Sorcerer
Base Class: Sorcerer

Throughout all recorded history, rumors of near demigod level beings capable of incredible feats of strength, power, and awe have resonated, rumors of humanoids such as this have rung true. Those afflicted with the Mutant Form are a tough and powerful lot, capable of holding their own in most situations. With their strange tie to the primal magics of the world, these Sorcerers were either born with an unnatural tie to the Elements, or gained one through a terrible accident. Though not much is known about beings affiliated with this Sorcerer Bloodline, those that are, are known for their Potent Powers, Resilience, and magical control. Not much though, can be said for their heroism. Many sorcerers of this bloodline use their begotten power for personal gain or evil machinations, but a noble few exist. Those Mutants that may use the power they gain to defend the innocent are commonly remembered as great adventurers and even legendary heroes.

Initial Mutation

As you mutate for the first time, your form changes, and you become immensely toughened in comparison to common folk. At 1st level, your skin becomes hardened, as though it were made of steel. When you aren’t wearing armor, your AC equals 10 + Dexterity Modifier + Constitution Modifier.

Additionally, You can now make a new melee attack called a Strike, this mutated punching attack deals 1d6 and uses your Charisma Modifier in place of Strength or Dexterity, Once on each of your turns when you attack with a Strike using the Attack action, you can make one additional Strike attack as part of the same action. You also gain proficiency in the Athletics skill.

 

Mutant Spells

1st-level Magical Mutant feature

You learn additional spells when you reach certain levels in this class, as shown on the Mutation 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.

Mutant Spells
SORCERER LEVEL SPELLS
1st Feather Fall, Jump, Longstrider
3rd Enhance Ability, Scorching Ray
5th Haste, Lightning Bolt
7th Stoneskin, Wall of Fire 
9th Cone of Cold, Flame Strike

Primal Affinity

(NOTE: Dndbeyond won't allow you to add in class features outside of certain levels, as such, please refrain from choosing a Primal Element until you reach 3rd level, lest your game be very broken.)

At 3rd level, your magical mutation comes into its own. Your body and soul are now bound to a Primal Elemental force. Choose one Primal Element, you gain a minor power and that element's included damage types are used by features you gain later. 

Energy

Energy is the force of all movement, the heat derives from the motion of Everything. This best brought to its full potential by the quick flash of lightning. When you pick this Primal Element you gain a +5 bonus to your Initiative and +10 bonus to all movement speeds. Your Primal Element's damage types are Lightning and Fire

Flame

Flame is the most barbaric and potent of all Elements. If left untamed, it could cause nothing but destruction. When you choose this Primal Elements, you gain the ability to send this destruction out at will. When a source within 10 feet of you damages you, you may send out a Flame Surge and cause it to take 1d6 fire damage. Your Primal Element's damage types are Fire and Radiant.

Gravity

This force of nature causes planets to collide, asteroids to fly through space, and castle walls to crumble to dust. When you pick this Primal Element You gain advantage on Saves against the Grappled, Prone, and Paralyzed condition. Your Primal Element's damage types are Thunder and Bludgeoning.

Ice

Water is the necessary ingredient for life. But Ice is a volatile, malleable, and hard element. It's a potent attribute the most violent of storms, and such low temperatures can be deadly.  When you choose this Primal Element you gain a +1 bonus to your Armor Class while initiated in combat as your body freezes over. Your Primal Element's damage types are Cold and Necrotic.

Psionics

The psionic innerworkings of the mind are mysterious and terrifying. The mind and soul are a fortress that should not often be left unguarded. But you know your way around. When you choose this Primal Element you gain the ability to speak telepathically to any creature within 120 ft., the target of this effect may respond telepathically as well, but a creature with an intelligence score of 3 or lower is unaffected. Your Primal Element's damage types are Necrotic and Psychic.

Extra Attack

Starting at 6th level, you can make two attacks, instead of one, whenever you take the Attack action on your turn. Additionally, you now suffer no disadvantage from casting spells at melee range.

Elemental Potency

Starting at 6th level, when you cast a spell that deals damage, you may automatically transmute the spell's damage to match the damage types associated with your previously chosen Primal Element. You cannot use Elemental Potency if you have no remaining Sorcery points.

Elemental Gale

At 14th level, you can evoke and surround yourself with your Primal Element to such an extent you gain the ability to move as though you were flying. You now gain resistance to the damage types listed under your Primal Element, and deal an additional amount of damage on your Strike attacks equal to your Charisma, this extra damage can be one of the damage types listed on your Primal Element.

Additionally as an Bonus Action you can spend one or more Sorcery points to gain a flying speed equal to double your current speed for 1 minute per sorcery points spent. If you would rather spend no sorcery points, you may take a bonus action to grant yourself a 30ft. flying speed. This flight lasts until you choose to end it as a Bonus Action. You cannot grant yourself an Elemental Gale in any way if you have no remaining Sorcery Points.

Energy

You gain resistance to Lightning and Fire damage.

Flame

You gain resistance to Fire and Radiant damage.

Gravity

You gain resistance to Bludgeoning and Thunder damage.

Ice

You gain resistance to Cold and Necrotic damage.

Psionics

You become resistant to Psychic and Necrotic damage.

Super-Mutation

Beginning at 18th level, you can channel the most powerful form of your Mutation's Primal Affinity, now gaining a new power based on your Primal Element. 

Energy

Your energetic mutation comes into full, letting you move at great speeds with ease. You gain a 20ft. bonus to your walking speed, additionally you may spend a sorcery point to cast the  Misty Step spell, when you cast it using this ability you may double the range of the spell.

Flame

As your mutation comes into its own, your destructive power and resilience evolves to a terrifying level. You are now Immune to Fire and Radiant damage and your Flame Surge deals an additional die of damage. Additionally, you may spend a sorcery point to cast the Fireball spell at 3rd level. 

Gravity

Your control of physical forces has exalted, allowing you to adjust your own density and strength. As an action, you may spend a sorcery point to be under the "Enlarge" effect from the Enlarge/Reduce spell for the following hour, no concentration required. When casting the spell in this way, you are not larger unless you wish to be.

Ice

Your mutation and constructive manipulation of the cold has perfected. You may spend a sorcery point to cast the [spell]Ice Storm[spell] spell at 4th level.

Additionally, when you cast a spell that deals cold damage you gain a number of temporary hit points equal to double your Charisma Modifier. While you have temporary hit points in this way, you also gain a +1 bonus to your Armor Class.

Psionics

Your Psionic mutation is near innate, letting you manipulate your surroundings. You may choose to spend one Sorcery Point to cast the Telekinesis spell. Additionally, on each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
10/25/2021 8:38:53 PM
14
0
5
Coming Soon
11/9/2021 9:35:31 AM
13
0
6
Coming Soon
11/9/2021 9:43:45 AM
12
0
--
Coming Soon
11/9/2021 9:52:27 AM
12
0
--
Coming Soon
11/11/2021 6:51:26 AM
12
0
--
Coming Soon
1/8/2022 3:53:13 AM
19
0
2
Coming Soon
1/8/2022 3:54:56 AM
19
0
5
Coming Soon
1/8/2022 4:10:57 AM
19
0
6
Coming Soon
1/8/2022 4:46:32 AM
19
0
--
Coming Soon
2/9/2022 7:27:25 PM
20
0
7
Coming Soon
4/22/2022 8:14:08 PM
49
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes