Sorcerer
Base Class: Sorcerer

An incident in your past has brought forth a source of arcane power within you, allowing you to adapt to the world around you quicker than others and to make changes to your physical body. This may have been the result of magical experimentation, a curse or gift from a god, or perhaps even just a rare genetic mutation in your species.

Adaptive Nature

From 1st level in this origin you have an adaptation die which is a d4. If you fail a saving throw against an ongoing effect such as the poisoned condition or hold person, then you can add the adaptation die to rolls in later turns to resist the effect.

This adaptation die increases to d6 at L6, d8 at L12, and d10 at L18.

Additionally, you learn the alter self spell when you reach 3rd level in this class and this spell does not count towards the number of sorcerer spells you know. Whilst concentrating on the spell it has the following changes:

  • You can change the feature as a bonus action, rather than an action.
  • You have an additional feature for it which allows you to gain a climbing speed equal to your movement speed. The benefit for this could be claws, suckers, a sticky resin, or other suitable feature as ruled by your DM.
  • If you choose the Natural Weapons feature for this spell then you can add your adaptation die to the damage you deal with unarmed strikes whilst Alter Self is in effect.

Reactive Resistance

At 6th level you've become more adept and adaptable. As a reaction to taking damage which is not bludgeoning, piercing or slashing, you can now spend 1 Sorcery point to gain resistance to that incoming damage. This resistance lasts for 1 hour. You can have more resistances active but the second resistance from this feature costs 2 points and the third costs 3 points. When you gain resistance through this feature your skin changes shade depending on which resistances you have - red for fire, green for poison, etc.
Additionally, if you cast a spell which deals the same type of damage as a resistance you currently have from this feature then you can add your adaptation die to one damage roll of that spell.

Malleable Form

By 14th level you've now learned to adapt your physical form more comfortably. You can cast the alter self spell at will and gain the following additional benefits:

• You have an additional feature for it which allows you to grow wings. When you use this feature you gain a flying speed equal to your movement speed. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
•  You can have two features active for this spell at the one time. You can only change or activate one feature at a time, although you could use both the action and bonus action on your turn to change two features in a turn.

Power Absorption

Starting at level 18 your ability to adapt has evolved further and you can now absorb the energy of incoming spells to recharge your own energies.

When you take damage from a spell cast by someone else, you can use your reaction to gain sorcery points equal to the level of that spell. Using this ability on a cantrip will yield no sorcery points and this ability can only be used to recharge you up to the number of sorcery points for your level as shown in the Sorcery Points column of the sorcerer table. You can only use this ability once on a particular instance of a spell, so if a concentration spell such as Spirit Guardians deals damage to you each turn you can only pull in power from it once. If the caster subsequently recasts the same spell then you can pull in power from it again when it damages you.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2019 4:33:16 PM
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