I’m new to dnd and decided to try my hand at making a sorcerer subclass, and I wanted to see if anyone had any tips or comments.
KRASENVAULD
Legend tells of the great Father Dragon, Krazzen, who rose to near godhood before giving it up to defeat an ancient evil. As he died, his eldunari, the great orb which housed his soul, shattered outwards into the unknown. Though this was the last anyone heard of the great Krazz, every once in a while, a piece of his shattered soul will find its way, either by coincidence or fate, into the hands of an unsuspecting child who knows not the powers before them, or maybe an adventurer who has searched for one their whole life and is finally chosen, entering them, merging with them, and transforming them from the inside out.
Etherite Protection
As the power of Krazz flows through your body, your bones are replaced with etherite, a nearly indestructible metal made of solidified energy. This gives you resistance to bludgeoning damage.
Additionally, you receive a heart scale of the same on your chest, about the size of two small hands put together, as well some budding scales on your hands and wrists. When not wearing armor, your AC equals 13 + your dexterity modifier.
You also speak draconic and celestial as a result of the godly power within you.
Krazzen Path
You choose one of Krazzen’s main elements to specialize in. You gain resistance to damage of that type, and the element you choose will be used later on.
Fire
Fire
Ice
Ice
Lightning
Lightning
Necrotic
Necrotic
Psychic
Psychic
Radiant
Radiant
Talons of Power
As your powers increase, the scales on your hands become a focal point for sorcerous energy and can be used as an arcane focus. Starting at 6th level, when you cast any spells that do damage of your chosen path, you can add your constitution modifier to one damage roll of that spell. As you do this, you can spend 1 sorcery point to store some excess power in your talons, which you can add to your next attack as 1d10 force damage.
Void Armor
At level 14, you gain the ability to generate a suit of black crystalline armor that fully encases your body and any clothing and armor you are wearing, and includes a pair of retractable wings that give you a flying speed equal to half your walking speed. You can create the armor as a bonus action on your turn and it lasts until you dismiss it or one hour after summoning. While wearing the armor, your AC is raised by 5 points, and you roll with advantage on all strength checks.
The armor can only be summoned once per short rest, and after being dismissed, you take all dexterity and strength checks at disadvantage for the same amount of time you wore the armor.
Presence of a god
Beginning at 18th level, you can call upon the spirit of Krazzen to bring his presence around and within you, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom 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.
You can also spend an additional 2 sorcery points to force Krazzen’s presence upon those around you, forcing those who fail the check to be knocked prone.
I’m new to dnd and decided to try my hand at making a sorcerer subclass, and I wanted to see if anyone had any tips or comments.
KRASENVAULD
Legend tells of the great Father Dragon, Krazzen, who rose to near godhood before giving it up to defeat an ancient evil. As he died, his eldunari, the great orb which housed his soul, shattered outwards into the unknown. Though this was the last anyone heard of the great Krazz, every once in a while, a piece of his shattered soul will find its way, either by coincidence or fate, into the hands of an unsuspecting child who knows not the powers before them, or maybe an adventurer who has searched for one their whole life and is finally chosen, entering them, merging with them, and transforming them from the inside out.
Etherite Protection
As the power of Krazz flows through your body, your bones are replaced with etherite, a nearly indestructible metal made of solidified energy. This gives you resistance to bludgeoning damage.
Additionally, you receive a heart scale of the same on your chest, about the size of two small hands put together, as well some budding scales on your hands and wrists. When not wearing armor, your AC equals 13 + your dexterity modifier.
You also speak draconic and celestial as a result of the godly power within you.
Krazzen Path
You choose one of Krazzen’s main elements to specialize in. You gain resistance to damage of that type, and the element you choose will be used later on.
Fire
Fire
Ice
Ice
Lightning
Lightning
Necrotic
Necrotic
Psychic
Psychic
Radiant
Radiant
Talons of Power
As your powers increase, the scales on your hands become a focal point for sorcerous energy and can be used as an arcane focus. Starting at 6th level, when you cast any spells that do damage of your chosen path, you can add your constitution modifier to one damage roll of that spell. As you do this, you can spend 1 sorcery point to store some excess power in your talons, which you can add to your next attack as 1d10 force damage.
Void Armor
At level 14, you gain the ability to generate a suit of black crystalline armor that fully encases your body and any clothing and armor you are wearing, and includes a pair of retractable wings that give you a flying speed equal to half your walking speed. You can create the armor as a bonus action on your turn and it lasts until you dismiss it or one hour after summoning. While wearing the armor, your AC is raised by 5 points, and you roll with advantage on all strength checks.
The armor can only be summoned once per short rest, and after being dismissed, you take all dexterity and strength checks at disadvantage for the same amount of time you wore the armor.
Presence of a god
Beginning at 18th level, you can call upon the spirit of Krazzen to bring his presence around and within you, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute, each hostile creature that starts its turn in this aura must succeed on a Wisdom 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.
You can also spend an additional 2 sorcery points to force Krazzen’s presence upon those around you, forcing those who fail the check to be knocked prone.