Sorcerer
Base Class: Sorcerer

Exposure to the shifting and unpredictable energies of the “sea of souls” is almost certainly a path to mutation and therefore a slow and painful demise, but some minds are more receptive to its power than others, and though your sanity may be at risk whenever you tap into this power, you cannot dispute the untempered destruction you can wreak.

Beckoning of the Emperyan

1st-level Warped Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Warped Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Warped Soul Table
Sorcerer Level Spells
1st bane, dissonant whispers
3rd mind spike, Tasha’s mind whip
5th bestow curse, intellect fortress
7th phantasmal killer, Raulothim’s psychic lance
9th hold monstertelekinesis

 

Ascended Mind

1st-level Warped Soul feature

Additionally, starting at 1st level, your mind can draw power from the depths of reality, at the cost of your own sanity. When you cast a sorcerer spell of 1st level or higher, you can empower the spell, treating it as being cast one level higher. Immediately afterwards, you must make a Perils roll. To make a Perils roll, roll 1d4 + 1d6. If the total meets or exceeds the spell’s original level +3, you suffer no additional effects. If you don’t meet this total, you suffer 1 level of Perils of the Warp.

If an hour passes and your Perils level doesn’t increase, it decreases by 1 level.

The d4 you roll for your Perils test increases as you gain sorcerer levels, increasing at 6th level (1d6), 10th level (1d8), and 14th level (1d10).

Perils of the Warp

Level Effect
1
You hear distracting whispers when combat erupts, giving you a -5 to initiative rolls, and if this ability procs while in initiative, at the start of the next round of combat, your current rolled initiative is reduced by 5.
2
The whispers become constant, giving you disadvantage on Wisdom(Perception) checks
3
Your muscles attempt to move on their own, reducing your speed by 10 feet
4
You gain a pounding headache, forcing you to make concentration checks for any spell you are concentrating on at the end of your turn.
5
Your throat closes up and your hands twitch and spasm, preventing you from performing somatic and verbal components of spells
6
Your will begins to crumble, giving you a -2 to all Intelligence, Wisdom and Charisma saving throws
7
Your magic becomes unpredictable, reducing your spell save DC and spell attack bonus by -1
8
Your mind becomes unable to handle what it comprehends. You immediately drop to 0 hit points.

Versatile Witchflame

6th-level Warped Soul feature

At 6th level, your spells become more malleable, as does your sanity. When you use a Metamagic option on a spell, you can make a Perils test instead of paying the cost in Sorcery Points. If you do so, you must meet or exceed a 6, or you take 1 level of Perils of the Warp. At 9th level, the threshold you must exceed is 9 or higher. At 15th level, it becomes 12 or higher.

In addition, you can use a bonus action to spend Sorcery Points and retain some vestige of your mind, reducing your current Perils level by an amount equal to 1/2 the Sorcery Points expended.

Winds of the Warp

14th-level Warped Soul feature

At 14th level, the less you comprehend reality, the more you affect it. When you use Ascended Mind, the spell deals additional damage equal to your current Perils of the Warp level.

In addition, whenever you gain a level of Perils of the Warp, one creature you can see within 30 feet of you takes 5 psychic damage. Finally, you can sacrifice your long-term health for short-term moment of safety. When you are hit by an attack, you can cause it to miss instead. Once you do so, you gain 1 level of Perils of the Warp.

Reinforced Instability

18th-level Warped Soul feature

At 18th level, you finally learn the truth; you were never sane to begin with, and what you perceived as insanity was instead greater insight into the world. You gain truesight out to a range equal to your current Perils of the Warp level multiplied by 5. Whenever you teleport using a spell or ability, you can teleport an additional distance in feet equal to five times your Perils of the Warp level.

Finally, you have resistance to all damage while your Perils of the Warp level is at 5 or higher.

Previous Versions

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12/28/2023 3:05:49 PM
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