Base Class: Sorcerer
Spite. One of the greatest motivators in life, spite fuels your magic. You don't want to obliterate your foes, turn them to dust, control their minds or even to turn your enemies into undead minions. You want to spite them. You want to show that no matter the weapon, no matter how unwieldy, unreliable or laughable, you can turn even the item people would not consider to be a threat into your own version of Excalibur. Make them fall, make them suffer what generals and nobility consider the greatest damage.. The damage to their pride.
Additional spells
When you chose this sorcerous origin at 1st level, you learn Magic Weapon, and Catapult spells as bonus spells known. These spells count as Sorcerer spells for you.
Pockets Full of Chairs
At 1st level, you gain the ability to manifest chairs from a dimension filled with nothing but chairs. As an action, you can summon a chair into your empty hand. Any ability that calls out "your chair" refers to chairs you summoned with this ability. For you, these chairs are simple melee weapons with two-handed property, which deal 1d4+STR bludgeoning damage which increases at 6th level to 1d6, at 12th level to 1d8 and 17th level to 1d10. If you're playing as a Small race, you don't suffer any disadvantages due to wielding a two-handed weapon. You can make those chairs disappear as a bonus action, which doesn't restore uses of this ability. You regain any chairs you've expended after a long rest, which causes all of your chairs to return to the dimension you summoned them from. The design of these chairs isn't modifiable, but you can replace one of the chairs with an hour long ritual, after which the new chair becomes bonded to the chair dimension and the old one becomes mundane.
Those Chairs Can Not Be Normal...
At 1st level, your chairs count as an arcane focus whenever you are actively wielding them.
Far Away Connction
At 6th level, You gain the ability to transport between your chairs. As a bonus action, you can teleport into an unoccupied space next to one of your chair. In order to use this ability, your chair has to be within 60ft. of you and in your line of sight. You can use this ability number of times equal to your spellcasting ability modifier (1 minimum) , which you can regain after completing a long rest.
I Think It Lives!
At 6th level, You can add your Spellcasting Ability Modifier instead of Strength Modifier to your attack and damage rolls using your chairs. Additionally, attacks with those chairs count as magical for the purpose of overcoming resistances and immunities.
Comfy Chair
You can sit on your chair and experience bliss of comfort. At level 14, You can forgo movement this turn in order to sit on your chair, thus becoming Prone. For as long as you're Prone on your chair, you gain Advantage on Wisdom and Constitution Saving Throws.
Divine Insulator
At 17th level, you gain the power to seal magic of the world in your chairs, releasing it upon impact. Upon gaining this ability, you learn all Smite Paladin spells, adding them to the list of your known spells. Additionally, you treat them as Sorcerer spells, but can only cast those spells if the attack is made using your chair.
Previous Versions
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9/15/2019 3:10:27 PM
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9/17/2019 8:06:14 AM
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8/26/2022 12:35:31 PM
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11/23/2022 1:22:38 PM
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6/26/2023 1:33:05 PM
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6/26/2023 1:44:52 PM
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