Base Class: Sorcerer
A bloodline whose power was granted at the dawn of civilization by the deity known as the Sage of Eight Souls who controls the eight realms of fire, water, earth, wind, lightning, reality(space and time), reason, and chaos. Many scholars note the cultural and philosophical similarities between monks and Way of Eight sorcerers. Many sorcerers who come from this bloodline are neutral aligned, though there are exceptions.
Will of Body
Though many who are born under the Way of Eight are trained with a forged weapon, they are also trained to use their own body as a weapon itself. Through this training you have also found ease of movement and proficiency in Light Armor.
You have proficiency in unarmed fighting, and have an unarmed strike that deals 1d6+ your dexterity modifier in bludgeoning damage. This increases to 1d8 at level 10, and 2d6 at level 15.
Soul Attunement
Through their bloodline, one under the Way of Eight has the ability to attune their soul to a specific aspect of the Sage of Eight Souls. You may choose one between fire, water(ice), earth(tree, wood, nature, animal, bludgeoning, piercing), wind(air, cloud, sky, fly), lightning(thunder), reality(force, psychic, space, and time), reason(radiant, divine), and chaos(necrotic, acid, poison). You have a +2 bonus to rolls for a spell regarding the chosen aspect (the spell must deal damage of the corresponding type or have one of the aspects in it's written name) and deal an extra die of damage if the spell is a damage spell. You also have resistance to the damage type of your aspect.
You may also spend up to 3 sorcery points to add a d6 of extra damage determined by the aspect you chose to your weapon attacks or unarmed strikes for 3 rounds of combat. this increases to a d8 at level 11, and a d10 at level 17.
You may choose another aspect at level 11, and another at level 17.
Second Strike
As a bonus action, you may spend 2 sorcery points to make an extra attack with your unarmed strike. You may only use this feature once per round.
Projected Soul
Spend 5 sorcery points and choose one of your soul attunements. For 3 minutes, you gain +3 AC and whenever a creature attempts a melee attack against you, they must make a DC 17+charisma modifier dexterity save or take 2d6 of your attunement's damage type.
At level 17, you unlock the Greater Projected Soul, which grants +6 AC, 3d6 of your attunement's damage type, the 'large' size category, and +10ft of range to your unarmed strikes. Creatures do not benefit from sneak attacks against you, and you gain 30ft of truesight.
Purified Soul
Through the purified connection between you and your attunement type, if you are brought down to 0 hit points, you may expend a spell slot of 3rd level or higher, or half of your sorcery points and instantly be brought back to 20 hit points. You may only use this feature once per long rest. You are also now immune to poison and necrotic damage, and are not sickened by spoiled/contaminated foods.
Previous Versions
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12/11/2021 9:37:45 PM
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