Sorcerer
Base Class: Sorcerer

Your innate magic comes from your blood itself and raw magic that flows through it. You or your ancestors may have been exposed to raw chaotic magic by accident or received it through a pact, as a gift or a curse. Whichever way it came to be, the magic within you is powerful and it takes physical and mental strength to control and channel it.

Inner strength

Magic physically manifests in your veins, making your body stronger and more potent than others. Your spell casting ability is Constitution. Use it to determine your spell casting modifier and spell save DC.
Furthermore, whenever you take a feat that allows you to increase your Charisma modifier, you can increase your Constitution modifier instead.

Bodily Resilience

Being continuously exposed to magic within your own body has made your body more resilient. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Focus and Determination

Being blessed with an extraordinary physique, you’ve always shown the potential to wield mighty weapons. Starting at 1st Level, you gain proficiency with martial weapons.

Aura Channeling

Starting when you gain access to sorcery points, you can unleash the magic within yourself in battle. On your turn, you can use one sorcery point to channel your inner magic as a bonus action, creating a magical Aura in and around you. Your Aura manifests itself as a sphere of energy with a 10 feet radius centered on yourself.
At the start of each consecutive turn, you can choose to either drop your Aura or sustain it by further pushing your limits. Each round you are pushing your limits in this way, you suffer 1d4 force damage from the raw magic surging in you. This damage can not be reduced or passed on in any way.
If you are wearing armor while the Aura is active, the Aura fails to deploy its benefits. Instead, you take 1d8 force damage from the reflecting magical energy, ending the Aura immediately. You can use a shield and still channel your Aura. Your Aura ends early if you are knocked unconscious or if you spend another sorcery point to channel a new Aura.
While you are channeling your Aura you cannot concentrate on spells.

While channeling your Aura, you gain the following benefits:

Protective Aura
While channeling your Aura, your armor class becomes 10 + your Constitution modifier + your Dexterity modifier.

Shining Aura
The inside of your Aura’s sphere is dimly lit. The color of that light is determined by the type of your Aura.

Aura Colors
Whenever you spend a sorcery point to channel your Aura, roll on the Aura table below to determine the type of Aura you are emitting.

d6

Aura

Color

1

Blazing Aura

red

2

Alluring Aura

yellow

3

Stimulating Aura

green

4

Frosty Aura

blue

5

Disturbing Aura 

purple

6

Grounding Aura

grey


Depending on the type of Aura you are channeling you gain additional benefits:

Aura

Effect

Aura of Effect

Blazing Aura

You are resistant to fire damage

When a hostile creature enters your Aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage.

The damage increases by 1d8 when you reach your 5th level in this class, and again at 11th and 17th level.

Alluring Aura

Whenever you make a saving throw, you can add your proficiency bonus to the result. If you’re already proficient with the saving throw, you can add your proficiency bonus twice.

When a hostile creature enters your Aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature is moved in a straight line as close to you as possible.

Stimulating Aura

Whenever a healing spell is cast on you, you consume an item with healing properties or receive any other form of magical healing, you heal the maximum amount instead of rolling for your healing.

Whenever someone enters your Aura for the first time, you can grant them 1d4 + your Constitution modifier temporary hit points.

The granted hit points increase by 1d4 when you reach your 5th level in this class, and again at 11th and 17th level.

Frosty Aura

At the start of your Aura, you gain the effects of the Armor of Agathys spell as if it had been cast on you at first level.

The level of the spell increases by 1 when you reach your 5th level in this class, and again at 11th and 17th level.

When a hostile creature enters your Aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature's movement is halved for this turn.

Disturbing Aura 

You’re immune to being charmed or frightened.

When a hostile creature enters your Aura for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attacks against yourself until the start of it’s next turn.

Grounding Aura

Whenever you don’t use any movement on your turn, you gain a bonus of +1 to your armor class until the start of your next turn

You and all allies inside of your Aura are immune to forced movement.

Battle Aura

At 6th level, you gain the ability to channel your sorcery points to improve melee combat within your aura. Some of the Battle Aura features refer to the damage type related to your Aura. Check the table below to see which Aura is associated with which damage type.

Aura

Damage Type

Blazing Aura

Fire Damage

Alluring Aura

Psychic Damage

Stimulating Aura

Radiant Damage

Frosty Aura

Cold Damage

Disturbing Aura 

Necrotic Damage

Grounding Aura

Force Damage

 

Resilient Aura
When taking damage of the type related to your Aura you can use your reaction and expend one sorcery point to become resistant to that damage type. The resistance includes the damage that triggers that reaction. You remain resistant until the end of your aura.

Smiting Aura
Whenever you hit an enemy with a melee attack inside your Aura you can expend an amount of sorcery points up to your proficiency bonus to deal additional damage of the damage type associated with your aura. You deal 1d10 damage for every sorcery point spent.

Imbuing Aura
As a bonus action, you can expend one sorcery point to make your melee weapon attacks magical.

Enhanced Aura

At 14th level you are able to harness your own magic more effectively. Your Aura increases in size and has now a 15 feet radius. Additionally, whenever you roll on the Aura table to define the type of Aura you channel, you can roll twice and decide which one you use.

Magical Recharging

At 18th Level, you can use a bonus action to heal yourself for 1d8 + your Constitution modifier (minimum of 1 hit point). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Additionally, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

 

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