Base Class: Sorcerer
Note: This subclass is part of a larger Revised Sorcerer homebrew class that uses spell points instead of slots, and casts with constitution as its spellcasting ability.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Unbridled Spellcasting
Beginning at 1st level, you can expend hit points to cast spells in the same way as spell points. At 1st level your cap is 1/4 of your hit point maximum rounded down. At 14th level, your cap becomes half rounded down, and at 20th there is no longer a cap.
Resilient Constitution
Starting at 6th level, whenever you or a friendly creature within 10 feet of you makes an ability check or a saving throw, you can use your reaction to add your Constitution modifier to the roll.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Empowered Upcasting
Starting at 6th level, you gain the ability to upcast spells beyond your spell max, with a high chance of the spell going awry. When you upcast in this way, roll a constitution save DC = 8 + spell point cost of the target level + spell level difference (i.e 2nd lvl upcasted to 7th = 8 +10 + 5, for a total of 23). On a success, the spell goes off without a hitch. On a failure, roll on the system shock table. You can attempt this once per short rest.
|
d10 |
Effect |
|
1 |
The creature drops to 0 hit points. |
|
2-3 |
The creature drops to 0 hit points but is stable. |
|
4-5 |
The creature is stunned until the end of its next turn. |
|
6-7 |
The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. |
|
8-10 |
The creature can't take reactions until the end of its next turn. |
Hail Mary
Starting at 14th level, you can channel the raw magic within you into a powerful blast. As an action, you can expend up to 10 sorcery points to create a 1ft wide 80ft long beam aimed at a single creature. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per sorcery point spent on a failed save, or half as much damage on a successful one.
Rejuvenate
At 18th level, as an action you can choose to regain 50 hit points. You can use this ability once per short rest, twice at 20th.







Comments