Base Class: Sorcerer
A young child falls from a tree, and braces for impact. But the impact never comes as the child finds themselves hovering just above the ground. A soldier fighting in a brutal war runs to protect their comrade and lover from a posse of enemy fighters. A black orb engulfs and sucks the group in, allowing their partner time to escape. An old woman is trying to fetch her scared cat from the roof of their home. She casually strolls up the wall as if it were solid earth, and retrieves her fluffy companion before heading back inside.
All of these individuals are inflicted with Astral Corruption, and have command over forces originating from the indifferent and infinite astral sea. Whomever they were before has been permanently altered as an ever consuming essence courses through them, unable to be wholly contained by a mortal body. Unless they learn to master their strange newfound abilities, they will eventually all meet the same fate and dissolve away into nothing. However, using the primal forces of the universe comes at a cost, and what is borrowed must eventually be paid back. So ask yourself; what can you afford to lose?
Astral Spell List
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know.
1st: Feather Fall, Magnify Gravity
3rd: Levitate, Spider Climb
5th: Dispel Magic, Pulse Wave
7th: Banishment, Gravity Sinkhole
9th: Telekinesis, Wall of Force
Corruption
Starting at 1st level, as the energy of the Astral Sea flows through you, amplifying your latent magical talents. While the powers granted by the astral plane are formidable, you haven't mastered them and they come at a cost. You gain the following abilities:
Astral Aura: When you aren’t wearing armor, your AC equals 13 + your proficiency bonus.
Corrupted Casting: Starting at 1st level, whenever you cast a spell of 1st-level or higher that deals damage, you may choose to expend hit points equal to three times the spell's level. If you do, the spell deals it's maximum damage, instead of rolling, and the damage type is converted to force damage if it was not already. The hit point cost of this ability cannot be reduced in any way. If you would reduce your hit points to 0 or below with this ability, the spell you cast will still go off, however you will fall unconscious after it does.
Vital Exchange
Starting at 6th level, the influence of the great expanse has taken firmly root in your body, allowing you to further trade vitality for more power.
Whenever you expend hit dice to restore hit points, you cannot roll below a 3 on the die.
Additionally as a bonus action on your turn you can expend hit points equal to twice your proficiency bonus to regain 1 sorcery point. This damage cannot be reduced in any way. You may not use this ability if it would bring you below 1 hit point.
Command Gravity
At 14th level, astral energy freely flows through your body gain the ability, untethering you and granting you control over local gravity.
You gain a flying speed equal to your current speed and have the ability to hover. Additionally as an action, you can touch one willing creature and have them fly with you as long as contact is maintained.
The following spells are also added to the sorcerer spell list and count as sorcerer spells for you: Gravity Fissure, Dark Star, and Ravenous Void.
Emptiness
Beginning at 18th level, whenever you hit a creature with a spell under the effects of Corruption, that creature is marked with Astral Decay for 1 minute.
As an action, you may spend 9 sorcery points to force up to 5 creatures within 60ft that are afflicted with Astral Decay to make a Charisma Saving throw against your spell save DC. Creatures who succeed on their saving throw are unaffected and lose Astral Decay.
Creatures who fail the save suddenly vanish, and are trapped in an extradimensional space just large enough to contain them, where they take true damage equal to your Sorcerer level at the start of each of their turns. Trapped creatures may make an additional Charisma saving throw at the end of their turns to escape. If a creature dies or succeeds on one of its secondary saving throws, they are released back to the space they originally vanished, prone.
Previous Versions
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12/15/2023 6:59:28 AM
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