Sorcerer
Base Class: Sorcerer

Special rare souls that tap their power from "The one above all." So that no matter what existence they arrive in they have powers at the ready.

Photonic Assimilation Magic

During and once per battle the sorcerer can spend 1-minute concentrating, draw in ambient energies to restore Sorcery Points equal to your Con modifier as a bonus action. At the [10th level], You can add your Cha modifier to restore more Sorcery points. Once you use this ability you can't use this once again until after a short rest.

  • At 1st level. The sorcerer gains +1 extra Sorcery Point when leveling up.
  • At 6th level. The sorcerer can channel 4 Sorcery Points of photonic energies for an hour into a weapon or armor that you or an ally are proficient with making into a permanent Spell Casting Focus to allow you cast spells through it while wielding the weapon or wearing the armor. Doing so *does not* make the weapon and armor magical. Once you use this ability you can't do it again until after a long rest.

Photon Ray

The Sorcerer can spend 1 sorcery point to fire a deadly neon-colored beam dealing 1d8 force damage + your Cha modifier. You can add another 1d8 of damage per extra sorcery point spent to a max equal to your current spellcasting level. The creature must make a Dex save equal to your Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Photonic Armor Protection.

You spend 1 Sorcery point on yourself and/or spend 2 Sorcery points per other creature to a max of your Con modifier and receive +1 to AC and 40 temporary hit points. That lasts up to 8 hours. Once the 40 Temp hp is gone the armor bust dealing 1d20 force damage in a 10ft area around the creature.

The armor is made of a dark neon-colored light that emits a faint outline glow of plating around the person's body while remaining a black silhouette while in the dark. 

Photonic Spiral Galaxy

You spend 4 sorcery points + 2 Spell slots to channel your photon energies into a chaotic swirl between your hands that form what resembles a mini galaxy of photonic energy particles then the sorcerer/sorceress unleashes it up to 150ft. The Photonic Spiral covers a 50ft. radius dealing 4d20+ cha modifier of non-resistible force damage. The attack remains in that area for 6 rounds. Each round its damage die downgradings per round from 4d20 to 4d12, 4d10, 4d8, 4d6, 4d4. Then it disappears after the final damage roll. While the spiral is still active in an area. The Sorcerer can spend an action and roll a Concentration check of DC=16 to move the galaxy to another area equal to the sorcerer's movement speed. If the concentration check is failed the spiral galaxy disappears.
Enemy Creatures must roll a Dex Save equal to the sorcerer's spell save DC number. If enemy creatures successfully save they take only half damage. If enemy creatures are still in the galaxy damage area they will receive damage again on the sorcerer's next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2020 12:31:05 AM
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11/17/2020 11:59:08 PM
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12/10/2020 6:33:44 AM
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12/10/2020 7:28:57 AM
7
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