Sorcerer
Base Class: Sorcerer

Restriction: Orcs Only- Only orcs can utilize the Sorcerous Origin WAAAGH!. Your DM can lift this restriction to better suit their campaign.

Patron of the Waaagh!- At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally your arcane power is drawn from your physical strength; you may use your Strength instead of your Charisma as your spellcasting ability to determine your spell DC and Spell attack modifier for all of your sorcerer spells. Furthermore while you are not wearing armor your AC is equal to 10 + your Strength modifier + your Dexterity modifier.

'Ere We go! Beginning at 6th level when you use your action to cast a spell you may make one melee weapon attack as a bonus action.

Fists of Mork. Beginning at 14th level when a creature within 60 feet of you hits you with an attack, you can use your reaction to conjure a large green fist to damage the attacker. The damage is equal to 2d10 + your Sorcerer spellcasting ability modifier.

Foot of Gork. Beginning at 18th level you are able to call down an enormous green foot to crush your enemies. As an action you can expend 10 sorcery points to conjure the Foot of Gork target any point within 60 feet of you. Each creature in a 20-foot-radius, 100-foot high cylinder of that point must make a Dexterity saving throw against your Spell DC. A creature takes 10d10 bludgeoning damage and is knocked prone on a failed save; a creature that succeeds this saving throw suffers half as much damage and is not knocked prone.

At the start of your next turn you may use your bonus action to attempt to call down the Foot of Gork again, without expending any additional sorcery points. You must make a DC 15 ability check, using your sorcerer spellcasting ability. If you succeed you may call the Foot of Gork down again as described above. Each additional turn you attempt summon the Foot of Gork in this way, the DC increases by 5. If you fail the ability check the Foot of Gork appears, but you cannot choose its location, instead it is centered on you.

If you choose not to summon the Foot of Gork, the affect ends and you must complete a long rest before using this feature again, at which point the DC to resummon the Foot of Gork resets to 15.

Fists of Mork

Beginning at 14th level when a creature within 60 feet of you hits you with an attack, you can use your reaction to conjure a large green fist to damage the attacker. The damage is equal to 2d10 + your Sorcerer spellcasting ability modifier force damage. Target makes a Dexterity save vs spell DC.  On a save takes half damage, on a fail is also knocked prone.

Foot of Gork

Beginning at 18th level you are able to call down an enormous green foot to crush your enemies. As an action you can expend 10 sorcery points to conjure the Foot of Gork target any point within 60 feet of you. Each creature in a 20-foot-radius, 100-foot high cylinder of that point must make a Strength saving throw against your Spell DC. A creature takes 10d10 force damage and is knocked prone on a failed save; a creature that succeeds this saving throw suffers half as much damage and is not knocked prone.

At the start of your next turn you may use your bonus action to attempt to call down the Foot of Gork again, without expending any additional sorcery points. You must make a DC 15 ability check, using your sorcerer spellcasting ability. If you succeed you may call the Foot of Gork down again as described above. Each additional turn you attempt summon the Foot of Gork in this way, the DC increases by 5. If you fail the ability check the Foot of Gork appears, but you cannot choose its location, instead it is centered on you.

If you choose not to summon the Foot of Gork, the affect ends and you must complete a long rest before using this feature again, at which point the DC to resummon the Foot of Gork resets to 15.

Brute Strength

While you are not wearing armor your AC is equal to 10 + your Strength modifier + your Dexterity modifier

Patron of the Waaagh!

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally your arcane power is drawn from your physical strength; you may use your Strength instead of your Charisma as your spellcasting ability to determine your spell DC and Spell attack modifier for all of your sorcerer spells. Furthermore while you are not wearing armor your AC is equal to 10 + your Strength modifier + your Dexterity modifier.

'Ere We go!

Beginning at 6th level when you use your action to cast a spell you may use a dash action as a bonus action.

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