Sorcerer
Base Class: Sorcerer

In days long past, there existed an occult and arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who were born with this power of ruin came to be called black sorcerers, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.

Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.

Astral Fire

Starting when you choose this origin at 1st level, your spells manipulate the balance of your mind, spirit, and body towards the Astral energies of Fire.

When a spell or cantrip dealing fire damage hits a creature, a floating orb of fire will appear next to you. Up to three of these maximum can be created, and one spell can give you only one orb. The orb(s) will last 3 rounds before they all disappear, unless a spell or cantrip dealing fire damage hits a creature, which will make the timer reset. Additionally, when you reach 6th level in this class, when a spell dealing cold damage hits an enemy, you will lose all of the Umbral Fire orbs you have, and you won't gain an Astral Ice orb. Each orb's effect will vary depending on the level of the spell used to create it. The orb(s) can be used one of two ways:

For each Astral Fire orb that floats around you, the damage of your fire spells that take a spell slot are increased. The damage increase varies depending on the level of the spell slot that was used for the cast.

As a bonus action, you can also consume all the orbs you have to launch them at a target for damage varying on each orb and the level of the spell that was casted to obtain each Astral Fire orb. The target must roll a Dexterity saving throw for this attack.

Spell Level

Effect

Cantrip

The Astral Fire orb created by a cantrip will increase the damage of fire spells by 1. This orb will deal 1d4 damage when launched.

1st-2nd

The Astral Fire orb created by the specified spell levels will increase the damage of fire spells by 2. This orb will deal 1d6 damage when launched.

2nd-3rd

The Astral Fire orb created by the specified spell levels will increase the damage of fire spells by 3. This orb will deal 1d8 damage when launched.

4th-5th

The Astral Fire orb created by the specified spell levels will increase the damage of fire spells by 4. The orb will deal 1d10 damage when launched.

6th+

The Astral Fire orb created by the specified spell levels will increase the damage of fire spells by 5. The orb will deal 2d6 damage when launched.

Umbral Ice

Starting at 6th level, your spells are now able to manipulate the balance of your mind, spirit, and body towards the Umbral energies of Ice to consume.

When a spell dealing cold damage hits a creature, a floating orb of ice will appear next to you. Up to three of these maximum can be created, and one spell can give you only one orb. The orb(s) will last 3 rounds before they all disappear, unless a spell or cantrip dealing cold damage hits a creature, which will make the timer reset. When a spell or cantrip dealing fire damage hits an enemy, you will lose all of the Umbral Ice orbs you have, and you won't gain an Astral Fire orb. Each orb's effect will vary based on the level of the spell used to create it.

The Astral Ice orbs can be consumed to create a one temporary spell slot equal to the total value of all three orbs. You must have at least three Umbral Ice orbs to consume them.

Spell Level

Value

1st

Creates an Umbral Ice orb with an value of 0.5.

2nd

Creates an Umbral Ice orb with a value of 1.

3rd

Creates an Umbral Ice orb with a value of 1.5.

4th

Creates an Umbral Ice orb with a value of 2.

5th+

Creates an Umbral Ice orb with a value of 2.5.

Aspect Mastery

At 14th level, while you have at least one Astral Fire orb, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage. Additionally, while you have at least one Umbral Ice orb, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.

Paradox

At 18th level, you achieve mastery over the Astral and Umbral energies that begin to overflow within you.

When you use three Astral Fire orbs, your soul becomes infused with an Astral Heart, which you can only have one of. Additionally, your soul can also become infused with an Umbral Heart when you consume three Umbral Ice orbs, which you can only have one of. Your soul is infused with these hearts for 5 rounds. 

You can consume both of the Astral and Umbral hearts to unleash an aura of ice and fire that surrounds you. For 1 minute, you gain the following benefits.

  • You have resistance to both fire and cold damage.
  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • You gain a bonus to your AC and saving throws equal to your Charisma modifier.
  • When you cast a spell that deals fire or cold damage, add your Charisma modifier to that damage. 
  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

Once you use this, you cannot use it again until your next long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes