Sorcerer
Base Class: Sorcerer

These Sorcerers not only adopt their powers from their heritage, but their powers have been modified due to being born or conceived wile the mother, egg or other was under a magical effect. These types of sorcerers very rare, as their conception is a rare thing to happen. 

These types of Sorcerers gain the ability to empower their spells, body and mind while pushing their arcane skills to the maximum. After exploring their special link to arcane magic, they are able to fill their bodies with the magic that surrounds them and channel them, going into an "Overdrive", while in this state these Sorcerers focus all their might on their spellcasting and use of the Arcane magic.

 

 

*This is a new subclass i made for a campaign, it may not be totally balanced, talk and listen to your DM if either part wants to make changes to the balancing. As me and my player continue to play this subclass, changes may be made, and the subclass updated.

Arcane Dice

Starting at 1st level, gain 2 arcane dice. These dice start as a D6. You can use these dice to further empower your spells and body.

You regain all expended Arcane Dice after a Long Rest, at lv 10 you regain them at a Short or Long Rest

 

The number of dice, and their values changes by levels, as shown here:

Level Dice
1

2 Arcane Dice (D6)

3

2 Arcane Dice (D8)

7

4 Arcane Dice (D8)

14  

4 Arcane Dice (D10)

18

6 Arcane Dice (D10)

Arcanic Prowess

 

When casting a spell you can use an Arcane Dice. You can choose to empower either the spells Attack Roll or the spells Damage

When empowering the Attack Roll:

After rolling for attack, you can choose to spend an Arcane Dice. Roll your arcane dice, and add the number rolled to the spell attack.

This can be done after you have rolled for attack, but before knowing the outcome of the attack.

When empowering the Damage:

If the spell hits, you can choose to spend an Arcane Dice. Roll your arcane dice, and add the number rolled to the spells damage.

The extra damage is the same damage as the spell. If the spell has multiple damage types, you choose which type.


 

You can only use an arcane dice once per turn

Arcane Overdrive

Starting at 6th level, you can choose to expend 4 sorcery points and enter an Arcane Overdrive as bonus action. Arcane overdrive lasts for 1 minute, or until you cancel it as a bonus action. While in this state you focus all you energy on your spellcasting and unlock additional powers.

While in overdrive you cant use weapons, and you have disadvantage on all strength checks and saving throws


When entering Arcane Overdrive choose one of these different overdrives.

 

 *All saving throws is your spell save DC

Name

Effect

Arcane Repulsor

Passive Effect

While in this mode a negative energy field surrounds you in a 5ft circle. Push anyone around you out of the circle if they fail a STR Saving Throw

Arcane Dice

You expend an Arcane Dice to empower your spell. If the spells hits the target they must succeed a STR Saving Throw or gain the effects of Slow until the end of their turn.

Elemental Prowess

Passive Effect

You gain resistance to an Elemental damage type of your choosing

Arcane Dice

You expend an Arcane Dice to empower your spell. If the spells hits the target they must make CON Saving Throw. Roll an arcane dice. On a success they take the damage from the roll from the Arcane Dice, on a fail they take double that. The extra damage dealt is the type you chose to get resistance to.

Arcane Link

Passive Effect

Choose an Ally within 120ft and link your magic to them. When they take damage you can use your reaction to cast a Cantrip at the attacker

Arcane Dice

You expend an Arcane Dice to empower your spell. If the spells hits the target, roll your arcane dice. Your Linked Ally gets healed the amount you rolled on your arcane dice + your CHA modifier.

Defensive Casting

Passive Effect

Your AC Increases by your Charisma Modifier

Arcane Dice

As a reaction you can use an Arcane Dice to impose disadvantage on an attackers attack roll.

Arcane Lust

Passive Effect

When you reduce a creatures hit points to Zero HP, get another action on that turn.

Arcane Dice

You expend an Arcane Dice to empower your spell. If the spells hits the target, roll an arcane dice. The target takes your the amount of damage rolled from your arcane dice, doubled. You take damage from the amount rolled from the arcane dice

 

 

Arcane Denial

At 14th level, you gain the ability to use your arcane dice when making ability checks and saving throws.

When making an ability check or saving throw, you choose to roll an Arcane Dice, you can the amount rolled to the result. This can be done after the roll, but before knowing the result.

Perfect Combatant

You are so in tune with your link to the arcane magic flowing in your blood that nobody can catch you in a disadvantage,


 

Beginning at 18th level, you can enter arcane overdrive at no cost, as a bonus action.

Also beginning at 18th level, if you enter combat with less than 2 Arcane dice, gain 2 Arcane Dice

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