Sorcerer
Base Class: Sorcerer

Weird sorcerers explore the boundaries between the elements. Like their namesake Izzet Weirds, they blend volatile energies together to create fantastic - and explosive - effects.

Weird Evocation

At 1st level, you have learned how to blend opposed elemental energies - to violent effect.

When you deal elemental damage with a spell, you may choose to deal 1d4 additional damage of a different element to a single target of the triggering spell. This damage increases to 1d6 at level 8 and 1d8 at level 15. 

This feature can be used a number of times equal to your Charisma modifier. Once you have used this feature, you may not use it again until the start of your next turn.  

You regain all expended uses of Wyrd Evocation on a Long Rest. 

Liminal Form

At 1st level, you have advantage on saving throws, skills, and ability checks to avoid exhaustion caused extreme heat or cold. 

When you complete a long rest, pick two elemental damage types. You have Resistance against the first instance of those damage types you take until your next long rest.

You may expend a Sorcery Point as a reaction to refresh one of these temporary resistances, if it has already been expended.

Spell Eater

At 6th level, like the Weirds themselves, you have learned to feed off of magical energy.

When you succeed a saving throw against a spell of first level or higher, you may choose to gain Sorcery Points equal to half that spell’s level, rounded down to a minimum of 1. If this would put you above your Sorcery Point maximum, you must spend these points before the end of your next turn or lose them.

When you use this feature, you ignore any effects of the target spell.

Once you use this feature, you may not use it again until you complete a long rest. 

Weird Caller

At 14th level, you can greatly influence the Weirds themselves.

You have advantage on Wisdom and Charisma based checks against Elementals. You can add Primordial to your Languages Known, if you did not known it already. 

As an Action, you may summon a Blistercoil Weird in a square within 20 foot. This Weird will follow your simple commands, though it will not harm itself intentionally. This Weird will fight to defend you in combat, even when you are knocked unconscious.

This Weird remains for one hour, or until it reaches 0 HP, after which it vanishes. You may use this ability once. You regain use of this ability on a long rest.

At level 18, you may instead choose to summon a Fluxcharger when using this feature.

Weird Transformation

At 18th level, you can inundate your form with potent elemental energies.

As a free action, choose two elements. You gain resistance to those elements, and ignore enemy resistances and immunities against these elements. 

When you deal elemental damage of those types, you may choose to deal an extra 2d8 damage to all targets taking that damage type. 

These effects last one minute. Use of this ability is regained on a long rest. 

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1/23/2021 8:50:21 PM
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