Sorcerer
Base Class: Sorcerer

Due to a series event that may have been tragedy or extreme fear a protector manifested in though's times and never left vowing to protect you.

Sworn Protector

Starting when you choose this origin at 1st level, you gain the assistance of a Sworn Protector(you determine how the protector looks), this Sworn Protector is either a fey, fiend, or celestial(your choice) and obeys you and control over this creature cannot by any means be taken from you, you have a natural telepathic link with this creature giving you the ability to see through its senses at will and telepathically communicate with it. The protector has its own emotions and feeling but will put its masters above its own even comforting its master in hard times and acting on its own if the master is in danger.

  • You are this creatures master and many of its abilities will refer to you as the master.
  • This protector rolls its own initiative and has all the same saving throw and skill proficiency's as you.
  • The Protector doesn't require food, water, or sleep.
  • The protector can act on its own, if you are ever knocked unconscious you continue to control the protector but it can only take actions to protect you such as dragging your body away. If the protector drops to zero hitpoints it immediately vanishes.
  • The protector vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the protector back to you, no matter where it is or whether it died, and it reappears within 5 feet of you as if its size was medium.

The Protector regains all lost hitpoints at the end of a long rest

At sorcerer levels 4, 6, 9, 11, 15, 18 you may increase one of your Sworn Protectors stats by 2 to a max of 24.

The stats are as shown

Medium fey, fiend, or celestial, unaligned
Armor Class 13+the masters charisma modifier or the protectors dexterity modifier(Natural Armor)
Hit Points 10 multiplied by the masters sorcerer level(do not add the protectors constitution modifier)
Speed 40 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws Same as the master
Skills  Same as the master
Senses Passive Perception same as the masters+3
Languages knows all languages the master knows and can speak 
Challenge equal to the masters total level


Changing Form. As a bonus action the protector can change its size category to one of the following small, medium, or large.

Actions

Bite. Melee Weapon Attack: +the masters sorcerer spell attack to hit, reach 5 ft., one target. Hit: 5 (1d6 + the masters charisma modifier) piercing damage.

Claw. Melee Weapon Attack: +the masters sorcerer spell attack to hit, reach 5 ft., one target. Hit: 5 (1d6 + the masters charisma modifier) slashing damage.

Tail Slam. Melee Weapon Attack: +the masters sorcerer spell attack to hit, reach 10 ft., one target. Hit: 5 (1d6 + the masters charisma modifier) bludgeoning damage.

Reactions

Protector. As a reaction when the protectors master is damaged within 20 ft of it, it can instead take the damage if the damage was inflicted over multiple attacks from the same creature(through the attack action or magic) all of the damage is put onto the protector, though if the damage is enough to lower the protector to 0 hitpoints any left over damage is inflicted onto the master.

Protector Merge

Starting at 1st level, you gain the ability to merge with your Sworn Protector as a bonus action on your turn when your Sworn Protector is within 10ft of you, you can have the protector jump into your body merging with you, while merged with you your body may have several changes happen such as you gaining a tail, claws, or fur/scales like your protector, you also gain a number of benefits while like this listed bellow.

  •  While merged your protector cannot do anything but your protector can still speak to you telepathically and vice versa and perceives the world through your senses, additionally the protector can’t be targeted by any attack or other harmful effect, only you can cast spells on it, it can’t take damage, and it is incapacitated.
  •  You gain any damage vulnerability's your protector may have, you also gain any resistances or immunity's your protector may have, a example would be your protector has resistance to necrotic damage you also gain that resistance, and anything your protector would have advantage on you also gain, a example your protector has advantage on perception checks that rely on hearing you gain that benefit as well.
  • While merged any limbs you may be missing are replaced with a respective limb from your protector though changed to fit your body so it may be bigger smaller or shaped differently.
  • You gain an additional 5ft to your walking speed and if your protector ever gains a climbing, swimming, flying, or burrowing speed greater than 15ft you also gain 15ft of the respective movement speed though if you already have the movement speed it gets an additional 5ft added to its speed.
  • You gain a natural weapon in the form of one of your protectors attacks, you gain one of your protectors attacks of your choosing and it acts as if it was used from the protector. If your protector can attack more than once you do not gain it.
  • You gain any senses your protector has such as if the protector has a 60 ft darkvision you also gain it. It does not add to any pre existing darkvision you may have.
  • As a bonus action you can take an amount of necrotic damage of your choice and heal your protector for an amount equal to the necrotic damage taken(this damage cannot be lowered or negated in anyway).

You can end this effect as a action both you and your protector returning to normal and your protector appears in a space within 5ft of you of your choosing.

Magical Assault

Starting at 6th level, your protector as grown in power, your Sworn Protectors attacks now count as magical for the purpose of overcoming resistance and immunity to non magical attacks, additionally you can pick one feature from the list bellow to add to your Sworn Protector. You may pick one feature at 6th level and you may pick another at 10th level.

  1. Keen Senses:The Sworn Protector has advantage on Wisdom(Perception) checks that rely on hearing or smell
  2. Multiattack:The Sworn protector can attack 2 times when taking the attack action
  3. Speed Beast:The Sworn Protector gets an additional 20ft added to its walking speed
  4. Water Adaptation:The Sworn Protector gains a 60ft swimming speed and can breath both air and water

Also you can use your action to spend 3 sorcery points to give your sworn protector a different feature from this list for the next 10 minutes your protector acts as if it has the feature.

Keen Senses

The Sworn Protector has advantage on Wisdom(Perception) checks that rely on hearing or smell

Multiattack

The Sworn protector can attack 2 times when taking the attack action

Speed Beast

The Sworn Protector gets an additional 20ft added to its walking speed

Water Adaptation

The Sworn Protector gains a 40ft swimming speed and can breath both air and water

Protector Training

At 14th level, your protector has learned many things and it shows, you may choose one of the following to add to your Sworn Protector.

  1. Duty:As a reaction when reduced to zero hitpoints it may instead drop to 1 hitpoint, after used it must finish a long rest before it can use this feature again
  2. Active:As a reaction when a creature moves within 5 ft of it, it may take a opportunity attack
  3. Quilled:When attacked by a creature thats within 5 ft of it the attacker takes magical slashing damage equal to the masters charisma modifier 

Also you can use your action to spend 8 sorcery points to give your sworn protector a different feature from this list for the next 1 minute your protector acts as if it has the feature.

Active

As a reaction when a creature moves within 5 ft of it, it may take a opportunity attack

Duty

As a reaction when reduced to zero hitpoints it may instead drop to 1 hitpoint, after used it must finish a long rest before it can use this feature again

Quilled

When attacked by a creature thats within 5 ft of it the attacker takes magical slashing damage equal to the masters charisma modifier 

Sworn to Protect

Beginning at 18th level, your Sworn Protector must not let you die at all cost, once per long rest as a bonus action you can spend 8 sorcery points to have your Sworn Protector enter a heightened state for one minute while active the protector gains the following features listed for unmerged with you and merged with you

Unmerged:

  • Your protectors AC increases by 5
  • Your protector can use its reaction a number of times equal to the 2+the masters charisma modifier
  • When the protector is within 15 ft of its master, its master gains a plus 3 to there AC

Merged:

  • Your AC increases by 5
  • You have advantage on all saving throws
  • You have resistance to all damage

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2021 5:09:28 PM
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11/27/2021 12:57:24 AM
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