Base Class: Sorcerer
Sorcerers that have this bloodline have a innate urge to cause destruction. The sorcerer gets the ability to go on a rampage. Use the table below to determine the number of rampages you have and other attributes during the rampage.
|
player level |
rampages |
rampage damage |
rampage temporary metamagic points |
|
1st |
2 |
+2 |
- |
|
2nd |
2 |
+2 |
1 |
|
3rd |
2 |
+2 |
1 |
|
4th |
3 |
+2 |
2 |
|
5th |
3 |
+2 |
2 |
|
6th |
3 |
+2 |
2 |
|
7th |
4 |
+2 |
3 |
|
8th |
4 |
+3 |
3 |
|
9th |
4 |
+3 |
3 |
|
10th |
4 |
+3 |
4 |
|
11th |
4 |
+3 |
4 |
|
12th |
5 |
+3 |
4 |
|
13th |
5 |
+3 |
5 |
|
14th |
5 |
+3 |
5 |
|
15th |
5 |
+4 |
5 |
|
16th |
5 |
+4 |
6 |
|
17th |
6 |
+4 |
6 |
|
18th |
6 |
+4 |
6 |
|
19th |
6 |
+4 |
7 |
|
20th |
6 |
+4 |
7 |
Rampage
On your turn, you can enter a rampage as a bonus action.
While rampaging, you gain the following benefits if you are not wearing medium or heavy armor:
- You have advantage on Constitution checks and Constitution saving throws.
- When you cast a Sorcerer spell that deals damage, you gain a bonus to damage rolls that increases as you gain levels in this class, as shown in the table above.
- You gain a set number of temporary sorcery points that increases as you gain levels in this class, as shown in the table above.
You are unable to concentrate on spells while you are rampaging.
Your rampage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or cast a spell towards a hostile creature since your last turn. You can also end your rampage on your turn as a bonus action. Any temporary sorcery points not used are lost, and you cannot use these temporary points to replace expended points.
Once you have rampaged the number of times shown in the table above, you must finish a long rest before you can rampage again.
Siege Damage
The strength of the Tarrasque heightens the destruction you can accomplish. At 1st level, any spells you cast deal double damage to objects and structures.
Magic Resistance
Starting at 6th level, the magic that you have taken in starts to protect you. When you are targeted by a spell or magical effect, you have advantage on saving throws against that spell or magical effect. If you are in a rampage, then you have advantage on saving throws against all spell and magical effects.
Reflective Magic
At 14th level, you have an instinctive reflex against magic that allows you to strike back at someone who targets you. Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you may use a reaction to roll a d6. On a 1 to 5, you are affected like normal. On a 6, you may use a number of sorcery points equal to half the spell's level rounded up to be unaffected, and the effect will be reflected back at the caster as though it originated from you, turning the caster into the target. If you are in a rampage, then this feature requires no reaction, and you are unaffected by the spell no matter what number is rolled. (Note: if a spell has multiple attacks, then the effect is only rolled once. On a success, the reaction reflects any attack that was targeted at you, but not any attacks that would hit others. Also, if a spell would hit a creature two times due to the spell being reflected, the creature only suffers the effects of that spell once.)
Legendary Resistance
Beginning at 18th level, you have learned how to fully utilize the powers of the Tarrasque. If you fail a saving throw you may choose to succeed instead. You may only do this once per long rest. In addition, any feature that gains a boost when you are in a rampage now gives you the full effect, even when you are not in a rampage.
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