Base Class: Sorcerer
Strong body, strong magic.
Some sorcerers come from a bloodline, one with baggage and expectations. Forget that, you cast magic by feeling it out, or by following your instincts. You on the other hand, have no such benefit. Your magic, your spells, your ability to manipulate the weave is intrinsic, more dependent on muscle memory than memory. More instinct than memorization, but can be honed with practice.
In layman's terms, your magic comes from the gut.
Gut Sorcerer's magic comes from their bodies and instinct. Your magic's power is directly tied to your physical health and standing. Gut Sorcerers can amplify their power through physical training of the body and keeping their mind and body sharp. You will rarely see a Gut Sorcerer imbibe in alcohol or partake of substances as these will prevent you from following your gut.
Cast from the Gut
Contrary to other sorcerers, your casting ability is constitution. Not charisma.
- Your spell attack bonus is equal to your constitution modifier plus your proficiency bonus.
- Your spell save DC is equal to 8 plus your constitution modifier plus your proficiency bonus.
Good for the Gut
Starting at level 1, You know and are familiar with what is good for the body and can identify herbs in nature and make supplements from them.
- You gain proficiency in Nature and If you already have proficiency, you gain proficiency in another skill of your choosing.
- You have advantage on survival or nature checks to identify plants, herbs, or if a consumable item is harmful or beneficial to you.
- You gain proficiency in Herbalist tools.
Cast from the Gut Part 2
At the cost of one sorcery point, a gut sorcerer may roll up to their remaining number of hit dice at imbue a damage-dealing spell with that damage at the cost of losing that much health. This can be declared at any point in the spells casting. This damage cannot be resisted.
You cannot use more health than you have. If you role your hit dice and find that your health less than zero, ignore any of the dice rolled you see fit until your remaining health is greater than zero. If your remaining health is exactly zero, and you do not wish to ignore any of the dice rolled, you fall unconscious and will make your first death save on your next turn.
Note that this feature does not remove hit dice for the purposes of short rests.
Example: At level one, you have not taken a short rest and the last enemy is nearly dead. You cast fire bolt and hit dealing 6 damage to the enemy. The GM informs you that the enemy is nearly dead, you then declare you will make this spell cast from the gut and roll your only hit dice, a single d6. You get a 5. The firebolt now does 11 damage(6 from original fire bolt + 5 from the roll) in total, but the player takes 5 damage as a result.
Gut Magic
You learn additional spells when you reach certain levels in this class, as shown on the Gutly 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
Gut spells. (edit this later)
| Sorcerer Level | Spells |
|---|---|
| 1st | cure wounds, purify food and drink |
| 3rd | warding wind, protection from poison |
| 5th | vampiric touch, create food and water |
| 7th | resilient sphere, vitriolic sphere |
| 9th | greater restoration, dispel good and evil |
Gut Instinct
At level six, your gut has a way of telling you things that your brain has not processed yet. It becomes a pit in the bottom of your stomach that reacts to certain stimuli to give you good or bad feelings given the circumstances. You gain the following benefits.
- Your passive perception and passive insight increases by 10. Note this does not increase any bonuses to perception and insight checks, just their passive equivalents.
- You cannot be surprised.
- When making a perception or insight check, you can use a sorcery point to add 10 to the roll. This must be declared before the roll.
- You can add your constitution modifier to your initiative rolls.
- You become aware if you or another party member is being watched either through conventional means or by divination magic. i.e. the scrying spell.
Upgraded Gut
Through time and honing, your gut has become adjusted to your magic and vice versa. You gain the following benefits.
- You have resistance to the damage sustained from Cast from the Gut Part 2.
- The damage dice no longer need be your hit dice, you can choose between a d6, d8, or d10 for both Cast from the Gut Part 2 and for healing from short rests. Note that this does not apply to hit dice for gaining max HP on leveling up.
- You are immune to poison damage and the poisoned condition.
Gut Decision
Sometimes, you just have to give it all. You can do maximum damage with Cast from the Gut part 2 and do not need to roll.
-You can use this feature if you are below 0hp or can use this feature until you are past 0hp. If the latter, you take 1 failed death saving throw. If the former, you take 2 failed death saving throws but can get one action off before falling completely unconscious.
Previous Versions
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6/9/2024 6:37:36 PM
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