Base Class: Sorcerer
(WIP: New gods added regularly)
Inspired by Egyptian mythology and Rick Riordan's Kane Chronicles; art by archibaldart on DeviantArt
"Why don't we find out, ey?" said the leather worker as he worked on the scabbard for Azzie's new sword.
"How?" Azzie asked
The leatherworker pauses in his work, and holds up a small hammer from his workbench towards Azzie; "Take up your sword." Azzie picks up her sword and imitates the man, confused. "Imagine a storage compartment, like a locker or a backpack, in the air before you. Imagine it has a combination lock with a password that only you know; remember that password. Then, when you're ready, drop your sword." And with his final words, he lets go of his hammer, but instead of hitting the ground, it disappears.
A man summons a huge glowing magical avatar with the head of a falcon that surrounds his body and lifts him off the ground, and his enemies flee before him as he wades through their ranks, toppling them as easily as dominos.
A woman glows red with the power of fire as she is surrounded by attackers, and suddenly there is a flash of blinding light, and all that remains of the attackers is a scattering of ashes.
A young boy gets jumped after school by several older bullies, and in a panic, he hits the first boy to attack him, and, to everyone's horror, the attacker disintegrates. The attackers run away from the boy in fear as the boy stares down at his hands, tears shimmering in his eyes.
Magic of The Gods
Your Innate magic comes from the divine blood that flows through your veins, inserted into your bloodline by the gods centuries ago. You have a special connection to the gods and a special attunement to one god in particular.
Children born with the blood of the Pharaohs are very powerful right from the get-go and can be dangerous without training. In ancient times, all children born with magic got a thorough education to ensure they had enough control to not be a danger to society, and the children may choose to pursue further education in the study of magic.
God of Prominence
Depending on which Pharaoh you descended from, you will have a certain god whose area of magic just seems easier to handle for you. This varies, and some gods are more commonly attuned with than others. At 1st level, choose a god from the table below, and at 1st, 6th, 14th, and 18th level you gain access to innate spells that you may add to your spell list. These spells don't count toward the number of spells you can know, and if they are not in the sorcerer spell list, they count as sorcerer spells for you.
Horus
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | Heroism, Magic Weapon |
| 6th | Remove Curse, Death Ward, |
| 14th | True Seeing, Mordenkainen's Sword |
| 18th | Demiplane, Shapechange |
Isis
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | Disguise Self, Rope Trick |
| 6th | Clairvoyance, Banishment |
| 14th | Flesh To Stone, Plane Shift |
| 18th | Antimagic Field, Weird |
Ra
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | Burning Hands, Scorching Ray |
| 6th | Fireball, Wall of Fire |
| 14th | True Seeing, Sunbeam |
| 18th | Sunburst, Meteor Swarm |
Thoth
| Sorcerer Level | Innate Spells |
|---|---|
| 1st | Mage Armor, Suggestion |
| 6th | Detect Thoughts, Tongues |
| 14th | Animate Objects, Dimension Door |
| 18th | Dominate Monster, Time Stop |
Dangerous Magic
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Wild Magic Surge
|
d100 |
Effect |
|---|---|
|
01–02 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
|
03–04 |
For the next minute, you can see any invisible creature if you have line of sight to it. |
|
05–06 |
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
|
07–08 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
09–10 |
You cast magic missile as a 5th-level spell. |
|
11–12 |
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. |
|
13–14 |
You cast confusion centered on yourself. |
|
15–16 |
For the next minute, you regain 5 hit points at the start of each of your turns. |
|
17–18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
|
19–20 |
You cast grease centered on yourself. |
|
21–22 |
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
|
23–24 |
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
|
25–26 |
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
|
27–28 |
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
|
29–30 |
You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
|
31–32 |
You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
|
33–34 |
Maximize the damage of the next damaging spell you cast within the next minute. |
|
35–36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
|
37–38 |
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. |
|
39–40 |
You regain 2d10 hit points. |
|
41–42 |
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
|
43–44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
|
45–46 |
You cast levitate on yourself. |
|
47–48 |
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
|
49–50 |
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
|
51–52 |
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
|
53–54 |
You are immune to being intoxicated by alcohol for the next 5d6 days. |
|
55–56 |
Your hair falls out but grows back within 24 hours. |
|
57–58 |
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
|
59–60 |
You regain your lowest-level expended spell slot. |
|
61–62 |
For the next minute, you must shout when you speak. |
|
63–64 |
You cast fog cloud centered on yourself. |
|
65–66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
|
67–68 |
You are frightened by the nearest creature until the end of your next turn. |
|
69–70 |
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
|
71–72 |
You gain resistance to all damage for the next minute. |
|
73–74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
75–76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
|
77–78 |
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
|
79–80 |
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
|
81–82 |
You can take one additional action immediately. |
|
83–84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
85–86 |
You cast mirror image. |
|
87–88 |
You cast fly on a random creature within 60 feet of you. |
|
89–90 |
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
|
91–92 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
93–94 |
Your size increases by one size category for the next minute. |
|
95–96 |
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
|
97–98 |
You are surrounded by faint, ethereal music for the next minute. |
|
99–00 |
You regain all expended sorcery points. |
God's Aid
At 6th level, you've become more skilled with the abilities granted by your patron, and have been rewarded with greater power. Depending on your chosen god, you will be granted resistance to a certain damage type and a new ability.
Horus
Horus' energy toughens your skeleton and tissues, ensuring that you're able to take a hit. You gain resistance to non-magical bludgeoning damage.
In addition, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can also spend a sorcery point whenever you land an attack with a melee weapon you are proficient with to deal an additional 2d8 bludgeoning damage. This damage increases to 3d8 at 14th level, and 4d8 at 18th level.
