Base Class: Sorcerer
Unleashed Arcanists are sorcerers who have immense raw magical power but have little to no control over it. Their spells are unpredictable and unstable, often resulting in unintended consequences. Unleashed Arcanists are feared and respected for their immense power, but their lack of control makes them dangerous to themselves and those around them. the more they use their magic, the shorter the passage between them and raw magic, if they gain too much power they will likely end up killing themselves and all around them. the spellcasting of this subclass functions in a unique way. With the power these sorcerers have access to, spell slots are more like suggestions. These sorcerers have significantly less spell slots, but spell slots to them are simply assurances the spells will work.
personally, I always thought sorcerers are supposed to be way overpowered, but with massive drawbacks, I played this subclass in a game I GM as an npc, and it worked really well with the theme of sorcerers.
also, there are lots of options, it will say what it replaces, it only really works if you stick to the bold text, but do what you will :)
unleash arcana
at level 1
draw from raw arcana to cast spells without spell slots, roll a charisma saving throw, equal to 12+ (the spell's level), on a fail, roll on the raw arcana table and make a constitution saving throw of the same dc or take a level of exhaustion. You can only attempt this on a spell level lower than your highest level spell.
01 - a fifth level fireball emits from where you stand, everyone within 20ft makes a Dexterity saving throw, or takes 10d6 damage
02- everyone within 10 ft make a Constitution saving throw or take 4d10 necrotic damage, you gain the total number of hit points back.
03- cast a 4th-level confusion spell entered on yourself
04-roll a d4, minus one from the number, take that many levels of exhaustion
05- a random weapon of the dm’s choice appears above you
06 - you cast flight on yourself or anyone within range
07- bubbles emerge from your mouth for 1 minute, and you are unable to speak or cast spells with a verbal requirement
08- you turn into a greater demon for 2 rounds
09- roll a d4, 1 forward, 2 right 3 back 4 left, teleport 40 ft in that direction
10- everything within 20ft catches fire, including you, they take 2d6 fire damage on their turn until they spend an action putting themselves out
11 - instantly go unconscious, you are automatically stabilized
12- you cannot cast spells for 1d4 rounds
13- become completely paralyzed for 1 minute, can only be cured by a lesser restoration spell or a healing spell of 4th level or higher
14- you swap bodies with a random humanoid within 50 ft, you switch back in a minute, if either of you dies, you are stuck in the other’s body.
15- a portal appears above you, four cr 1/2 monsters of the dm’s choice emerge
16- to be continued
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
change fate
at first level
as a reaction, roll a d20, on a 1-10 remove this number from the roll, on a 11-20 remove this number from the roll, roll a d6 and that is the amount added or subtracted from the roll.
magic overuse
at sixth level
cast two spells in a turn, the spells must still be an action and a bonus action, make a charisma save dc 10, if failed, the spell does not go off, but the spell slot is still expended, you cannot unleash arcana and cast another spell in the same turn.
innate control
at sixth level choose a source of magic towards which you are linked and gain abilities connected to them
path of the mindsing arcanum
path of the flamebound arcanum
path of the waterflow arcanum
path of the earthmorph arcanum
path of the windgust arcanum
mindsing arcanum
you can lift any object under 20 pounds, anything heavier make an intelligence check dc up to the dms discretion, if failed, take a d4 psychic damage.
if attempting to move a creature, roll intelligence check versus their strength save.
can now cast message, with no verbal or somatic requirements
range 30ft
use spell-casting ability modifier on an attack, unarmed 1d8 damage
path of the earthmorph
enhance your connection with earth and nature, ground yourself and gain the following abilities.
gain the cantrip mold earth for free
+1 to armor class
speak with plants is always active
path of the flamebound
control flames is always active
burning hands is now a cantrip
use sorcery points equal to a spells level +2 to make a spell which deals fire damage deal maximum damage.
resistance to fire damage
path of the waterflow
able to breathe underwater
your hands may act as a decanter of endless water
shape water is always active
path of the windgust
gain a connection with the movement and flow of air
you now have the gust cantrip
+2 to dexterity
immune to fall damage
push to unleash
at tenth level you can now unleash Arcana your highest-level spell, however, if you fail, along with rolling and gaining a level of exhaustion, you immediately go unconscious.
enhance connection
at eighteenth level
you have a stronger than ever connection to the place of where you draw part of your magic.
you can use sorcery points equal to the level of the spell to make a spell of the damage type of your chosen path deal maximum damage
in addition, you can now cast any spell that deals exclusively the damage type of your path by expending a spell slot of the spell's level, and sorcery points equal to the spell's level.
fire- fire
water-cold
mind-psychic
earth-bludgeoning
wind- force
uncontrollable arcanum
at eighteenth level
gain a universal connection to all magic
you can cast any spell you have not learned, but you must roll an unleash arcana check, the dc is 10+twice the spell's level, upon failure, you are reduced to 0 hitpoints.
