Sorcerer
Base Class: Sorcerer

You gain heightened levels of sorcery. All your spell slots are instead converted into sorcery points.

Gilded Horizon

Gilded Horizon: So long as one has sorcery or spell points:

-2 to damage from bludgeoning, piercing, or slashing from nonmagical sources; can use a reaction and 2 sorcery or spell points to cause disadvantage on any one attack or +5 to AC for a round.

 

Expanded Divinity Applications

Your punches instead deal 1d4+Charisma bludgeoning damage, so long as you have sorcery or spell points. Your unarmed strikes use your charisma for their to-hit bonus.

You can use the following extra techniques:

Sever: As a bonus action, spend 2 points (sorcery or spell) after landing an unarmed strike to deal an extra 2d8 slashing damage.

Healing Burst: As an action, between 2 and 5 sorcery or spell points. Heal 1d4 health per point spent.

Rebirth: Spend at least 15 spell points. At least an hour after dying, you may return to life with 1 hit point, 2 levels of exhaustion, and with all of your features expended. Cantrip use is blocked. Regain use of features once you’ve recovered from exhaustion.

 

 

Basic Divinity

Divine Gold: A singularity of gold light erupts from your fingertips. Each target in a 25-foot radius must make a Dexterity Saving Throw or take 7d6 force damage on a failed save, or half as much on a successful save. Target(s) are pushed back up to 15 feet.

Singularity Unbound: On a point within 200 feet, gilded force erupts with sudden violence, so much so that it implodes. Targets must make a strength save or take 7d6 force damage on a failed save, or half as much on a successful one. Target(s) are pulled up to 20 feet towards the point.

 

 

Divine Wrath

Black Gold, Arc Form: A bolt of black lightning arcs from your fingertips to a target within range. This bolt can then arc to up to four other targets. Each targets must make a constitution saving throw, or take 6d8 lightning damage and be paralyzed for one round. Half as much damage and no paralysis on a successful save.

 

Sun’s Wrath, Final Burst: A beam of golden energy extends from your hand. 10-foot by 80-foot line. Costs a whole turn to use. Target must make a dexterity saving throw or take 10d6+40 radiant damage from the spell. Halved damage on a successful save.

 

Divinity’s Pinnacle

Divinity’s Final Act, The Inescapable Event Horizon: Create a magical sphere 60 feet in radius from yourself. This sphere is extra-dimensional, and seems infinite from the inside. Attacks from outside of this sphere do not affect the inside, and vice versa. Targets in this sphere must make a Wisdom saving throw at disadvantage or be paralyzed for the duration of the spell. A target makes another saving throw each round it is inside this sphere. For each save a target succeeds, its next gains a -5 penalty. Spell lasts for up to one minute while concentrating.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2024 11:35:37 PM
3
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