Sorcerer
Base Class: Sorcerer

Emotions are powerful, sometimes they manifest into actual power. Your feelings are strong enough to affect the world around you, changing your light and aura as well as influencing others. Those with a spectrum soul must keep their emotions in check so as to not hurt those around them, chaos is a past time for those with access to this power. You have a choice to make, master your emotions or manipulate the emotions of others.

Emotional Aura

1st level spectrum soul feature

You learn you have the ability to manipulate light. You can change the colour of a light source at will in a 30ft radius (red, orange, yellow, green, blue or purple). Once a day you have the ability to use your aura to influence someone's emotions. They must make a charisma save against your spell save DC. You can make them angry, possessive, fearful, confident, optimistic, or caring.

You also gain advantage on insight checks as you gain a better understanding of other people’s emotions.

Aura invocation

At level 6 you can invoke your spectrum soul and ignite yourself with the power of your emotions. Using a bonus action roll a d6 to choose your aura. This aura lasts for one minute or until you are incapacitated. You can use this feature as many times equal to your proficiency modifier.

Emotion

Effect

Rage

You’re bathed in a red hue, you have advantage on strength checks and gain a +2 to dexterity based attacks and damage rolls.

Greed

You’re bathed in an orange hue and you become the center of attention. Hostile creatures must make a wisdom saving throw against your spell save DC. Creatures are unable to turn their attention away from you if they fail. All attacks against anyone apart from you are done at disadvantage.

Fright

You’re bathed in a yellow hue and you present a frightening visage. Hostile creatures must make a wisdom saving throw against your spell save DC. Creatures attack you at disadvantage if they fail as they witness horrors from their past.

Willpower

You’re bathed in a green hue and you are able to concentrate on your spells more effectively. You can now roll your constitution saving throws, to concentrate on a spell with expertise (double proficiency). 

Hope

You’re bathed in a blue hue, you inspire your teammates. Using your reaction you can give creatures, you can see, a d4 to add to an attack roll or saving throw, the d4 lasts until your next turn. You can give this to as many creatures as equal to your proficiency modifier.

Empathy

You’re bathed in a purple hue. You can use your reaction to reduce damage taken by a friendly creature you can see within 30ft of you. The damage reduced equals half (rounded up)  the damage taken and results in you taking that amount.

Aura of Defence

Starting at 6th level when you activate your aura you roll a d6. On a 1-3 nothing happens, on a 4-6 your AC increases by 1 for the duration.

Improved Emotional Aura

At 14th level your emotional aura gains added effects. Whenever you activate your emotional aura you gain a flight speed equal to your walking speed. Your range for these effects also doubles. 

Emotion

Effect

Rage

You gain the added effect of conjuring any light or versatile melee weapon. You are immediately proficient with this weapon.

Greed

You gain the added effect of enthralling those under your guise. Using your aura, those who are under your influence (failed the initial saving throw) can become enthralled by you. Using your reaction choose one creature under your control and they become incapacitated as your presence takes up their entire mind. This effect lasts until the end of your next turn or if they succeed on a saving throw which they make at the end of their turns.

Fright

You gain the added effect of placing a fearful manifestation within 60ft of yourself. If you choose to do so the creatures who had failed the wisdom save are now frightened with your fearful manifestation being the cause. 

Willpower

You gain the added effect of being able to cast wall of force at will while the aura is active.

Hope

You gain the added effect of choosing to use your reaction to grant the creatures temporary hit points equal to 1d10+ your spellcasting modifier instead.

Empathy

You gain the added effect of being able to use the damage taken to boost your next melee weapon attack. If you make a successful melee attack before the end of the following turn after absorbing the damage you can add the damage taken to the damage dealt.

Perfected Emotional Aura

Starting at 18th level you can now choose which emotional aura to activate and no longer have to roll for it.

Emotional Intrusion

Starting at level 18, whenever you target a creature with an enchantment spell that requires a saving throw, that creature must roll at disadvantage as your emotional aura is actively invading the minds of those around you.

Previous Versions

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3/24/2024 1:57:01 PM
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