Sorcerer
Base Class: Sorcerer

Voidwalkers are sorcerers born with a direct connection to the magical essence of the depths of the void, with their magical abilities allowing them to connect their mind and soul between the material plane and the Void, giving them the the power to draw strength from the emptiness of the Void, reshaping their spells and magic, allowing them to redirect and control energy around them.

Void Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Void 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. The new spell must be a Abjuration and Transmutation spell from the sorcerer, warlock, or wizard spell list.

Void Spells
Sorcerer Level Spells
1st catapult, absorb elements
3rd levitate, enhance ability
5th slow, haste, counter spell
7th Freedom of Movement, Gravity Sinkhole
9th Wall of Force, Telekinesis

 

Projectile Control

 at 1st level, your connection to the void curses through your body, allowing you to manipulate physical and magical energy and change it's course, and controlling as your own. when a spell or ranged attack is used during the round, you can use your reaction to attempt to stop it, redirect it, or accelerate it.

Redirect. when a creature you can see casts a projectile spell or makes a ranged attack, you can use your reaction to roll 1d10 + your proficiency bonus + your sorcerer level, the creature must then must roll for the spell's effects, if the roll is lower than yours, the spell/attack stops midcourse, and you can spend 1 sorcery point to redirect it to a target of your choice, making any necessary rolls for the attack/spell. 

Accelerate. when a creature you can see casts a projectile spell or makes a ranged attack, you can use your reaction to roll 1d10 + your proficiency bonus + your sorcerer level,  the creature must then must roll for the spell's effects, if the roll is lower than yours, you can spend 1 sorcery point to amplify the effects, adding an additional die to the effects, whether healing or damage, and the spell/attack gains a bonus to the attack roll if there is one equal to half your proficiency bonus. 

you can use this feature a number of times equal to your charisma modifier (minimum of 1), regaining all expended uses on a long rest.

Energy Overcharge

at 6th level, you can focus your mind to harness the energy running throw your body into your hands and fingers as you gain the ability to tear holes through the fabric of reality, allowing you to draw out different forms of energy from the void itself. you gain 3 additional sorcery points, as well as the following metamagic options:-

Overcharged Spell. when you roll damage for a spell, you can expend 1 to 5 sorcery points to overcharge the spell, adding additional damage dice equal to the number of sorcery points spent. for every additional damage dice rolled after 2 you take an amount of damage equal to twice your proficiency modifier.

 Draining Spell. when you cast a spell targeting an enemy creature, you can expend 2 sorcery points to drain energy from them, causing them to lose their bonus action and reaction until the end of you're next turn.

if the spell has an area of effect, you must spend expend an extra sorcery point for every 10 ft of AoE.

Power Absorption

at 14th level you master the flow of the void through your body and are able to absorb incoming energy into your body and making it your own and controlling it for yourself. when you take Radiant, Lightning, Fire, Cold, Necrotic, Force, or Thunder damage, you use your reaction to absorb the damage, gaining resistance to that damage type until the end of your next turn. When absorbing damage, you gain 2 sorcery points, alternatively, when absorbing damage, you can make a melee attack as a part of the reaction using your spellcasting modifier, on hit the target takes an amount of damage equal to the damage you resisted of the same type up tp a maximum of 50 damage. using this feature more than 3 times per long rest causes you to take damage equal to twice your proficiency bonus.

you can use this feature a number of times equal to your charisma modifier (minimum of 1), regaining all expended uses on a long rest.  

 

Singularity

at 18th level you gain the ability to focus an immense amount of energy into a singular point, creating a miniature black hole. as an action, you can expend 10 sorcery points to create a black hole in a point you can see within 120 ft of you. Every creature of your choice within 50 ft of the black hole must make a constitution saving throw with disadvantage against your spell save dc, on a failed throw, every ranged attack or spell used by that creature is sucked into the black hole instantly disappearing. additionally, they must make a dexterity saving throw, on a failed throw, they take force damage equal to half your sorcerer level and are pulled 20 ft closer to the center of the black hole on the start of each of their turns, the black hole lasts for 1 minute.

you can use this feature a number of times equal to the number of 7th level spell slots you have, regaining all uses on a long rest.

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