Base Class: Monk
In the world of magic and mysticism, there exists a hidden sect of sorcerers known as Awoken. These arcane practitioners have mastered the manipulation of hexes, a potent and volatile form of magic that draws its power from the essence of curses and their blood. The Awoken are both revered and feared, as their abilities to wield and control hexes make them formidable allies and dangerous foes.
Awoken Sorcery Features
| SORCERER LEVEL | FEATURE |
|---|---|
| 3rd | Awoken Techniques, Arcana Palm |
| 6th | Fracture Realm |
| 11th | Hex Energy Manipulation |
| 17th | True Realm |
Origins and Training
Awoken Sorcery is a rare and ancient art, passed down through secretive schools and hidden orders that span across continents. Traditionally, these sorcerers are chosen from those with a natural affinity for hexes or those who have demonstrated exceptional control over hexes. Training in the ways of Awoken Sorcery is rigorous, requiring intense mental discipline and physical endurance.
The training involves not only learning how to harness and direct hexes but also how to combat and exorcise creatures that threaten the world. Students are taught to master various hex techniques, each with its unique manifestations and applications. This training often includes deep meditation and rituals to strengthen their connection to the cursed realm and control their own inner magic.
Hex Energy: The Source of Power
Hex energy is a manifestation of the darker aspects of magic, born from deals, curses, and mutations. Awoken Sorcerers channel this energy to cast powerful spells and summon fearsome entities. Unlike traditional magic, which often draws from the natural world or divine sources, hex energy is inherently tied to the shadowy and chaotic forces that exist on the fringes of reality.
An Awoken Sorcerer’s power is derived from their ability to balance and control this volatile energy. They use it to enhance their spells, protect themselves and their allies, and even summon entities from the cursed realm. Their abilities are a reflection of their inner strength and mastery over their fears and emotions.
The Role of Awoken Sorcerers
In the grand scheme of the magical world, Awoken Sorcerers serve as protectors against the forces of darkness. They are often called upon to deal with curses and malevolent spirits that threaten communities, ensuring that these entities do not wreak havoc on the material plane. Their skills are essential for maintaining the balance between the realms of light and shadow.
Despite their noble intentions, Awoken Sorcerers are not without their challenges. The nature of hex energy can corrupt the unwary, and the burden of wielding such power often takes a toll on their psyche and soul. Many sorcerers find themselves grappling with the very evils they seek to control, and some even become wary of the darkness within themselves.
Awoken Techniques
At 3rd level, you gain proficiency in Martial Weapons and the Arcana skill. You can use your Wisdom modifier instead of Intelligence for Arcana checks related to undead, aberrations, and monstrosities. You also learn a cursed technique that can be used as a spellcasting focus for your sorcerer spells. Choose one of the following:
- Cursed Punch: Once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to deal an additional 1d10 force damage as a bonus action. This damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 17th level.
- Hex Tools: You can summon and use cursed tools, which are magical weapons that deal an extra 2d4 necrotic damage on a hit. The tools scales to 3d4 at level 6, 4d4 at level 14, and 8d4 at level 18. The weapon disappears if it is more than 30 feet away from you.
Arcana Palm
At 3rd level, you learn a unique tracking technique known as the Arcane Palm. You can spend 1 ki point to cast detect magic without using a spell slot.
Fracture Realm
At 6th level, you learn to create a small area infused with your hex energy, mimicking the concept of the sources of where hex energy comes from called The Bloated. As an action, you can spend 3 ki points to create a 30-foot-radius sphere centered on you that lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). Inside this sphere, your spells deal maximum damage and you gain advantage on all spell attack rolls.
Additionally, if another creature attempts to use a Fracture Realm within 60 feet of you, you can use your reaction to clash with it, making a Charisma saving throw. If they failed, their Fracture Realm fails.
Once you use this feature, you can't use it again until you finish a long rest.
Hex Energy Manipulation
Beginning at 11th level, you learn to use a powerful hex technique. Choose one of the following abilities and can change each turn:
- In between: When you take the Attack action, you can spend 2 ki points to make a special unarmed strike. If you hit, you deal your normal unarmed strike damage plus an additional 2d8 necrotic damage, and the target must succeed on a Intelligence saving throw or be paralyzed until the end of your next turn.
- Reversed Hex: As an action, you can heal yourself or an ally within 30 feet of you. The amount healed equals 2 times the ki points you spend. You can use this feature once per long rest.
- Hex Protection: As a reaction to taking damage, you can expend 2 ki points to reduce the damage by an amount equal to your Monk level plus your Wisdom modifier.
Hex Protection
As a reaction to taking damage, you can expend 2 ki points to reduce the damage by an amount equal to your Monk level plus your Wisdom modifier.
In between
When you take the Attack action, you can spend 2 ki points to make a special unarmed strike. If you hit, you deal your normal unarmed strike damage plus an additional 2d8 necrotic damage, and the target must succeed on a Intelligence saving throw or be paralyzed until the end of your next turn.
Reversed Hex
As an action, you can heal yourself or an ally within 30 feet of you. The amount healed equals 2 times the ki points you spend. You can use this feature once per long rest.
True Realm
At 17th level, your mastery over the hexes has reached its peak. You can manifest part of The Bloated Realm to reach the material realm to use in combat. You can now use the feature twice between long rests, and its radius increases to 60 feet. Additionally, while within True Realm, you and your allies have resistance to all damage, and enemies have disadvantage on saving throws against your spells.
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