Base Class: Sorcerer
Some sorcerers derive their powers from that of another plane of existence, others may have ancestors that made a deal with an ancient dragon, and granted them their powers. Adrenaline sorcerers get their powers from feeling the rush of that hormone through their veins, and sometimes even surprise themselves with their prowess - these people are natural born athletes and typically long for that feeling of excitement course through them, leading to them being associated with "Adrenaline Junkies" and thrill seekers.
Adrenaline sorcerers may have unique quirks that make them stand out from the rest of the normal people.
d4 | CHARACTERISTIC |
---|---|
1 | You are constantly moving, whether that be tapping your leg, pacing, or just fiddling with random objects |
2 | You are constantly seeking thrills, you find it hard to back down from a chance to feel that surge of adrenaline |
3 | You get distracted easily, by passively seeking out chances to feel that surge |
4 | You can be overtly expressive sometimes |
Adrenaline Spells
1st-level Adrenaline Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Adrenaline Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an illusion spell from the sorcerer, warlock, or wizard spell list.
Adrenaline Spells
Sorcerer Level | Spells |
---|---|
1st | longstrider, expeditious retreat |
3rd | blur, enhance ability |
5th | haste, slow |
7th | freedom of movement |
9th | mislead |
Born for Action
1st-level Adrenaline Sorcery feature
Your adrenaline has altered your body to where your physical capabilities have been enhanced and you are quick to react. You gain proficiency in Athletics and Acrobatics, you also gain a bonus to initiative rolls equal to your Charisma modifier
Adrenaline rush
6th-level Adrenaline Sorcery feature
You can cause yourself to enter a state of extreme speed and hyper-cognition by utilising the gift bestowed upon you by your superior physical form. As a bonus action you can spend 3 sorcery points to increase your movement speed by 15ft and make yourself able to cast spells that are 2nd level or lower (provided their casting time is 1 action) as a bonus action.
This feature lasts for a number of rounds equal to your Charisma modifier (minimum 0) or until you use 4 sorcery points to use it again
Erratic Movement
6th-level Adrenaline Sorcery feature
Your adrenaline has managed to alter the way that you can move - making you unpredictable when moving away from enemies. Attacks of opportunity against you have disadvantage.
Heightened Self
14th-level Adrenaline Sorcery feature
You can unleash the power of your adrenaline into yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice:
- Any attack coming in against you has disadvantage as your movement is both unpredictable and quick.
- You can use your reaction to cast a cantrip against an attack that misses you due to your heightened reaction time.
- You gain a blindsight of 5ft and darkvision of 60ft (if you don't have it already) and cannot be surprised because of your magically enhanced senses.
- Your movement speed is doubled and your jumping distance is also doubled because your adrenaline induces a feverish longing to move as fast as possible.
Running on Pure Adrenaline
18th-level Adrenaline Sorcery feature
The power of your adrenaline has made it so you are extremely hard to drop down, kill, and surprise. As an action, you can spend 7 sorcery points, your superior adrenaline allows you to double your movement speed and take the dash and disengage action as bonus actions, as well as use your reaction an additional time. Once you get hit whilst under the effects of your "Adrenaline Rush" feature, you gain temporary hit points equal to half the damage you took + your sorcerer level. This effect lasts until the end of your next turn or until you spend another 7 sorcery points to gain these benefits again.
Previous Versions
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