Sorcerer
Base Class: Sorcerer

Your magic comes from the power of your ancestors, from a forgotten land called Orisha. Ashe Center sorcerers are able to harness and combine magic from others, and channel it to create magic in it's pure form.

Power of the Center

When one of your party members casts a spell on their turn, you can cast a separate spell and spend a number of sorcery points equal to twice the spell level if the spell is of a different damage type.

Connection to Magic

As deep as your connection to your ancestors go, you also have as deep a connection with magic, giving you an innate spell for you to detect it.

Magic Extraction

When you approach the corpse of a magic user, you can attempt to rip the Ashe out of its veins, and regain sorcery points equal to a third of its challenge level (rounded down), if you succeed on a DC 15 saving throw, with your modifier being your charisma modifier.

10th Level:

You may spend 3 sorcery points to attempt to extract Ashe from a living magical creature. When you do this, it counts as an action and the creature you target must succeed on a constitution saving throw equal to your spell save DC. If they succeed, you take 5d4 damage, and if they fail, they cannot cast spells until their next turn, and they take 5d4 force damage.

Ancestor Sanctuary

As an action, you can teleport yourself and 9 others into a magical sanctuary that you can stay in for an hour. Any creatures that are in this sanctuary cannot do any harm or anything of evil intent to the others in the sanctuary. While you are here, you may draw upon your ancestors, and they might give you a piece of their wisdom.

Power of my Ancestors

As a bonus action, you may use 5 sorcery points to call upon your ancestors to grant you power to transform into a magical purple energy giant for 5 minutes. While you are in this state, your size is huge, you have advantage on strength saving throws and checks. You may use this feature once per long rest.

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