Isis
Isis' power steels you against magical energy, giving you resistance to Force damage.
In addition, you gain 3 extra sorcery points and the Lucky Feat.
(Idk how to add sorcery points though, so you'll have to do it manually)
Ra
Ra's magic raises your body temperature and heat tolerance, making you resistant to fire damage and immune to cold weather; your touch will slowly melt snow and ice.
In addition, As a free action you can cause the blade of any weapon you're holding that you are proficient with to glow, emitting bright light up to 20 feet and dim light up to an additional 20 feet. When you land a melee attack with a weapon you are proficient in, you can spend a sorcery point to deal an additional 2d8 fire damage; this damage increases to 3d8 at 14th level and 4d8 at 18th level.
Thoth
Thoth's energy sharpens and strengthens your mind, giving you resistance to psychic damage.
In addition, you gain advantage on Wisdom(insight) checks to determine a creature's true intention when lying, and on your Wisdom(Investigation) checks to determine the purpose of a mechanism, contraption, or other design. You also gain the Telepathy feat.
Divine Avatar
At 14th level, you have earned much more notice and trust from your patron, but more importantly, power.
When you unlock this feature, you gain access to a special avatar representative of your patron which you can summon in times of need. You decide upon leveling up what kind of avatar you want to have. You can summon your avatar once per day as an action, and regain the charge at dawn.
Combat Avatar
As an action, you summon a great force of energy that encapsulates you and lifts you into the air. It takes the form of your patron god, is translucent, and glows blue, yellow, green, or red (your choice). It wields large golden version(s) of whatever weapon(s) you were wielding when you activated it, and you hover inside its chest and pilot it. While in the avatar, you are 15 feet above the ground and you add your charisma modifier to your AC.
The Avatar's movements mimic your own, and you can use any 5 of its senses, or your own. Everything you do including Actions, Bonus Actions, Reactions, etc. are done through the avatar. Maintaining the Avatar requires concentration, and you can dismiss it on your turn as a free action. If you loose concentration on it against your will or if it dies (in which case it would deactivate), you fall the 15 feet to the ground and might take fall damage.
The Avatar uses the following stat block:
Huge Celestial
Armor Class 10 + your Charisma Modifier
Hit Points four times your sorcerer level
Speed ten times your Charisma Modifier
Damage Immunities psychic, necrotic, poison
Condition Immunities charmed, frightened
Senses Truesight 60 ft., passive Perception same as yours
Languages —
Frightful Presence. When you activate the combat avatar, and as a bonus action on your turn while it's active, you can force any creature within 60 feet of you that can see you to roll a wisdom save against your spell save DC, and on a fail they are frightened of you until the avatar is dispelled. The target may reattempt the save at the end of their turn, ending the effect on themselves on a success. Once a target succeeds its save, it is immune to your frightful presence for 24 hours.
Death Burst. When the combat avatar dies, it explodes in a burst of light and force. Each creature within 5 feet of it must then succeed on a DC 10 Strength saving throw, being knocked away from it 10 feet on a failed save.
Actions
Multiattack. The Combat Avatar makes two melee attacks.
Your Weapons, but Bigger. Roll an attack with whatever weapon you're holding, but double the damage dice and modifier (does not increase damage from features like sneak attack, and does not increase bonus magical damage from spells like magic weapon or smites), and use the avatar's stats instead of your own. The range for the weapons is also doubled.
(I seriously recommend writing down what all those variables will be on the stat block before getting started so you don't have to do extra math during your turn)
Comrade Avatar
As an action, you summon an ally to aid you in battle, who takes the appearance of your patron god. They look real and produce sensory output, including touch. They are fully sentient and act as your god would, but will obey every order you give it to the best of its ability, with the exception of things that would obviously hurt it, but it will fight to the death by your side.
The avatar does not possess divine knowledge and wisdom, and will simply not know the answer to such questions. It can, however, recount most of your own patron god's personal history, at DM's discretion.
You and your ally have a constant telepathic link that remains as long as you are both on the same plane of existence. As an action, you can take control of your ally telepathically. While controlling it, you see through its eyes and can use all its senses, as well as move around and speak through it. During this time, your body is in a catatonic and you are unaware of your surroundings.
You can summon or dispel your ally as often as you like, but its hit points only reset each dawn, and if it dies, you can not summon it again until the next day.
Your ally uses the following stat block:
Comrade Avatar
Medium Celestial
Armor Class 15 (natural armor)
Hit Points 5 + three times your sorcerer level
Speed 30 ft., climb 30 ft.
Saving Throws Dex +7, Wis +6
Skills Stealth +7, Religion +7, History +7
Damage Immunities poison, necrotic
Condition Immunities charmed, frightened
Senses Truesight 60 ft., passive Perception 12
Languages the languages you speak
Divine Awareness. The avatar knows if it hears a lie.
Bystander. If neither the avatar nor its summoner draw attention to it, NPCs are extremely unlikely to acknowledge its presence, except in situations that require stealth or locations where people are uncommon.
Actions
Multiattack. The avatar makes 2 melee attacks.
Khopesh. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 6 (2d6) radiant damage.
Divine Bolt. Ranged Spell Attack: +7 to hit, range 80 ft., one target. Hit: 12 (3d8) radiant damage.
Godling
At 18th level, Your god has chosen you as their host in the hopes of having more control in the material plane, living inside your body and sharing their powers with you directly. You can talk to them telepathically, and shapeshift into the god's likeness at will.
Depending on the chosen god, you gain the following benefits:
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/8/2024 5:34:25 PM
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5
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1
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2.5.1
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Coming Soon
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