Sorcerer
Base Class: Sorcerer

The depths of wild space are a harsh and unforgiving place and those born under a dark sky can be conduits for its power. These sorcerers are known as oblivion souls and they are avatars of annihilation. Able to manifest the all consuming nature of black stars and manipulate the powers of force, oblivion souls are consumption embodied. Those who manifest this power are considered bad omens or bringers of a dark age, often being ostracized or becoming the subject of occult worship.

Those that are born an oblivion soul can learn mastery over their power and choose to be that dark harbinger, or take up a mantle of a creation for something altogether new.

The nature of an oblivion soul can manifest in strange ways, sometimes overtly, other times with more subtlety. Consult the Oblivion Manifestation table for possible manifestations of your power.

Oblivion Manifestations 

d6

Manifestation

1

Tiny objects like pebbles, leaves or trinkets often cling to you when you are near them. When you let go of something small it doesn't always drop right away, and things seem to rise up to meet your hand when picking them up.

2

The area around you seems weightless. Your hair, and equipment drifts as if it has forgotten how to fall.

3

Small mundane things you interact with seem to change their weight, becoming suddenly heavier or lighter than they should be. It only lasts for a few seconds before returning to normal.

4

Light shimmers strangely over your silhouette as if being viewed through warped glass, leaving you with a glittering outline.

5

The environment around you seems to bend to touch you, small plants bow, fabrics flutter and airborne particles orbit around you gently. 

6

The shadows on your body have an otherworldly quality, seeming to eat the light around them, like portals one could fall in and never return from.

 

 

Graviturgy Spells

Starting at 1st level, you can learn  spells normally associated with the wizard class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. If the spell is from the wizard spell list it must be a transmutation or a conjuration spell. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. When you reach certain levels in this class, as shown on the Graviturgy 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.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or a conjuration spell from the sorcerer, or wizard spell list.

Sorcerer Level

Spell

1st

Magic Missile, Magnify gravity

3rd

Immovable object

5th

Pulse Wave

7th

Gravity Sinkhole

9th

Wall of Force

Consuming Form

Additionally at 1st level, you learn the Sapping Sting cantrip and it counts as a sorcerer cantrip for you.

Starting at 3rd level, you can manifest the crushing power of the void. Once per turn when you get hit by an attack you can use your reaction to expend 1 or more sorcery points and roll a number of d10 equal to the sorcery points expended, reducing the damage taken by the number rolled (minimum 1). After you use this feature you become resistant to force damage until the start of your next turn.

Sphere of Oblivion

Beginning at 6th level, you can manifest a sphere of crushing force that consumes all that it touches. As an action you can spend 3 or more sorcery points and summon a magical black sphere in a location you can see within 120 feet. The sphere hovers in place and occupies a 1 foot diameter area and lasts for 1 minute. The sphere disappears if you're incapacitated, you die, or you dismiss it as a bonus action. Each creature that starts its turn within a 15 foot radius of the sphere must make a Strength saving throw against your spell save DC or have their speed reduced by half until they leave the aura and be pulled 10 feet toward the sphere in a straight line, on a successful save their speed is not reduced and they are not pulled. Each creature that ends its turn in the radius is pulled 5 feet toward the sphere in a straight line. Any creature that ends its turn within 5 feet of the sphere must make a Constitution saving throw against your spell save DC, on a failed save they take a number of d8 force damage equal to the number of sorcery points spent when summoning the sphere, or half as much on a successful one. The sphere is a magical effect that can be dispelled with Dispel Magic but requires the caster to make a check against your spell save DC. If you have a sphere of oblivion summoned, and try to summon another one, the new sphere appears but the previous sphere disappears.

Once per turn when a creature dies within 5 feet of the sphere you can consume their essence regaining 1 sorcery point. When you regain a sorcery point in this way, the creature's body is obliterated along with all nonmagical equipment they are wearing or carrying. You can regain sorcery points in this way a number of times equal to your proficiency bonus per long rest.

Unbound Form

Beginning at 14th level, you gain finer control over your gravitational power. you can use a bonus action to exude control over the force around you, gaining a flying speed of 30 feet. This effect last until you're incapacitated, you die, or you dismiss it as a bonus action.

Additionally at 14th level, You can control your sphere of oblivion, as a bonus action you can move the sphere up to 10 feet in any direction. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

Soul of Annihilation

Starting at 18th level, you can embody the black stars you draw your power from. As an action you can expend 6 sorcery points and emanate a crushing aura in a 20 foot radius from you for 1 minute, this effect ends if you're incapacitated, you die, or you dismiss it as a bonus action. When a creature enters the aura for the first time or ends its turn in it, the creature must make a Strength saving throw. On a failed save they are slowed until they leave the aura, and take 4d10 force damage. On a successful save they are not slowed and take half the damage. If a creature is already slowed by the aura and fails the save again they fall prone. After using this feature you cannot do so again until you have finished a short or long rest.

Once per turn when a creature who is slowed by the aura dies you can consume their essence regaining 1 sorcery point. When you regain a sorcery point in this way, the creature's body is obliterated along with all nonmagical equipment they are wearing or carrying. You can regain sorcery points in this way a number of times equal to your proficiency bonus per long rest.

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