consume its magic and prevent any of its effects. Make a CHA check DC 10+ spells level add the number of sorcery points you spent to your roll. If you succeed you regain sorcery points equal to the spells level. 0 for cantrips. You can’t exceed your maximum number of sorcery points for your level. If using this ability would cause you to do so you take 1d4 force damage per additional sorcery point you would have gained over your limit. This damage can not be resisted.

Unbelievable Arcana

At 14th level, you gain the ability to naturally understand most things magical. It's not because you studied it or heard of it, you innately understand it. Additionally you can reopen portals and other magical pathways. 

You gain proficiency with Arcana if you don't already have it. You add double your proficiency modifier to any Arcana check and you may choose to use your Cha modifier instead of your Int modifier on Arcana checks.

You can as an action spend 1 sorcery point to reopen any magical pathways created within the last ten minutes if you are within 5ft of were it was created or ended. The path is only reopened until the beginning of your next turn (about 6 seconds out of combat). A creature can spend 5ft of movement to step through the path. They appear within 5ft of the opening on the other side. If the all the space within 5ft is occupied they are forced back though the pathway losing an additional 5ft of their movement. If they don't have the movement remaining they land prone near their entry point.
This ability works on Misty Step, Teleport, Planar Shift, Arcane Gate, Banishment, Blink, Conjure Elemental, and similar magics. Banished creatures can not return using this ability. They can see the pathway put cannot move or be moved through it. Also this ability doesn't work on places warded against entry or exit. Once you use this ability you must complete a short or long rest to use it again.

Note: It might not be wise to step through the pathway the Elemental was summon from, but it could be fun. Also, remember something might step out of that pathway.

Essence Form

Starting at 18th level you can assume your Essence Form. As an action you can spend 6 sorcery points and your body becomes pure magical energy. For 1 minute you gain the following benefits: resistance to all damage except psychic, you don’t need to breathe, you gain a flying speed equal to your walking speed, and you can use Essence Bolt as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2021 6:42:12 PM
658
9
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes