Base Class: Sorcerer
"Cornered by bandits a frail looking halfling grins as a hell hounds growl interupts the the ruffians jeers.
A delighted elven girl laughs as she soars through the skies on the back of a giant eagle.
A stern faced man in robes points to a door as an earth elemental shatters it with its mighty fist."
Cult born sorcerers are conjurers who command all manner of beasts by the power of their patron
You or one of your ancestors were born in an unnatural cult ritual, conjured out of nothingness, your bloodline has been imbued with the essence of the entity which gave you or your ancestor life. Ontop of your innate ability to cast spells, much like your otherwordly patron, you harbour within you the power to create life on a whim. You might be a parasite, unnoticed by your patron, feeding off of its power, or you may have its full attention, granting you boons and observing your every move. Discuss with your GM how involved you would like your patron to be in your life.
Cultists Blood
(At 1st level) Conjuration magic is in your blood, you know the Find Familiar spell and can cast it without material components. Any familiars summoned with this spell must be of CR 1/8 or lower, but the list of familiars is not restricted to certain creatures as per the spell wording.
The type of familiar you may summon is determined by the nature of your patron, choose two creature types from the following list which best represent your patrons nature:
(If you have trouble choosing, consider what sort of minions your patron might have eg. your patron might be a celestial but may employ elementals to do its will)
- Aberrations
- Beasts
- Celestials
- Constructs
- Dragons
- Elemental
- Fey
- Fiends
- Giants
- Monstrosities
- Oozes
- Plants
- Undead
Cultists Boon
(At 6th level) As you become more experienced you are able to tap into your patrons power to conjure more dangerous creatures than your familiar. As an action you may summon a creature to serve you in battle.
Sorcery point cost of summoning a creature:
CR 1/4 : 1 Sorcery points
CR 1/2 : 2 Sorcery Points
CR 1 : 3 Sorcery points
CR 2 : 6 Sorcery points
CR 3 : 9 Sorcery points
CR 4 : 12 Sorcery points
CR 5 : 15 Sorcery points
CR 6 : 18 Sorcery points
The summoned creature remains under your control for 24 hours after which it gains control over itself and acts according to its nature and alignment and reacts to you depending on how you treated it when you had control over it (typically making a creature fight for you will make it hostile towards you). If you use this trait again before 24 hours have passed your new summon replaces the old one.
Creatures summoned in this way cannnot cast spells but can use spell like abilities.
Creatures summoned in this way cannot speak any languages and act purely on instinct, however, while under your control they will not harm creatures friendly to you and will obey your commands even if these may cause the creature harm.
On each of your turns, you can use a Bonus Action to mentally Command any creature you summoned with this trait if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
You can use this trait two times per short rest.
Finally, you can only summon creatures of the creature types you selected for your Cultists Blood trait.
Masterful Conjurer
(At 14th level) You may summon a number of familiars equal to your charisma modifier using your Cultists Boon trait.
Legendary Conjurer
(At 18th level) You have mastered your patrons power and have learned not only to re-create creatures but to alter them too, granting them innate resistances. When summoning creatures using your cultists blood and cultists boon traits you may give them resistance to 3 types of damage.
Previous Versions
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3/16/2019 10:12:53 AM
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