Any thoughts on the balance of this? It tracks Draconic Bloodline pretty closely:
Sorcerous Origin: Bitten by a Magic Spider
Your innate magic comes from being bitten by a magical spider. This spider may have been monstrous, or a spirit totem that manifested itself as a spider. The spider’s magic was mingled with your blood or that of your ancestors.
Spider Blood
As magic flows through your body, it causes physical traits of the spider to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Spider Agility
You have the agility of a human-sized spider. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Spider Sense
You gain proficiency in perception, and may use the higher of your charisma or wisdom modifier.
Poisonous Affinity
Starting at 6th level, when you cast a spell that deals poison damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage type for 1 hour.
Spider Step
Beginning at 14th level, you can climb walls like a spider. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Also, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
Spider’s Aspect
Beginning at 18th level, you can channel the innate fear creatures have of spiders, causing those around you to become frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear 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 Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Overall pretty good. I would make changes to Spider Blood and Spider Agility however. Spiders aren't known for durability so extra hit points doesn't make sense. I would make a modified version of Eyes of the Dark from Shadow Magic.
When you reach 3rd level in this class, you learn the Web spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can walk through the web without penalty.
As for Spider Agility, extra AC is fine but I would stick to the 13 +Dex from Dragon Magic. It's not clear why Charisma would help your AC, and it would give you a bigger bonus (as big as Monks) at higher levels.
Thanks. The idea behind the CHA/AC link was that the character gets a magical boost to their agility, so you get the bonus for your casting stat. But, that may be overpowered.
Any thoughts on the balance of this? It tracks Draconic Bloodline pretty closely:
Sorcerous Origin: Bitten by a Magic Spider
Your innate magic comes from being bitten by a magical spider. This spider may have been monstrous, or a spirit totem that manifested itself as a spider. The spider’s magic was mingled with your blood or that of your ancestors.
Spider Blood
As magic flows through your body, it causes physical traits of the spider to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Spider Agility
You have the agility of a human-sized spider. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Spider Sense
You gain proficiency in perception, and may use the higher of your charisma or wisdom modifier.
Poisonous Affinity
Starting at 6th level, when you cast a spell that deals poison damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage type for 1 hour.
Spider Step
Beginning at 14th level, you can climb walls like a spider. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Also, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
Spider’s Aspect
Beginning at 18th level, you can channel the innate fear creatures have of spiders, causing those around you to become frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear 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 Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Overall pretty good. I would make changes to Spider Blood and Spider Agility however. Spiders aren't known for durability so extra hit points doesn't make sense. I would make a modified version of Eyes of the Dark from Shadow Magic.
When you reach 3rd level in this class, you learn the Web spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can walk through the web without penalty.
As for Spider Agility, extra AC is fine but I would stick to the 13 +Dex from Dragon Magic. It's not clear why Charisma would help your AC, and it would give you a bigger bonus (as big as Monks) at higher levels.
Thanks. The idea behind the CHA/AC link was that the character gets a magical boost to their agility, so you get the bonus for your casting stat. But, that may be overpowered.
I love this. Can we get an "Alchemical Mishap/Gamma Radiation" brew?
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