Base Class: Sorcerer
The power and magic that flows in your veins came from the massive purple canine-esque creatures with two bull-like horns and flowing manes known as the Behemoth. Most often, the blood was ingested by an ancestor in the belief that it would grant them the strength and arcane abilities these fearsome creatures possessed. Some even claimed one of their ancestors is a Behemoth. Whether it's true or not, one thing's for certain, true descendants stand-out from their own race.
Aspect of the Behemoth
Due to the potency of the blood, certain alterations happen to you that make you resemble more like a Behemoth at 1st level. Certain growths grant different effects. If your race already has an attribute similar to any of these, your bloodline manifests in a different way.
|
1d6 |
Aspect |
Benefits |
|
1 |
Grow two bull horns |
Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. |
|
2 |
Purple skin color |
Gain immunity to fire damage and ignore fire resistance when dealing fire damage. |
|
3 |
Large thick tail with webbed spines at the end |
When you pass a saving throw on a spell, if you succeed at least 5 points over the DC, you may reflect the spell's effect to a target using the spell's properties and the original spellcaster's DC plus their intended effect such as when they ask you to "Stop" with the Command spell. |
|
4 |
Sharp claws on your hands and feet |
Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Counter Attack: When you are brought to less than half your Maximum Hit Point total by a melee attack, you immediately retaliate with an unarmed strike provided you're within reach. This doesn't require a reaction and can trigger as long as you're able to attack. |
|
5 |
Heavy mane that trails down to your back |
Learn a cantrip and a 1st level spell from any spell list using your Charisma as the spellcasting ability. |
|
6 |
Gain 6ft. of height and massive muscles |
After every long rest, choose one damage to be resistant to. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. |
Extended Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Behemoth Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
|
Sorcerer Level |
Spells |
|
1 |
Armor of Agathys, Hellish Rebuke |
|
3 |
Enlarge/Reduce, Scorching Ray |
|
5 |
Call Lightning, Melf’s Minute Meteors |
|
7 |
Death Ward, Evard's Black Tentacles |
|
9 |
Dominate Person, Flame Strike |
|
17 |
Meteor Swarm |
Meteor Mash
Behemoths are well versed with magic, especially with meteors and their trait is shared with you.
As an action at 6th level, you may conjure three tiny meteors that act like the spell Melf's Minute Meteors equal to your Proficiency Bonus. As long as you have one meteor flying around you, you can immediately retaliate against a spellcaster that targeted you with a spell with one meteor. This doesn't require an action to use.
Aspect Enhancement
You body begins to mold even further as the power begins to alter your form, resembling the mighty Behemoth even more.
At 14th level, choose one more Behemoth Aspect to grow and gain its benefits. Additionally, whenever you use your meteors, you may add your Charisma Modifier to the damage.
Final Attack
As life begins to fade from your body, a surge of powerful magic keeps you conscious enough to unleash a devastating attack in hopes to annihilate your enemies.
At 18th level, if you get knocked unconscious by an attack or spell from an enemy, you may immediately cast Meteor Swarm and add your Charisma Modifier to the damage before you fall unconscious.
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