Base Class: Sorcerer
The spirit of the Unchained Soul is extremely powerful, and fights the Sorcerer’s conscience in a constant battle of instinct and will. And though the Sorcerer may be able to hold back this instinct to destroy, there will be times the spirit takes control anyway.
You come up with the cause of this. Is this the product of a curse laid on your sorcerer’s parents? A prophecy of doom? Or simply a fiend that grew fond of inhabiting a mortal body? Whatever the case, these Sorcerers must seek control or risk losing themselves to the beast within forevermore.
Unchained Magic
You learn additional spells when you reach certain levels in this class, as shown on the Unchained Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can be replaced when you gain a level in this class.
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 an evocation or necromancy spell from the sorcerer, warlock, or wizard spell list.
Unchained Soul Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Cause Fear, Arms of Hadar |
| 3rd | Web, Ray of Enfeeblement |
| 5th | Vampiric Touch, Summon Shadowspawn |
| 7th | Evard’s Black Tentacles, Shadow of Moil |
| 9th | Enervation, Conjure Volley |
Corruptive Spirit
Starting at 1st level, you can unleash your Unchained Spirit, granting great power at the cost of your sanity. Using an action, you can take on whatever Unchained Manifestation you chose, and gain the following benefits for up to 1 minute:
- Your AC increases by +2
- You gain proficiency in martial weapons, and when you make a weapon attack, you can use your Charisma Modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- Your sorcery points can be converted to extra damage. By spending 1 sorcery point, you can add 2d6 necrotic damage to a successful attack roll you make, and for every sorcery point after 1 you can add an extra 1d6 necrotic to the total amount of damage, to a maximum of 5d6.
For every turn (after the first) that this feature is in effect, you take 1d4 psychic damage as the Unchained Spirit struggles for control, until the effect ends or you take an action to regain control from the spirit. This damage does not affect your concentration. Once you use this feature, you cannot use it again until you finish a short or long rest.
Malicious Intent
At 6th level, you can choose to lose yourself even more for greater power. When using your “Corruptive Spirit” feature, you can choose to spend 2 sorcery points, imbuing yourself with an even stronger presence, gaining the following benefits for as long as your Unchained Spirit remains active:
- You gain temporary hit points each turn equal to 5 + your Charisma Modifier.
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
- Your weapon attacks become magical for the purpose of overcoming resistances, and deal necrotic damage equal to half your proficiency bonus (rounded down)
You will now take a total of 2d4 psychic damage for every turn your Unchained Spirit remains active.
Wicked Incarnation
At 14th level, as you begin to reach a peace with the malicious spirit within, you can unleash its true form. When you release your Unchained Spirit, you can spend a total of 3 sorcery points to take on an "Unchained Avatar", a spectral embodiment portraying the likeness of the spirit within. You can decide what this spirit looks like.
The Unchained Avatar is a large incorporeal entity that will fill a 10 foot space. It has no health or physical form, and cannot cast spells, but grants you the following benefits:
- When you take the attack action while using this feature, you can make 1 extra melee weapon attack, to a total of 3 attacks.
- When you successfully damage a creature your Unchained Avatar will automatically add 1d6 necrotic damage to the attack.
Chain the Unchained
At 18th level, you have reached a perfect synergy with the malicious spirit within. You can now release and dismiss your Unchained Spirit with a bonus action, utilize it for 10 minutes, and you no longer take psychic damage from using any of your subclass features.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/6/2022 10:54:14 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
3/7/2022 12:47:36 AM
|
3
|
0
|
1.1
|
Coming Soon
|
Comments