Sorcerer
Base Class: Sorcerer

Tethered Sorcerers do not have complete mastery over the magic within them, but they can manipulate it at their own peril. As a tethered sorcerer, they sought a way to control their natural magic through others and have somewhat succeeded. Unfortunately, Magic does not like restraints and when the tethered sorcerers overreach, it can result in greater magical mishaps.

Untethering Power - Level 1

Your magic flares out and you are able to add additional modifiers to your spell or cantrip. This can be done on top of the Metamagic twist. These additional modifiers will cost sorcery points. See table for costs.

Modifications Sorcery points
1 1
2 2
3 4
4 7
5 10
6 13

The amount of modifications you make will adversely affect the saving roll you have to make after the spell.

The Modifications

1. Range: The range of a spell is doubled.

2. Power: You may guarentee Max damage on half of the damage dice of a spell or cantrip. If there is only one dice rolled, max damage is guaranteed. 

3. Area: The radius of an Area of Effect of a Spell is increased by 5 feet.

4. Transmutation: All or part of a Spell's damage type is changed .

5. Guidance: Subsequent attacks by you or your allies on targets affected by the spell will have advantage for a turn.

6. Inevitable: Raise the saving DC by 3.

7. Allied: The spell can be designated to only affect friends or foes.

8. Natural: If a spell requires concentration, you may choose to maintain the concentration upon being challenged once.

9. Longevity: If a spell that buff yourself or an ally normally has a duration, that duration is doubled.

Outburst of Magic - Level 1

Unleashing the magic within you is dangerous and that power may come back to bite you.

If you use Untethered Magic, you need to roll a 1d20 to see if there are consequences of your reckless use of magic. If you use only one modifier, you must roll a 5 or higher. If you use two modifiers, you must roll 8 or higher. This will go up by 3 continously until reaches 20 at which point you have reached the maximum number of 6 modifiers to the spell.

Modifiers Saving DC
1 5
2 8
3 11
4 14
5 17
6 20

 

Outburst Table

 If you failed the previous check, now roll on this table to see what the consequences are. If you rolled a natural 1 on the last check, only roll [roll]1d20[/roll]. If not, roll [roll]2d20[/roll] on this table and tell the result to the DM. You may look at the Table if the DM and you wish, but otherwise it will remain a secret. Do not say the results out loud.

Untethered Surge Table (if natural 1, roll 1d20, if not, roll 2d20)
1 You immediately drop to 0 hit points 21 All silver you carrying is now copper and all Copper is now gold
2 You immediately drop to 1 hit point 22 You hear background music for 8 hours
3 You are blinded for 1 day 23 You gain 1d100 weight, but lose it gradually over a day
4 You turn into a marble statue for 1 minute 24 All food tastes like beer for a week
5 You take (spell level)d4 psychic damage 25
One nonmagical item in your inventory is duplicate, it will keep duplicating every hour until you realise what it is
6 You teleport 30 feet away in a random direction 26
Mushrooms appear around you, if you eat one, you get true sight and the best high
7 All gold Coins on your person are now silver coins 27 100 gallons of water drops on your head
8 For 1 day, subtract 1 d6 from all skill and ability checks 28 Beard of Feathers
9 Lose 2 sorcery points 29 Gain +1 AC for an hour
10 Charisma decreased by 2 for 1 hour 30 1000 gold in a chest appears next to you
11 All creatures get -2 to AC for 1 minute 31 All weapons of your allies gain the magical property for 24 hours
12 You change biological gender for 1d100 days 32 Your speed increases by 15 for an hour
13 For the next 12 hours, any food you pick up turns to ash 33 You summon a mount that is yours until it dies or you lose it
14 Every creature within 60 ft of you gains 3d8+3 health points 34
You regain 5 hit points at the start of your turn (every 6 seconds) for 1 minute
15 All of your gear and clothes teleports 15 feet away 35 You gain resistance to last damage type you received for 1 day
16 Your skin turns blue, until the curse is removed 36
Roll 1d6, determines which ability score increases by 2 for an hour
17 You cannot read for a day 37 You immediately heal (spell level)d10 health
18 All of your money moves into a random, unknown ally's inventory 38 You gain a random proficiency permanently
19 Your hair falls out, starts regrowing at an accelerated rate immediately 39
The Next Time you die, you will come back as if you had the Reincarnate spell cast on you
20 Lose 1 sorcery point 40 You gain expertise in a random skill you have proficiency in

 

 

The Rope That Binds - Level 1

To tether your magic, you recieved aid from more regimented magic users. From that, you were able to pick up their spells for you to use.

Tethered by Bards

You worked with the Bards to keep your magic controlled. You gain access to a Bardic Cantrip and a level 1 Bardic Spell. These do not count against your known spells and use of the spell does not count against the Spell Slots used. The spell can be used once per long rest.

Tethered by Clerics

You worked with a holy order of healers to fix your magical outbursts.

Tethered by Druids

You sought out the magic of nature.

Tethered by Wizards

You sought out a mage or a group of wizards to understand your magic.

Magical Instincts - Level 6

When a spell is cast on you or an attack is made against you, you may spend 3 sorcery points to have your magic protect you as a reaction. This can be done at any time during the attack so long as its before the next attack or moving on to another's turn. This protection will be rolled with a [roll]1d4[/roll] on the following table.

Number Affect if AC based
Affect if DC based
1 Sudden Resistance to damage type
Sudden Resistance to damage type
2 Disadvantage to your attacker Advantage to you
3 Raise AC by 5 for 1 turn
Lower DC by 5
4 Teleport out of Attack range
Teleport out of AoE

Unleash Chaos - Level 14

You may unleash a spell with 3 modifiers that will not count against your Outburst of Magic roll. You may do this once per long rest.

Armor of the Arcane - Level 18

 Magic swirls around you, recognizing you as a vessel for its greatness. Your spell attack modifier is added to your AC. This effect will remain permanently on, but only comes into effect if you are wearing light or no armor.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2024 1:23:24 PM
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