Sorcerer
Base Class: Sorcerer

Battery-powered sorcerers occur as either a result of biological modification or freak accidents. The crystals that power Eberron tech provide these sorcerers with raw and immense power.

Elemental Enhancement

At 1st level, you choose one type of element as your power source. The damage type associated with each element is used by features you gain later.

Elemental Power​
Elemental Damage Type

Acids

Acid

Sparks

Lightning

Flames

Fire

Frosts

Cold

Poisons

Poison

You can speak, read, and write Primordial. Additionally, whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.

Acids

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Flames

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Frosts

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Poisons

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Sparks

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Energised Physicality

Elemental power from you battery flows through your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your eyes change to a colour associated with your chosen element. When you aren’t wearing armour, your AC equals 13 + your Dexterity modifier.

Battery Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your battery, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Powered Leap

At 14th level, you gain the ability to bring forth a swirling surge of energy, gaining a flying speed equal to your current speed. You can create this surge as a bonus action on your turn. It lasts until you dismiss it as a bonus action on your turn.

If you have chosen sparks as your elemental enhancement, you can’t use this ability while wearing armour that is made of metal, lest it be destroyed.

Overload

Beginning at 18th level, you can summon a physical display of your immense power, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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