Sorcerer
Base Class: Sorcerer

The indomitable warrior spirit courses through your veins from warriors past in your lineage. Maybe your Great Grandfather was a master archer or the founder of your family was a kingly commander. Perhaps your Grandmother was a legendary medic during a great battle, or perhaps your uncle was an undefeatable duelist. Regardless of where this spirit comes from, it has awakened within you and granted you the ability to tap in on these skills. Your magic comes from your innerlife force and bloodline, so unlike most sorcerers, you use your CON stat to cast spells. 

Spiritual Weapon

Your unique warriors bloodline provides a varity of spiritual weapons that your ancestors wielded throughout the ages. The attacks are magical and use your CON modifier. Each weapon grants a special ability. As you level up, more abilities and skills are unlocked. The weapons will deal 1d4 dmg to start and upgrade to 1d6 at 4th level, 1d8 at 8th level, and 1d10 at 12th level.

Summoning of your spiritual weapon takes one bonus action, the weapon type can be switched for a bonus action, and it can be dismissed for another bonus action. The weapon is your spellcasting focus. 

The Weapons:

Longsword: A vibrant blue sword that emits the energy of a king. If you spend a sorcery point upon summoning, it deals force damage. 

Longbow: A shimmering purple bow that has the feel of an assassin's weapon. If you spend a sorcery point upon summoning, It deals psychic damage.

Twin Daggers: Two dark black daggers that have malintent in them. If you spend a sorcery point upon summoning, They deal necrotic damage.

Shield: A large glowing green shield that will protect those around you. It adds an additional 2 points to your AC

Lineage Specialty

At level one, you gain proficency with light armor and medium armor, as well as a varity of specific weapons: the longsword, the longbow, the shield, and the twin daggers. 

Martial Metamagic

Starting at level 1, you can use certain metamagics to change your attacks, e.g. subtle spell to have your longbow shots be hidden, twinned spell to attack two enemies within 5 feet of each other with one attack from your sword, quickened spell to attack 1 additional time with the daggers. Each weapon has a special interaction with a specific meta magic.

Longsword - Using Distant Spell will allow you to slash the air 15 feet and deal the normal damage from range. Adding additonal points on the minumum will increase the range by 5 ft for every additional point used. 

Longbow - Using Seeking Spell, after a miss as a reaction, will allow you to force the arrow to comeback and try again. Adding an additonal two points on top of the minimum will force the creature to be stunned if the attack hits on the way back.

Shield - Using Twinned Spell will allow you to create a hollow copy of your shield, it provides 1 additonal AC regardless of level, and it only lasts one turn. Using 3 extra points will allow you to boost the AC to a plus 2, and it will reduce the damage of one attack. Using extra points will allow you to make the copy last additional turns equal to how many extra points used.

Daggers - Using Quickened Spell as a bonus action will allow you to hit with your daggers one more time, but with an additional damage dice. Using 3 extra points will allow you to bonus action throw your blades and teleport to them, when you unlock the ability to do so.

Upgraded Weaponry

Starting at 6th level, your spiritual weapons have given you greater abilities and connection to the past. You are given new abilities. And an extra attack.

Longsword - You have a greater understanding of your ancestor's commanding presence When you make an attack with your spiritual weapon you can use your bonus action to allow an ally to move half their movement speed, without provoking opportunity attacks to attack any enemy within 5ft of you. You can do this as many times as your CON bonus per long rest.  

Longbow - You have learned to get into your enemy's head like your ancestor before you. Once per turn, when you hit a enemy with an arrow from your spirit weapon you can force it to make a wisdom saving throw using your spell save DC, on a fail the creature no longer knows where you are and becomes frightened of anything that isn't allied with it. The creature automatically fails the save if the hit is a crit. You can do this as many times as your CON bonus per long rest.