psionic enhancement
can only be taken if path of the mindsing arcanum was taken
this feature replaces push to unleash
at tenth level
you can now lift up to 50pounds without rolling
one free cast of detect thoughts per long rest
can now attack an opponent's psyche, spend one sorcery point and they must make an Intelligence saving throw or take 3d10 psychic damage
your shove or grapple attempts with telekinesis may now add your proficiency modifier.
your attacks now do 4d8
all failures result in a d8 of psychic damage to the caster.
you may attack with melee weapons telekinetically, but the attack is a ranged weapon attack without any bonuses that would have been received from the players character sheet, only the weapon's modifier.
you are immune to all psychic damage that is not received from a failed use of this ability
psionic overload
to take this, you must have an intelligence of at least 19.
taking this will replace both uncontrollable arcanum and enhance connection
can only be taken if both the path of the mindsing and psionic enhancement are taken.
the lifespan of this creature is halved unless they can somehow manage to get an intelligence score of over 22
at eighteenth level
all attacks now do an additional d12 psychic damage
you can lift anything up to 150 pounds
you now have advantage on all Intelligence checks and saves
your psychic blast now does 5d10 damage, every creature within a radius of 20 ft makes an intelligence save, on a save they take half damage on a fail, they take 5d10
you gain the feat telepathy
your attack now does 6d10
detect thoughts is always active, when entering a crowded area, make a Wisdom saving throw or go deafened for 3 hours, and lose your telekinetic abilities until a long rest.
you have 2 free casts of modify memory
all spells that deal psychic damage are now known spells
for 13 sorcery points you can cast the spell time stop without expending any spell slots
any failure of any kind results in 2d8 to the caster and a d20 must be rolled, on a 1, roll a d4.
4- you take 3d10 psychic damage
3- every creature within 10ft with an intelligence of 12 or higher makes an Intelligence saving throw, on a failure they take 5d10 psychic damage
2- you lose your psychic abilities until a short rest, you are vulnerable to all psychic damage and you take a level of exhaustion
1-re-roll, if a 1 is rolled again, everything within 70ft must make a Strength saving throw, on a fail, they take 10d10 force damage, and the caster falls to 0 hit-points with 1 failed death save.
the blessing of mother nature
can only be taken if the path of the earthmorph was taken
replaces push to unleash
at tenth level
feel the blessing of nature itself
your skin turns partly to stone
gain an additional +1 to ac
you gain a free cast of control plants
coup of true nature
can only be taken if path of the earthmorph and blessing of mother nature are taken
replaces enhance connection and uncontrollable arcanum
you will eventually completely turn to stone, unless a constitution score of 20 is reached
you steal control of nature, your skin is turning to stone and all aspects of nature fear but respect you.
at eighteenth level
control plants is always active
your skin is mostly stone, take an additional +1 to ac
animals respect, yet despise you an animal of cr less or equal to 1/2 will avoid you
immunity to slashing damage
resistance to piercing damage
-5ft of movement speed
cannot swim, you will immediately sink
1 free cast of earthquake
earth morph is always active
reflexive mirroring
at 14th level
take control over the arcana and reflect a spell attack at the user
roll an unleash arcanum check, the dc is 14+ the spells level, on a success the effects of the spell are instead reflected on the caster, this cannot be done for area of effect spells.
on a fail, roll on the raw arcanum table, take an additional d8 damage, and take a level of exhaustion.
this costs 3 sorcery points
is a reaction
must be used before the damage is rolled
spell slots
Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | - | Spellcasting, Sorcerous Origin | 3 | 4 | 1 | - | - | - | - | - | - | - | - |
2nd | +2 | 2 | Font of Magic | 3 | 6 | 2 | - | - | - | - | - | - | - | - |
3rd | +2 | 3 | Metamagic | 4 | 6 | 2 | 1 | - | - | - | - | - | - | - |
4th | +2 | 4 | Ability Score Improvement | 5 | 7 | 3 | 2 | - | - | - | - | - | - | - |
5th | +3 | 5 | - | 5 | 8 | 3 | 3 | 1 | - | - | - | - | - | - |
6th | +3 | 6 | Sorcerous Origin feature | 5 | 7 | 4 | 3 | 2 | - | - | - | - | - | - |
7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | +3 | 8 | Ability Score Improvement | 5 | -- | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | 9 | - | 5 | -- | 4 | 3 | 3 | 2 | 1 | - | - | - | - |
10th | +4 | 10 | Metamagic | 6 | -- | 4 | 3 | 3 | 2 | 2 | - | - | - | - |
11th | +4 | 11 | - | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | 12 | Ability Score Improvement | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | 13 | - | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | 14 | Sorcerous Origin feature | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | 15 | - | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | 16 | Ability Score Improvement | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | 17 | Metamagic | 6 | -- | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 18 | Sorcerous Origin feature | 6 | -- | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 19 | Ability Score Improvement | 6 | -- | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 20 | Sorcerous Restoration | 6 | -- | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
5/18/2023 9:02:57 PM
|
7
|
1
|
5e
|
Coming Soon
|
|
5/25/2023 10:43:48 AM
|
15
|
1
|
5e
|
Coming Soon
|
Comments