Sorcerer
Base Class: Sorcerer

Within you, awaits two different forms. One, an everflowing well of arcane energies. The other, a sealed body, with magic bulging muscles and flesh. You are a vessel for magic, and may seal and unseal your innate arcana at will. Sorcerers born as arcane vessels can conjure immense amounts of magic, or seal it to gain greatly enhanced strength. Your powers, well strange are immensely powerful.

Innate Training

At 1st level, you gain proficency with light armor, simple weapons, and a martial weapon of your choice.

Arcane Seal

Also at 1st level, you gain the ability to seal and unseal your magic, granting bonuses to both. As an action, you may unseal or seal your magic, and may do so a number of times equal to your proficency bonus.

Unsealed. You may add your charisma modifier to arcana checks as well as perception checks to discern illusions. You may regain spell-slots with a combined level equal to half your sorcerer level (rounded down, minimum of one) as an action on your turn. Whenever you deal force damage, you may add half your charisma modifier to each instance of damage. In exchange, you have disadvantage on strength, and constitution checks and saving throws.

Sealed. You gain temporary hit points equal to twice your sorcerer level, and may add your charisma modifier to hit when preforming melee weapon attacks. Additionally, your strength, dexterity and constitution ability scores increase by your charisma modifier (to a maximum of 20). In exchange, you cannot cast spells.

After a minute has passed in either form without switching, you return to normal.

At 10th level, you may seal and unseal your magic as a bonus action.

Rejuvinating Transformation

Starting at 6th level, when you enter your unsealed form, you may regain a number of sorcery points equal to your charisma modifier. When you enter your sealed form, you may regain a number of hit points equal to your charisma modifer.

Additionally, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Vessel's Vigour

At 14th level, both forms learn to draw from the other. While in your unsealed form, you learn how to preform an arcane fist attack. While in your sealed form, you may apply metamagic to one weapon attack on your turn.

At 20th level, you may apply metamagic twice per turn on weapon attacks, and may make an arcane fist attack as a bonus action.

Perfected Vessel

Beginning at 18th level, you become a purifed vessel, improving both forms significantly.

Unsealed. You may cast magic missile without expending a spell slot, and whenever you cast a spell that heals or deals damage you may roll an additional dice and add it to the total.. You only have disadvantage on strength and constitution checks.

Sealed. Your ability scores can go above 20 but not 22 when increased by your charisma modifier, and whenever you deal a critical hit with a weapon, you deal force damage equal to your sorcerer level. You may cast cantrips while sealed.

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