Sorcerer
Base Class: Sorcerer

An elf falls, after having a back and forth of spellcasting to gnashing blades and stamping goblinoid feet, destroying the goblins that had surrounded him in a fiery explosion as he dies.

A Halfling woman tracks down a wraith; able to see its energy even if she can't see the spirit itself.

A human sorceress appears into the centre of a battle field, magical energy visibly spitting away from her, slaughtering all those in her path.

Arcane Bloodline Sorcerer is the descendant of an extremely powerful spellcaster. These sorcerers have a natural affinity with the energy of magic (or ether) and use this connection to manipulate energy changing its very base form. They are able to use this connection to improve their sight, and focus even more on manipulating the energies of magic than most other sorcerers. 

Arcane Affinity

At first level choose an energy type from the table below. That type becomes your character's natural affinity and you gain resistance to the damage type chosen. Whenever you cast a spell that deals damage of any type from the table, you can expend 1 sorcery point and change the damage type to your affinity.

Additionally you learn a cantrip based on the energy type chosen, as shown in the table, this cantrip counts as a sorcerer cantrip for you, but it doesn't count against your number of sorcerer cantrips known. In addition you can add your charisma modifier to the cantrip's damage however if it requires multiple attack and damage rolls you can add your charisma modifier to only one of those dice.

Energy Type Cantrip
Fire fire bolt
Cold ray of frost
Lightning shocking grasp
Thunder thunderclap
Radiant sacred flame
Necrotic chill touch
Force eldritch blast

 

Energy manipulation

Additionally at first level, you're connection to the energies of magic allows you some advantage in defending against them. You learnt the absorb magic spell if you do not already know it. This does not count against you're number of spells known. The triggering damage for this spell, is changed to any of those on the energy affinity table, instead of the spell's usual triggering damage. Additionally, as long as you are not suprised, you can choose to cast it using 1 sorcery point Instead of a spell slot. If cast this way, the spell is considered as being cast at 1st level. 

Final Stand

At 6th level, whenever you are brought to zero hit points, you can choose spend 5 sorcery points to as a reaction to invigorate yourself with arcane energy.

If you choose to do this, you remain conscious whilst making death saving throws, allowing you to take your turn as normal. However the dc for death saving throws changes to 10 plus the number of rounds you have been under this effect (starting on the turn you make your first death saving throw). This effect lasts for 5 rounds, or until you fail 3 death saving throws (in which case you are killed). If, after the five rounds you are still at 0 hit points you collapse unconscious.

This infusion of arcane energy exhaust both mind and body. Any death saving throws you make after this are made with a dc of 15 instead of 10, plus you gain a point of exhaustion which cannot be removed except by a long rest.

Additionally you learn the hellish rebuke spell however the damage type of the spell is the same as your affinity type. This does not count as one of your known spells.

The connection strengthens

At 14th level you have learnt to connect yourself to the magical energy of those around you. You gain truesight to 30 feet, and, once per long rest, you can use your 

action to enter a state of connection with external forces of ether. For one minute, or until you lose concentration (as if with a spell) you gain the following effects;

As a bonus action, on your turn, you may force a creature within 60ft of you to make a constitution saving throw. On a failure they take 3d4 necrotic damage and their hit point maximum is reduced by the same amount as you stuck ether energy out of them. You then gain sorcery points equal to half the damage taken.

Stealing the ether from others is a difficult task. Whilst under this effect you are un able to cast any spells higher than 5th level. Additionally when this effect ends the ether energy rushes from you. You must choose to lose all remaining sorcery points or take 1d10 necrotic damage per sorcery point you have.

Additionally, at 14th level, any damage you deal with the same type as your energy affinity ignores resistances, and treats damage immunities as resistance.

Form of the battlemage

At 18th level you have mastered your own power. Once per long rest, as an action, you can channel you power and become a beacon of magical energy.

  • For one minute, or until you fall unconscious, you are under the following effects
    Whenever a creature enters a space within 30 feet of you, they take your energy affinity damage equal to your Sorcerer level
  • If targeted by counterspell, the caster has to roll a spellcasting check against your spell dc. On a failure their counterspell automatically fails regardless of the level, and the spell slot is wasted
  • You have advantage on your spell attacks and enemies have disadvantage on saving throws caused by your spells.
  • You have advantage on any saving throws caused by magic.

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