Base Class: Sorcerer
Whether you are casting a simple cantrip or casting high level spells, your abilities are manifest through the summoning of powerful and obedient minions. Minions are used by sorcerers to perform all manner of menial tasks, be the front-line assault in battle, or to aid a sorcerer through support magic; indeed, whatever the summoner requires. A summoner will generally treat the minions it summons without much emotion or consideration as they are simply constructs of it's inherent magical powers, with the only exception being the bonded minion servant which is born of the summoners soul.
Abiding Servant
At 1st Level, you gain access to the 1st Level Spell [Abiding Servant] and can cast it as a Ritual.
You gain the service of a Minion with a base HP of 1D10 + 4. It's size is tiny. Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn and can Attack using one of it's Actions.
When the Minion drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. When you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell.
You may choose one of each from the following list to customize your Minion.
- Elemental Damage Immunity; Choose 1 from; Cold, Fire, Thunder, Acid, Lightning
- Condition Immunity; Choose 1 from; Sleep, Poisoned, Stunned, Paralyzed, Frightened, Charmed, Blinded, Deafened.
Work with your DM to determine the appearance, movement speeds, base-attacks, and other special features of your Minion. Unlike Familiars, you cannot dismiss your Minion into a pocket dimension and your Minion's appearance is fixed and cannot be altered with a second casting of Abiding Servant.
Conjure Lesser Minion
Starting at 1st level, you have gain the 1st Level Spell [Conjure Lesser Minion] as an Action. The Conjure Lesser Minion spell has a duration of 1 minute, and is a Concentration spell. This spell allows you to summon a minion with 1D6 + 2 hit points, within 30 ft at a point you can see.
You may use your Bonus Action to have your minion perform attack, or use one of it's special abilities, at which time the spell caster can dismiss the minion or maintain concentration on the spell. On the following turn the Summoner can use it's Bonus Action to move the minion according to it's movement speed as well have it take an Action.
When the minion is conjured the Summoner can choose one attribute from each of the following options.
- Creature type: Celestial, Fey, Fiend, Construct, Beast
- Movement Type: Terrestrial (25ft); Flying (40ft); Amphibious (10ft, Swimming 25ft); Aquatic (Swimming 35ft)
- Attack Type: Physical Melee (Piercing, Slashing, Bludgeoning); Ranged Magical (Fire, Ice, Lightning, Thunder, Acid)
- Minion Stat-Blocks TBD.
The spell ends when dismissed by the Summoner, after 1 minute, or when the minion reaches zero hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose between; increasing the damage of the familiar by 1d8 for each slot level above 1st (or improving a special ability), or; conjure one additional minion(s) of the same type each slot level above 1st.
Blind Obedience
At 5th level, you learn the 3rd level spell [Blind Obedience] and cast it once per long rest it by spending 2 sorcery points as a bonus action.
You summon minions that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
- One minion of Challenge rating 1 or lower
- Two minions of Challenge rating 1/2 or lower
- Four minions of Challenge rating 1/4 or lower
Note: Minion statistics to be determined between DM and player.
A summoned minion disappears when it drops to 0 Hit Points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions.
You may cast Blind Obedience with Sorcery Points once per long rest, but can cast it additional times using available 3rd level spell slots.
Level 14 Class Ability
Level 14 Class Ability
Level 18 Class Ability
Level 18 Class Ability
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