Base Class: Sorcerer
Based on the powers of the ancient sorcerer families in the Forbidden Scrolls trilogy of fantasy novels, written by Matthew Cesca.
“Thousands of years ago, there were four families of sorcerers that ruled the various parts of the land. Each of these families controlled a different element of magic. There was the dwarven Thrumvolds, who controlled the earth. There was also the elven La’ans, who controlled the water. Then there were two human families, the Klassleks who controlled the air, and the Jalestes who controlled fire. For generations, these families ruled their lands in relative peace.”
“After a thousand years of peace, skirmishes began to brew between the four realms. Eventually, these skirmishes erupted into all-out war. The families developed more powerful magic in order to fight their campaigns against each other. Many hundreds of people were killed in battle after battle.”
“In order to bring an end to the war, each family began developing the most powerful magic they could for the element from which they gained their power. This magic took shape in what we now call the Forbidden Scrolls. These scrolls were effectively doomsday magic, and in the darkest days of the war, the families all unleashed these scrolls upon each other. The destruction was catastrophic. All four kingdoms were destroyed, as were the various families with them.”
-Elithias, High Priest of the Barhnal Monastery
Unlike Wizards who study magic for years and learn to master it, or Warlocks who make pacts with other-worldly entities, Sorcerers are born with an innate ability to control magic. In Teren’vei, sorcerers are rare. But those that still exist around the fringes of society are descended from one of the five great sorcerer families of the past. The ruins of ancient cities that these sorcerer families once ruled still pockmark the face of the continent, though some are little more than a distant memory.
Your character’s innate magic comes from their bloodline. While the sorcerer families that had once ruled Teren’vei are mostly destroyed, there are still descendants for whom the magic runs in their blood. Many of them don’t know where their magical ability comes from, or that they’re distantly related to the ancient rulers of Teren’vei. They don’t usually don’t have the old family names, as hundreds of generations have passed since the Sorcerer Wars which devastated the continent. Yet the power that they can wield seems limitless if only they choose to tap into their potential.
“Most people understand four of the elements on a conceptual level, those being Fire, Water, Earth, and Air. But it’s the fifth element that my family once controlled.”
“I can heal or harm with but a touch. I can kill with but a word. I can raise the dead and bring them back to life, or I can animate their corpses. Fools who don’t understand call it necromancy. But Life is an element unto itself that can be bent and shaped in the same way as a ball of fire.”
-Frost Dirvent, Sorcerer
Family Heritage
At 1 Level, you choose which family bloodline your character has been born from. The damage type associated with your ancestry is used in features you gain later.
Dirvent Family Heritage - Human - Life
The player is an descendant of the Dirvent family, making them a master of the element of Life.
Jaleste Family Heritage - Human - Fire
The player is an descendant of the Jaleste family, making them a master of the element of Fire.
Klasslek Family Heritage - Human - Air
The player is an descendant of the Klasslek family, making them a master of the element of Air.
La'an Family Heritage - Elven - Water
The player is an descendant of the La'an family, making them a master of the element of Water.
Thrumvold Family Heritage - Dwarven - Earth
The player is an descendant of the Thrumvold family, making them a master of the element of Earth.
Family Traits
The magic that flows through your veins is elemental in nature. Each element gives a specific bonus to your physical traits, listed in the table below:
|
Family |
Race |
Element |
Damage Type |
Bonus |
|
Dirvent |
Human |
Life |
Necrotic |
Expanded Spell Access |
|
Jaleste |
Human |
Fire |
Fire |
+2 to AC |
|
Klasslek |
Human |
Air |
Thunder |
+2 to Initiative |
|
La’an |
Elf |
Water |
Cold |
+10’ Speed |
|
Thrumvold |
Dwarf |
Earth |
Force |
+2 HP/Level |
Expanded Spell Access (Dirvent Family Heritage Only): The Dirvent family was known to harness the power of life and death itself, yet chose to walk the darker path. Thus in addition being able to pick their spells from the Sorcerer Spell list, players who select this Family Heritage may also choose from the following Necromancy spells in the Players Handbook to add to their Spell List:
|
Cantrip |
Spare the Dying |
5 Level |
Contagion |
|
1 Level |
Inflict Wounds |
5 Level |
Raise Dead |
|
2 Level |
Gentle Repose |
6 Level |
Harm |
|
2 Level |
Ray of Enfeeblement |
6 Level |
Magic Jar |
|
3 Level |
Animate Dead |
7 Level |
Resurrection |
|
3 Level |
Bestow Curse |
8 Level |
Clone |
|
3 Level |
Speak with Dead |
9 Level |
Astral Projection |
|
3 Level |
Vampiric Touch |
9 Level |
True Resurrection |
Elemental Affinity
Starting at 6 Level, when you cast a spell that deals damage of the type associated with your Family Heritage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 Sorcery Point to gain resistance to damage of that type for 1 hour.
Elemental Fury
Starting at 14 Level, when you are hit by a melee attack, you can use your reaction to deal elemental damage to the attacker. The damage dealt is equal to your sorcerer level, and the type of elemental damage is determined by your Family Heritage. The Attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you in addition to the damage taken.
Elemental Bombardment
Beginning at 18 Level, the harmful energy of your spells intensifies. When you roll damage for a spell you have Elemental Affinity with due to your Family Heritage and roll the highest possible number on any of the dice, roll an additional die and add that roll to the spell’s damage. You can use this feature once per turn.
Previous Versions
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11/19/2020 6:08:49 PM
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2
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Coming Soon
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