Base Class: Sorcerer
You have forged relationships with Vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. You can call upon the Vestiges to create powerful affects that can help your allies, hinder your foes, and wreak havoc across the battelfield.
Vestige Source
Starting at 1st Level, you bond with one Vestige of your choice (from the list below). You gain another bond at 5th, 10th, and 15th Level AND at the discretion of the DM. You use Constitution as your spellcasting ability. Additionally, you gain the Eyes of the Vestige spell and it counts as a sorcerer cantrip for you.
At the end of a long rest, choose a Vestige that you have access to. This is the Vestige that you are manifesting. The active Vestige applies additional effects to your Eyes of the Vestige.
Vestiges
A hundred years ago, Elidyr, the last king of Nerath, warred against gnoll invaders who marched beneath the banner of the Ruler of Ruin. The gnoll uprising was finally quelled, but at the cost of the lives of King Elidyr, his heirs, and most of his trusted barons, dukes, and champions. King Elidyr’s vestige is rueful over its failure, and it willingly gives its strength to any who call upon it.
An ancient being of manifest life force, Zutwa was a towering figure as large as a mountain, composed of bark, boughs, grass, leaves, and petals. Its limpid eyes of liquid green could spawn life in barren soil or dead tissue, or deprive earth and flesh of vitality. Zutwa gave up its existence to defeat a primordial of manifest dissolution. Even as a vestige, Zutwa’s energy seems inexhaustible to those who make a pact with it.
Khaeleth was a divine entity that gave of himself until only a shred remained. Invoking him, you perform a similar act on behalf of an ally.
You tell of the victory of the primordials against the divine army at Mount Vaelis, conjuring the thunderous echoes of their success.
Upon his demise, Ugar the Unforgiving dissolved into sand and became a harsh desert. Your words of power bring forth the searing flame of that land to burn your foes.
To know the borders of sanity, one has to cross them. With the aid of Xandor the Mad, you push your foe across that threshold.
The primordial Ilmeth felt sorrow for the lives he claimed in the Dawn War, and the war-frenzied titans under his command destroyed him for his weakness. You channel the sorrow of the slain primordial to wound your enemy with regret
Shax the Devastator is a dead primordial of the sea. With a wave of your hand, you summon a fragment of his power.
Leraje gave up the lush woods to prove her mastery of the bow, and was cast away for it. You borrow her skill, but not her pride.
A falling star soars downward, burning bright as it strikes your foe in a deafening explosion.
Your magic recalls Kaestelaria’s enslavement by the dead god Amaan, imposing similar shackles upon your foe.
The Burned Emperors ruled a region torn by strife. Once defeated, they became a shadowy entity, which you now call upon.
Your call causes the earth to rise up and crush your foe while bestowing life on you.
You call upon the Queen of Namhar, who died of thirst in the Namharid Desert, to send your foe a vivid image of death by thirst.
You call on the vestige of the spellcaster called the Master of the Hidden Flame. Through him, you burn foes by force of will.
As you attack, you scream a war cry to Zuriel, a forgotten deity dedicated to wars of justice.
Vestige of Khaeleth
You gain the effect of the Vestige of Khaeleth for your Eyes of the Vestige and your Vestige Boon.
Eyes of the Vestige Effect
Until the start of your next turn, the next attack roll made against the target has advantage.
Vestige Boon
Allies adjacent to you gain +1 to their AC and saving throws
Vestige Manifest
When you bond with a Vestige, you gain the ability to channel some of their power and manifest their aspects. Each Vestige has a unique spell. When you gain a new Vestige, you automatically learn that spell. This spell counts as one of your known spells. When you cast a Vestige spell, your current Vestige changes to the spell that was cast.
Additionally, your Eyes of the Vestige gains a bonus effect depending on your active Vestige.