Shield- You have learned to simultaneously protect and heal such as your ancestor did. You can denote allies to protect. As a reaction, when an ally gets hit, you can choose to send a fragment of your shield to an ally, reducing the damage taken by 1d10, and boosting their AC by 1. You can choose to do this to as many people as your CON modifier. If you send out as many fragments as you can, you lose your AC boost. You can also choose to send your shield to one person, boosting their AC by 2. 

Twin Daggers - You have learned how to exploit the weakness of your enemies such as your ancestor did. Whenever you attack an enemy consistently you can add damage to the roll based how many times you've hit it. For example hitting it once grants no bonus, twice grants one extra necrotic damage, 3 times grants 2 extra damage, 4 times grants 4 extra damage, 5 times grants 8 extra damage, 6 times grants 16 extra damage, capping at 16 extra damage.

Spiritual Resilience

Your ancestors will protect you, always.

When you are taken down to 0 hitpoints, the weapon you are currently using will give up its energy to put you back to 1. You can not use the weapon again for another 24 hours.

Spiritual Mastery

Longsword-  When you make an attack on a creature you can choose to force it to make a WIS saving throw or be paralyzed. Additionally, as a bonus action you can plant your longsword in the ground to make a 15 foot circle of your spirit energy that lasts for 3 rounds. When in this circle, only you have advantage on your attacks, and your enemies have disadvantage to attack you. They also can only move half their movement speed. You will not be able to use the sword while it is in the ground. You may do either of these actions as many times as your CON modifier per long rest. 

Longbow- You have your ancestors eyes, for damage. You may treat an 19 or 20 as a crit when using this weapon. When you hit a creature with a bolt from your bow, the bolt with travel to a creature within 10 ft and they will take half the damage the first creature took. You also have the option to instead of frighten the creature to make it think you are its allies instead so it will fight for you until it succeeds on a wisdom saving throw, to realize what happened. You may do this as many times as your CON modifier per long rest.

Shield-  You can now summon two shields, which do not stack AC, but now grant a bonus to your AC of 3. You may splinter the extra shield among your allies to boost them by 1 or by two if you split the shield between two people. The damage you block now is equal to 1d12 plus your CON modifier. 

Twin Daggers- When you successfully attack an enemy, you may use your bonus action to prevent all healing to that target for 5 minutes. You can also throw a dagger at an enemy and then teleport to where the dagger lands for a follow up attack. You may do either of these actions as many times as your CON modifier per long rest.

Ancestor Spirit

Starting at 18th level, as an action, once per day you can summon the ancestor that gives you your skills in order to fight with you in battle. It shares your Initiative and will only be able to attack with a spiritual weapon. It can not take bonus actions. You denote what weapon it uses, thus choosing what affects it can have. They will automatically attack the strongest enemy. They have an AC of 20 and HP equal to half your max HP. It will last for 1 hour or can be dismissed early by you. If you dismiss it early then you get this feature back after a long rest. 

Longsword- The ancestor with the longsword is a long dead ruler of an ancient empire. It attacks with 2d12 damage per attack and has an attack range of 10ft. The target of an attack can only move half its speed while within 20ft of the ancestor, and must make a DEX save using your spell save DC or be knocked prone when successfully hit. 

Longbow- The ancestor with the longbow is an infamous archer known for doing impossible shots while being hidden. It attacks with 2d12 damage per attack. Every turn the first attack is done with advantage due to the unseen nature of the shots. Every shot hit triggers a WIS save using your spell DC that if failed will cause the target to be either frightened or charmed.

Shield- The ancestor with the shield is a cherished protector of people. It specifically has an AC of 24 and can summon two additional shield. These shields can only be split in half but they prevent 2d10 damage plus CON modifier and if the damage prevented is higher than the damage dealt, then the individual protected will recieve 10 temp hit points. The shields provide an AC boost of 4 when not split and a boost of 2 when split.

Twin Daggers- The ancestor with the twin daggers is a rumor of a whisper of a killer. They attack three times per turn with each hit adding additional damage that triples with every hit. Unlike your damage, the damage increase will carry over to seperate targets and the ancestor can teleport knife throw twice per turn. 

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