Base Class: Sorcerer
Intended for use with Uthean Dragon Tortle.
The blood of an ascended Dragon Turtle flows through your veins allowing you to exerting your will over magic. This influence carries some chaotic tendencies. The bloodline bolsters your heartiness and natural defenses.
Blightshore is a tropical island full of wild magics.
Local legends state the twisting magics and reality were caused by an Ancient Dragon Turtle, Zaratan the Enlightened. He meditated on the island at the nexus of many ley lines. Upon reaching a level of pure enlightenment in control of his natural magic he was able to ascended and, in the process, avert a calamity. Zaratan is said to have settled on Blightshore after fighting off great monsters, primordials and extra planar beings.
Hastur the Counsellor was Zaratan's final challenge. An alien of the outer planes trying to claim the lay line nexus for his own territory and for his Master. Hastur appeared as a large Mind Flayer and is rumored to be the patriarch of their species. He was after the nexus to be able to break down the binding between plains and let his Master free upon this one.
Hastur's abilities included unimaginably strong magics to twist the sky and stars. Zaratan had control over natural forces and a great understanding of the ley lines themselves. Their clash echoed throughout the area making rifts in time and space. In the final moments of their battle, Zaratan banished Hastur back to the Outer Planes by plunging him through the lay line nexus. Zaratan reached out to the feywild for assistance in closing the rifts that were created. The clash and subsequent repairs caused a shift in the magics of the area and forever changed the region causing the natural order to be twisted with draconic, fey, and aberration influences. Magic also became unstable in this region. continued his meditation focusing on repairing the damage to the world around him.
He was able to stabilize the magics with his consciousness being the keystone thus began his ascendence to godhood. He became the heart of the island. His consciousness and power along with the naturally strong wild magics started twisting life in the area giving it a blend of Natural, Draconic and Fey natures.
Over time a local population of Tortles to become more dragon like in appearance and gain abilities and traits that differed from their cousins on the main land. These Tortles have similar customs to their relatives in leaving the nest to travel and ultimately return home.
There are special abilities suited to life on the coast and at sea and often become merchants and fishermen. Every 100 years or so there is a hatchling who exhibits the Heart of Zaratan and is able to conjure magics. First they are tied to emotions but as the Tortle grows and learns they often become wizards, sorcerers, or clerics.
Nexus Chaos
Due to being a native of Blightshore when you choose this origin at 1st level, your spellcasting unleashes surges of untamed magic.
Immediately after you utilize a sorcerer point on a spell of 1st level or higher roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
d10 |
Effect |
---|---|
01 |
Creatures have advantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
02 |
The wild magic surrounding you dissipates. You do not roll on the table until a long rest. |
03 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
04 |
You cast fireball as a 3rd-level spell centered on yourself. |
05 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. All living things within a 15 foot radius, upon entering the radius or starting their turn within it, must make a DC 17 constitution saving throw or take 2d6 fire damage. On a successful save they take half damage. |
06 |
The leather like skin on your torso hardens into a natural armor. You gain resistance to piercing, bludgeoning, and slashing damage. Any attack made with a melee weapon also deals damage equal to your Charisma modifier. |
07 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
08 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
09 |
You cast grease centered on yourself. |
10 |
You regain all expended sorcery points. |
Shell of the Dragon Turtle
At 1st level, your hit point maximum increases by 4 and increases by 4 again whenever you gain a level in this class. Your armor class is also 18 as long as you are not wearing any type of armor.
As magic flows through your body, it releases the heartiness of Zaratan. Your skin on your chest gains a turtle shell pattern and becomes thicker feeling like hardened leather to the touch. If you are a tortle your shell becomes patterned like a hawksbill sea turtle and has the texture of an alligator snapping turtle.
Draconic Invocation
Starting at 6th level, the dragon turtle bloodline from Zaratan gives you darkvision to 60 feet and provides resistance to to fire and cold damage.
You can cast fog cloud 1+Charisma Modifier times per long rest.
Young Dragons recognize your draconic nature as equivalent.
Heart of Zaratan
At 14th level, you gain immunity to fire and cold damage, tremor sense for 60 feet, and blindsight for 10 feet.
You can cast control weather once per dawn.
Adult Dragons recognize your draconic nature as equivalent.
Ancient Stoicism
Beginning at 18th level, the mastery and understanding of Wild Magic you are able to discern illusion and magical suggestions. This is in the form of 20 feet of true sight and immunity to the charmed and frightened conditions. Your darkvision extends to 120 feet.
Ancient Dragons will recognize your draconic nature as equivalent.
Previous Versions
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1/2/2023 11:01:14 PM
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