Sorcerer
Base Class: Sorcerer

The man stood tall and strong as the troll bore down on him, club raised. His eyes flashed with a bright blue lightning in the form of a rune. A shimmering barrier  of irredescent light formed over his skin just as the club would have struck, deflecting the blow. The man began to lift off the ground. Beneath his feet a huge glyph, 10 ft in diameter began to form as if from the earth itself. The troll, entranced by the glowing, floating figure didnt notice as the rune formed beneath his feet. Suddenly, just as the man reached 30 feet in the air, the earth exploded upwards, catching the troll in a fiery explosion. 

The child stared up at the impassive giant in his silver and black full plate, his towering greatshield held at his side. The child laughed as the mans gauntletted fist reached down to take the childs hand. As their hands touch, a blue black bruise forms in the palm of the childs hand shaped like trident with two horizonal crossed lines. The giant man's armor begins to glow as runes appear across it, giving off a strange blue black glow. The man chuckles, "Gol bless you child, thank you for your protection.", as he leads the child away through the crowd.

The woman stares down the side of the great wall at the enemy far below. The soldiers stand resolute beside her. She brushes the hair out of her face, revealing the mass of scars that crisscross the side of her face like a jagged script, and turns to the commander. "Commander, my wards are ready when you are!". "Thank you Ward Marked. How many men can you float down?" ."10, if I spend the energy. The fall will still be rapid, but they will not be harmed." ."Then I shall go with you, grant me your transference, so I may act as a conduit for your aura as well. Can you maintain two at once?". "I believe so, we shall see.". With a touch, the side of the commanders face began to shimmer as a faded remnant of a scare appears in a jagged pattern, and he, the woman, and 8 men leap from the walls. Right before they hit the ground, they slow, and a sphere of shimmering light forms in a large area around the woman and the commander, as they wade into the frey. 

The Ward Marked are said to descend directly from the bloodline of Gol. While many challenge this beyond the borders of his realm, it is absolute that the ward marked possess an image ability to shield and protect. It is said that some ward marked as children are never wounded and it takes significant damage and abuse to even cause a ward marked child to flinch with pain. Ward Marked are called as such because the children of Gol who are blessed with this divine magic are marked upon their body from birth. For each child it is different, but one of the runes of the abjuration school of magic will be found upon their flesh, in the patterns of their hair, in the colours of their eyes, or some other appearance. To be ward marked is to carry the old magics of abjuration. How each ward marked uses this innate gift is up to them.

Appearance of the Mark
For every Ward Marked the symbol is different and so is its appearance. Decide on the appearance and location of your mark, or roll on the table below.

d6 Appearance
1 Brand or scar in your skin that raises when you cast
2 Tattoo that moves across your body to sit between you and harm
3 White glowing rune in the black of your pupil that brightens and dims with your emotions
4 Patch of blond symbols dyed in your dark hair that whip as if in the wind when you cast
5 The lines of your palms and fingerprints form runic symbols that change with your spell choice
6 Bruises that appear when you channel the magic in your blood

Warked Marked Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Ward Marked 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.

 
Ward Marked Spells

Mark of the Abjurationist

Starting at 1st level your Ward Mark acts as your spell casting focus for your Sorcerer spells. Abjuration spells which require material components that are consumed by the spell may be cast without consuming those components. 

Swift Barrier

Starting at 1st level your ward protects you from harm. You gain a permanent +1 to your armor class. Additionally, whenever you are hit by an attack, you may use your reaction to focus your magic through your ward, creating a thin barrier of concentrated force granting you a +2 to your AC. This barrier lasts until the start of your next turn.

Gifted Abjurationist

Ward Marked Sorcerers find the rules of abjuration magics bend more easily to their will than other magics. From 6th level, whenever you use metamagic on an abjuration spell, you may reduce the sorcery points cost by 1. 

Ward Transference

At 14th level, you gain the ability to bind yourself to another creature, granting them the benefits of your ward. You may touch a willing creature, branding them with your ward for 1 minute. For the duration, they gain a +1 bonus to their AC. Additionally, any active effects granted by this class (Swift Barrier and Warded Aura) or abjuration spell that you cast with a range of self or touch you may instead cast on/through the marked creature as if they were you. You may only have one creature marked in this way at a time.

Warded Aura

Beginning at 18th level, you can channel the power of your ward as an aura. As an action, you can spend 3 sorcery points to draw on this power and exude a warded aura centred on yourself in a 30 ft diameter sphere. When you activate this ability you may consult the table and choose one of the effects. You may spend 2 additional sorcery points to activate an additional random effect. The effects cannot stack and you may have up to a maximum of 3 active effects. This aura lasts for 1 minute or until you lose your concentration (as if you were casting a concentration spell). 

 

d6 Warded aura Effect
1 Ally creatures of your choice (including you) within the aura gain +3 to their AC.
2 Ally creatures of your choice (including you) within the aura gain +3 to their Saving Throws.
3 Ally creatures of your choice (including you) within the aura cannot be charmed or frightened.
4 Ally creatures of your choice (including you) within the aura cannot be paralyzed, petrified, or stunned.
5 Any critical hit against ally creatures of your choice (including you) within the aura becomes a normal hit.
6 Ally creatures of your choice (including you) within the aura gain resistence to one damage type of your choice (all creatures resist the same damage type).

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