Sorcerer
Base Class: Sorcerer

Sorcerers with an artificial bloodline are synthetic sorcerers, individuals who have been imbued with magical energy by an arcane process, resulting in unique abilities and powers. Whether created through advanced magical technology or alchemical brews, by magical experimentation or exposure to an arcane accident, synthetic sorcerers are a force to be reckoned with.

Some artificial sorcerers will have come into their power by chance, others will have had it forced upon them, and some may even have purchased their abilities in a bottle. Whatever their backstory, these individuals now find themselves in command of vast magical potential.

Synthetic Arcana

At 1st level, you gain proficiency in the Arcana skill. Additionally, you learn one 1st level spell or cantrip of your choice from the wizard spell list.

Side Effects

As magic flows through your body, it causes physical changes to manifest. At 1st level, your appearance changes in a visible yet purely cosmetic way. For example; your body could be scarred or covered in boils, you could have a misshapen limb or a pronounced limp, your teeth could turn into yellow fangs, the color of your eyes or hair could change, or you could have perpetual bad breath. Work with your DM to choose an appropriate visible side effect for your character.

Artificial Energy

Starting at 6th level, you gain resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder. You may change the damage type you are resistant to when you complete a long rest.

Acid Resistance

You gain resistance to acid damage.

Cold Resistance

You gain resistance to cold damage.

Fire Resistance

You gain resistance to fire damage.

Lightning Resistance

You gain resistance to lightning damage.

Thunder Resistance

You gain resistance to thunder damage.

Enhanced Form

Starting at 14th level, you gain the ability to temporarily enhance your physical form with magical energy. As an action, you can spend 1 sorcery point to gain temporary hit points equal to your sorcerer level + your Charisma modifier. These temporary hit points last for 1 minute. Additionally, while you have these temporary hit points, you gain advantage on Strength checks and saving throws.

Synthetic Channeling

At 18th level, you gain the ability to channel your synthetic magic into your spells. When you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can choose to increase the damage dealt by spending a sorcery point. The damage increases by 1d6 for each sorcery point spent.

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