Sorcerer
Base Class: Sorcerer

According to the legend, five hundred years ago, there was an insignificant lord who possessed a mysterious power that drew ayakashi () (supernatural creatures) to him. A demon exterminator, Tokimori Hazama, was called upon to protect the lord and his castle. The lord's power stayed on the land even when he had died. Thus, Tokimori founded the Hazama clan, who inherited his techniques, to protect the land for centuries to come. This land is Karasumori (烏森).

In the present day, Yoshimori Sumimura and Tokine Yukimura, heirs of the Hazama clan, are the kekkaishi (結界師) that protect Karasumori (which is located on the grounds of the school they attend). They are ability users (people who can use supernatural powers) who use a technique called Kekkai (結界). Kekkai is a form of magical energy barrier which is primarily used to capture and destroy ayakashi that are drawn to this shin'yūchi (神佑地, "sacred land"). Any ayakashi that stay on the land become stronger. Yoshimori and Tokine are to guard the land from the intrusion of ayakashi who try to "power-up" there.

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Barrier Spells

1st-level Barrier Master feature
You learn additional spells when you reach certain levels in this class, as shown on the Barrier Spells table. Each of these spells counts as a sorcerer spell for you, they count against the number of sorcerer spells you know however at each indicated level you can choose one that does not count against your sorcerer spells known. When you cast these spells, they form special barriers that can be seen that inflict the specific spell effects.

Barrier Master Spells

 

Create Barrier

1st-level Barrier Master feature
You can form a barrier by performing special maneuvers by spending parts of your action economy. The barrier is composed of magical force blocking living matter and that which is carried or worn by it.
Draw - Spend a bonus action. You draw a spectral square starting within 30 ft of you on a flat surface uninterrupted with sides equal to your spell save DC in feet.
Raise - Spend a number of ft in movement. You generate walls by raising the square that many number of ft. If the square is complete the barrier pushes anything it hits against at a cost of 1 extra ft of movement. If it is a creature and the creature is not willing, you make an Intelligence (Arcana) ability check against a creature’s escape check (Athletics or Acrobatics). If successful you move the creature. The barrier can lift a number of lbs equal to your level times your spell save DC. 
Finish - Spend an action to complete the square with a barrier.

Complete. If the barrier has volume at the end of one of the steps the barrier is formed. You may only have one barrier at a time (except at 14th level see below). When a new Barrier is completed this way the old barrier is destroyed.

The barrier can break or end with the following ways:
• A creature uses a Shove Action with a successful Strength (Athletics) check or Strength Save against your spell save DC. On a success the barrier is destroyed.
• The barrier takes the damage, you make concentration checks as if concentrating on a spell and hit by the damage. Upon failure the barrier is destroyed and you lose concentration on any concentration spells
• The disintegrate spell is cast on it or similar effects that destroy creations of force destroys the barrier
• You use an action to end the barrier
• You choose to end concentration. The barrier is destroyed and you lose concentration on any concentration spells
• You use Barrier Sorcery (see higher level ability)

Starting at 2nd level you may pay sorcery points to augment the barrier on creation
• 1 point to allow the square to be drawn in the air.
• 1 point to increase the side length or wall height by your level
• 1 point to complete the square as a reaction

At 14th level you can now control a maximum number of barriers equal to your Charisma Modifier. When you use a feature that applies to the barrier you chose which barrier it applies to. You may end any number of barriers on your turn as an action or bonus action.

Barrier Sorcery

6th-level Barrier Master feature
When you cast a spell of 1st level or higher from the Barrier Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level (including upcast). If you cast the spell using sorcery points, it casts the spell on the barrier, all targets within the barrier, or the space within it which destroys the barrier in the process. If that spell was an area spell it fills the volume of the barrier. You may also replace the barrier with the spell as an area effect allowing objects/effects to pass through.

Filter Barrier

6th-level Barrier Master feature
When you create your barrier you can spend a sorcery point for each of the below to set the conditions for what can and can’t pass through the barrier:
• Living matter and that which is carried or worn by it can pass through the barrier
• Nonliving matter except that which is carried or worn by living creatures can’t pass through the barrier
• Gases, wind, and fog can pass through the barrier
• Liquids can pass through the barrier
• Spell effects can't pass through the barrier
• Block any spells cast into or out of the area
• Block Energy such as light can’t pass through the barrier

Barrier Breaker

14th-level Barrier Master feature
You can use half your movement to attempt to destroy a creation of force such as a wall of force or forcecage or the barrier from this subclass. If its creator is unwilling you and them make contested Intelligence (Arcana) ability checks, the wall is destroyed if you beat their result. If sorcery points or spell slots were used to create or manipulate the barrier or creation of force, you gain 1 sorcery point when it is destroyed this way.

Master of Barriers

18th-level Barrier Master feature
You can manipulate barriers to your will. As an action or bonus action you may spend 1 sorcery point to move, grow, change the filter of a barrier as if the barrier was created new. If the barrier was not created by you and its creator resists your control, you may gain control of that barrier by winning a contested Intelligence (Arcana) ability check. If the ability cost sorcery points you still must spend the points for the change.

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