Sorcerer
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

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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

Table: The Sorcerer
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

 

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