Sorcerer
Base Class: Sorcerer

When you were young although neither of your parents had any magical ability, you somehow showed some form a magical talent.  This was not by any heritage or birthright.  You do not come from a sorcery bloodline.  This was just a simple talent on your end.

Since no one in your family was equipped to train you, they either sent you away to a magic academy or found you an apprenticeship, where you received a very rigid and formal education as a sorcerer.  Since you did not have anyone in your family that could teach you any family secrets, your arcane education was limited to the way the instructors wanted you to be taught, in a progressive but controlled environment.

By the time you take upon the title of this sorcerer’s origin, it is assumed that you have already graduated from this institution.  Your training may have been very formal, but you are on your own now.

Formal Magic Education

1st Level Arcane Fundamentalist feature

This character was educated in a magic academy and received a very formal education.  There are certain skills that these institutions require the sorcerer to study.  Because of this formal education, when the character became a sorcerer, they normally chose two sorcerer skills to be proficient in from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.  Because they would have also been exposed to the remainder of these skills as part of their education, they have a half-proficiency (rounded down) in all the other skills as well and their initiative rolls.  Additionally, since they were trained with their spell casting and arcane control in a very disciplined environment, thus adding two additional cantrips of their choice to their starting spells.

Lastly their education would have required them to perform with all academics they were exposed to (including languages).  For this reason, when this character learns a language, they will not only be able to speak it, but they will be able to read and write in that language as well.  The later rule is assuming there is a written version of the language to begin with.

Concentration Mastery

6th Level Arcane Fundamentalist feature

As part of their foundations in magic education, they have been taught how to maintain control over spells despite tactics designed to disrupt their casting.  At this point forward they make Constitution saves to maintain control of concentration spells at advantage. Additionally, they receive Counterspell and it does not count against their other known spells.  They can cast this spell by either using a spell slot or by expending four sorcery points.  Spending sorcery points will result in a casting of the highest spell level the sorcerer has access.

Forbidden Knowledge

14th Level Arcane Fundamentalist feature

By this level the sorcerer has tapped into some ancient secrets on how to simulate the magic of other classes with their sorcery.  They will learn how to adopt three spells (5th level or lower) of their choice from any class.  The adopted spells count as sorcerer spells for you, but don’t count against the number of spells you know.

Arcane Reputation

18th Level Arcane Fundamentalist feature

By the time the character reaches 18th level they have developed a very prestigious reputation as a mage.  They arose from academy, they have defeated many fierce opponents, and have become well known as a master of forbidden arts.  You are perceived to be well above the typical rogue mage.  People will now recognize you because of this very public reputation and will pay extra for your services, as assurance they are paying thru right person to get the job done. 

You can now expect an additional 20-percent to be added to any monetary reward you earn from completing missions for others.  Additionally you can exude a aura of forbiddance.  As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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