Starting at 6th Level, you can use a bonus action to activate the Vestige Boon effect.
|
VESTIGE |
MINIMUM LEVEL |
EYES OF THE VESTIGE EFFECT |
VESTIGE BOON |
|---|---|---|---|
|
King Elidyr |
1 |
Until the start of your next turn, the next attack roll made against the target has advantage. |
Allies adjacent to you gain +1 to their AC and saving throws |
|
Zutwa |
1 |
Until the start of your next turn, you gain advantage on attack rolls against the target. |
You gain advantage on ranged attacks if no other ally is closer to your target |
|
Khaeleth |
1 |
The first time the target deals damage to an ally before the end of your next turn, you can reduce that damage by any amount and take damage equal to the amount reduced. This damage has no type. |
An ally within 30 feet of you gains temporary hit points equal to your Intelligence modifier |
|
Mount Vaelis |
1 |
Your Eyes of the Vestige attack deals 1d6 additional thunder damage. |
One creature within 30 feet of you gains vulnerability to thunder damage until the end you your next turn |
|
Ugar |
5 |
Your Eyes of the Vestige attack deals fire damage instead of psychic damage. The target loses any concealment and cannot gain it until the end of your next turn. |
You can move the zone up to 15 feet as a free action |
|
Xandor |
5 |
Your Eyes of the Vestige attack deals 1d8 extra psychic damage. |
You gain temporary hit points equal to your Constitution modifier |
|
Ilmeth |
5 |
The target has disadvantage on attack rolls until the end of your next turn |
You and an ally within 30 feet can swap places as a free action |
|
Shax |
5 |
You push the target a number of feet equal to 5 times your intelligence modifier. |
You can end one stunned, grappled, paralyzed, or restrained condition on you or an ally within 30 feet |
|
Laraje |
10 |
The target is immobilized until the end of your next turn. |
Plants temporarily grow around you. Until the end of your next turn, you have ½ cover against attackers that are not within 5 feet of you |
|
Solis |
10 |
If the target makes an attack roll against any ally before the end of its next turn, the target takes fire and thunder damage equal to your Constitution modifier. |
Each enemy within 15 feet is deafened and gives advantage on attacks made against them until the end of your next turn |
|
Amaan |
10 |
You push or pull the target a number of feet equal to 5 times your intelligence modifier. |
You can push or pull a creature within 50 feet of you a number of feet equal to 5 times your Intelligence modifier |
|
The Burned Emperors |
10 |
Each ally adjacent to your target can move 5 feet as a free action. |
You can teleport an ally within 30 feet of you up to 15 feet. |
|
The Land Soul |
15 |
Until the end of your next turn, the target gains vulnerability of 5 + Intelligence modifier to acid, fire, lightning or thunder (your choice) |
Each enemy within 30 feet of you takes 5 damage, and you regain 5 hit points for each enemy you damage in this way |
|
The Queen of Namhar |
15 |
The target is weakened and deals half damage until the end of its next turn. |
Until the end of your next turn, the closest enemy to you is restrained |
|
Master of the Hidden Flame |
15 |
The target takes 5 ongoing fire damage. The target can end the effect by succeeding at a DC 10 saving throw at the end of each of its turns |
Each enemy within 30 feet of you, takes 5 ongoing fire damage. The target can end the effect by succeeding at a DC 10 saving throw at the end of each of its turns |
|
Zuriel |
15 |
You knock the target prone, and the attack deals extra damage equal to your Intelligence modifier |
Until the end of your next turn, your next damage roll deals additional damage equal to your Intelligence modifier |
Resilient Vestige
Starting at 6th level, you gain a deeper connection to the vitality of your patrons. You gain bonus hit points equal to one per sorcerer level. You also gain 1 additional hit point for every further sorcerer level.
Powerful Manifestation
At 14th level, your connection to your Vestiges grows stronger than ever. You gain the ability to manifest two Vestiges at once. When you manifest a new Vestige, you choose which one expires.
Impressive Manifestation
Beginning at 18th level, you can channel the presence of one of your active Vestiges, causing those around you to become awestruck or frightened. As an action, you can draw on their power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Charisma saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Once you use this feature, you can’t use it again until you finish a long rest or unless you spend 5 sorcery points or a spell slot of 5th level or higher.
Previous Versions
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2/21/2021 8:30:07 AM
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2/21/2021 8:33:35 AM
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2/23/2021 3:54:50 AM
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4/20/2021 12:20:32 AM
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