Sorcerer
Base Class: Sorcerer

You are a cursed soul, doomed to go mad eventually. You have the power of touching the True Source and weaving together spells with the male half of the source, Saidin. Wielding is a strenuous task, and you must seize it with all your might, lest the torrent of searing sweetness and freezing filth send you to insanity…

Clutches of Madness

Starting when you choose this origin at 1st level, your spellcasting can cause you to go mad as you harness Saidin. Whenever you lose concentration, make a DC 10 Wisdom saving throw. If you fail, you get one level of madness.

Levels of Madness

 

Level

Effect

1-5

Your character is in control of their thoughts.

You may begin to hear voices as their level rises to 6.

6-10

Your character becomes unsettled. You must succeed on a DC 10 Wisdom saving throw or gain another level of madness when your hitpoints drop below half of your maximum.

11-15

Your character has begun to laugh frequently. Whenever you make a Wisdom saving throw, if you don't roll higher than a 10, you gain another level of madness.

16-20

Your character constantly mumbles in the voice of another. The though of seizing Saidin thrills and terrifies you. You have disadvantage on Wisdom saving throws.

21-25

Your mind is all but lost to you. Any stressful situation, real or imagined might drive you to insane behavior.

25-30

At this point, your character's mind is so far gone that madness is a permanent condition. Your character is irredeemably insane.

Saidin Weapon

Once per long rest starting at 1st level, you can manipulate the forces of Saidin to weave a simple weapon from necrotic power as an action. You are proficient with it while you wield it and the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

If you summoned one, your Saidin weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Amplified Saidin Weapon

Starting at 6th level, you can attack with your Saidin weapon three times, instead of once, whenever you take the Attack action on your turn. When you do, you gain a level of madness. In addition, you can use your Charisma modifier instead of Strength or Dexterity for attack and damage rolls with your Saidin weapon.

Controlled Madness

At 14th level, you gain an amount of control over the surges of madness. Whenever you make a Wisdom or Charisma saving throw, that roll has advantage.

Balefire

Beginning at 18th level, you can use balefire to erase your enemies' last actions. Once per turn when you reduce a creature to 0 hit points, you can spend any number of sorcery points to erase that many actions, bonus actions, reactions and movement that creature took since their last turn.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2021 12:52:44 AM
5
0
--
Coming Soon
11/10/2021 10:24:59 PM
7
0
--
Coming Soon
11/10/2021 10:39:16 PM
9
0
--
Coming Soon
11/11/2021 12:02:13 AM
8
0
--
Coming Soon
11/11/2021 12:09:27 AM
9
0
--
Coming Soon
11/11/2021 3:05:03 PM
9
0
--
Coming Soon
11/11/2021 4:55:34 PM
11
0
--
Coming Soon
11/11/2021 5:27:27 PM
12
0
--
Coming Soon
11/13/2021 6:58:34 PM
12
0
--
Coming Soon
12/11/2021 5:09:50 PM
17
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes