Sorcerer
Base Class: Sorcerer

  An angakok is a shaman of a tribal bloodline from one of the most remote places in the wilderness.  Angakok bloodlines stretch back further than any recognized form of writing.  Their sorcery comes from harnessing the essence of their ancestors and tribal funeral rituals.  It does not matter where the sorcerer lives in the present day, their sorcery comes from their blood-connection to these ancient cultures.  They will be recognized by their own kind as having knowledge of their ancient traditions, but away from their own kind they rely on the survival skills they learned from their family traditions.

   All angakoks will have some sort of memorial where they go for prayer, reflection, or rituals.  Most of these memorials are tomb or crypt-like in nature, however some tribal cultures have been known to use cave paintings, memorial walls, or other more-practical memorials.  For angakoks, these places serve as both means to stay rooted in their traditions as well as places to harness control over their arcana.

Angakok Magic

3rd level Angakok feature 

  As a tribal shaman, the angakok is familiar with the magic of the ancient ways.  They will begin at first level with Spare the Dying as a bonus cantrip.  Additionally, they will also have False Life and Speak with Animals as bonus 1st level spells.  When they reach 5th level they will attain Speak with Dead as an additional bonus spell.  These spells will not count against their known spells.

Survival Skills

3rd level Angakok feature 

  An angakok will have been taught how to survive in the wilderness.  The ways of their people came first, and magic traditions second.  An angakok will gain survival as a bonus proficiency and will benefit from 1 additional hit point per sorcerer level.  In addition to this they will gain proficiency in a toolset, a martial weapon, and a musical instrument of their choice.  These later skills are what they would have needed to know to hunt for their food and participate in tribal rituals.

Warden Magic

6th level Angakok feature

   The Angakok has developed the ability to summon spiritual wardens.  Wardens are vessels of arcane energy generated by the sorcerer to invoke the ancestors of their past.  The sorcerer at 6th level can summon one warden per short rest into an unoccupied space within 40' feet of them.  Once summoned the warden will hover a few feet above the ground, generating an invisible field of energy covering a 20’-foot radius area around it.  The warden cannot be moved, and it does not follow the sorcerer as they move.  A warden has an effective armor class of 10 and has one hit point per level of the sorcerer who summoned it.  Thus, it has little defense other than being invisible to all other than the sorcerer who summoned it.  There is one exception to this rule, as wardens are completely immune to cold, necrotic, and poison damage.  Other than that, if an opponent knows where to aim, they can destroy a warden with a simple hit at disadvantage.  Because wardens are fueled by their own lifeforce they cannot be dispelled.  The summoner must lose concentration, the duration must lapse, or they must be physically destroyed.

   Before the angakok summons a warden, they must first state what type they are summoning.  There are several different types that the sorcerer can summon, but at 6th level they will have access to two different types of their choosing.  At 12th level they will attain the ability to summon two wardens between short rests.  At 14th level they will gain the ability to add a third new warden to the types they know how to summon.  At 18th level they will learn to summon another warden and gain the ability to summon three between short rests.  Lastly at 20th level they will gain the ability to summon up to four between short rests.  If an angakok wants to summon more than one warden at the same time they can, but all wardens summoned at one time must be of the same type.  To attempt to summon a new type of warden while a different one is already active will cause loss of concentration on the previously summoned one.

   To summon a warden the sorcerer simply uses a bonus action.  Once a warden is summoned it will have its own lifeforce.  Unless the warden's description differs, the warden will recognize who is an ally and who is an enemy in the sorcerer's perspective.  Thus, the sorcerer can choose whom within the field benefits or is hindered by the field.  The sorcerer does not have to be within a field to utilize or command the effects of the field.  Once a warden is summoned it will perform its intended function for as long as the sorcerer concentrates on it (up to 10 minutes.)  If the sorcerer summons more than one warden, concentration on one warden is equal to concentrating on all.  This is the reason why all active wardens need to be the same type.  If the sorcerer has chosen a type of warden they no longer want, they can change one type of warden for another any time they advance in level after 6th level.  They may only exchange one type of warden per level advancement.

Hunter's Warden

Prerequisite: Must be 12th level to attain this feature

   Summoning this warden allows the sorcerer to extend their sense of survival through the generated field.  The sorcerer will be able to grant one individual within the field advantage ranged attacks each turn.  Additionally, the sorcerer has the option to protect those within the field from those outside the field.  By spending a sorcery point and a bonus action, the sorcerer can protect allies within the field from ranged attacks originating from outside of it.  If the sorcerer uses this option, all applicable ranged attacks will hit at disadvantage until the end of the sorcerer's next turn.  This function cannot protect from ranged attacks that originate from within the field, or any other form of attack.

Warden of Anguish

Prerequisite: Must be 12th level to attain this feature

   Summoning this warden allows the summoner to create a materialized field of negative emotions from their ancestors.  Every round the sorcerer can choose a target within the field to be the focus of those emotions.  Until the end of the sorcerer's next turn each time that target misses a saving throw, misses an attack roll, or is struck by an enemy, they must make a Charisma (DC 8 + Charisma modifier + Proficiency bonus) saving throw vs. these emotions as well.  If the target fails any of these saves, they will suffer an additional 2d6 psychic damage each time.  A successful saving throw will result in half damage.  If a current target leaves the field area, they will no longer be able to be targeted by this warden even if they reenter the field.  The sorcerer can just simply choose another target on their next turn.

Warden of Arcane Composition

  Summoning this warden allows the summoner to extend their sense of touch through the generated arcane field.  The sorcerer will gain the benefit of being able to detect magic within the area of the generated field.  The sorcerer will gain the ability to cast “touch” spells on anyone within the field as if the spell were a ranged spell.  Additionally, creatures cannot hide or conceal themselves while in the field.  Although the sorcerer will not be able to see them through darkness, invisibility, concealment, or whatever they use; the sorcerer can still "feel" their presence within the field.  The sorcerer will be able to target such opponents with “touch” or melee-range spells without penalty.

Warden of Burdens

  Summoning this warden allows the summoner to obstruct their enemies while granting maneuverability to their allies.  The field generated by this warden will make movement more burdensome for all targets of their choosing within the field.  All creatures the sorcerer wishes to burden must make a Strength saving throw vs. the sorcerer's casting DC or treat the field as difficult terrain.  All creatures that fly by any non-hovering means that fail their saving throw will be forced to land and walk while in the field.  Those that pass their saving throws will no longer be affected by the field.  Allies that start their turn within the field will be able to add 10-feet to their movement on their turn.

Warden of Civility

  Summoning this warden allows the summoner to extend their sense of reason through the generated arcane field.  The sorcerer will gain the benefit of a comprehend languages effect and will be able to communicate orally with anyone within the area of the generated field.  The field itself gives an aura of civility and clarity.  Additionally, the sorcerer has the option to protect those within the field from fear or charm-based attacks.  By spending a sorcery point and a bonus action, the sorcerer can grant all allies within the field advantage on charm or fear-based attacks until the end of their next turn.

Warden of Collaboration

  Summoning this warden allows the summoner to extend their sense of a common goal through the generated arcane field.  All the sorcerer's allies within the area of the field will become immune to detect thought abilities.  Additionally, every round the sorcerer can use their bonus action to send a message (as the cantrip of the same name) or give a ranged help action to anyone within the generated field.

Warden of Disruption

  Summoning this warden allows the summoner to create a chaotic field of unstable arcane energy.  Enemies of the sorcerer within this field will suffer a disrupting hinderance to controlling concentration spells.  Saving throws needed to maintain control over their concentration spells will be at disadvantage.  Likewise, if the summoning sorcerer is within the field, they will make saving throws to maintain this warden at advantage.  Lastly if one of the sorcerer's allies is within the area of this field and they need to make a saving throw to maintain concentration over a spell, the sorcerer can use their reaction (and a sorcery point,) to give them advantage with the saving throw.  The sorcerer must declare this reaction (and spend the sorcery point) before they roll the saving throw.

Warden of Fate

Prerequisite: Must be 12th level to attain this feature

    Summoning this warden allows the summoner to create a materialized field of energy to manipulate the fates of those within the field.  Every round the sorcerer can choose a target within the field to be the focus of this energy.  The target will gain advantage or suffer disadvantage on their saving throws as determined by the sorcerer.  Additionally, while the field is still being generated the sorcerer can use their reaction (and several sorcery points) to reduce the damage of any attack on anyone within the field.  This ability will reduce the damage of an attack by 1d8 per every sorcery point spent to suppress the damage.

Warden of Lifeforce Dispersion

Prerequisite: Must be 12th level to attain this feature

    Summoning this warden allows the summoner to create a materialized field of lifeforce energy.  This overload of life-energy will act as an obstruction to those who do not have a lifeforce of their own (undead, constructs, etc.)  While this field is being generated if a non-living entity attempts to target a living entity that is within the field, they must make a Wisdom save vs. the sorcerer's spellcasting DC (DC 8 + Charisma modifier + Proficiency bonus) or be forced to target someone else.  Upon failure of this save they will have to choose targeting a non-living entity, someone outside of the field, or forfeit their attack altogether.  This field has no effect on the living.

    In addition to this, while the field is still being generated the sorcerer can use a bonus action (and two sorcery points) summon a cache of healing hit points.  The number of healing hit points summoned will be equal to their sorcerer level.  The sorcerer can distribute these points of healing as they see fit to anyone in the warden's field.

Warden of Vitality

  Summoning this warden allows the summoner to create a ward of protection.  All the sorcerer's choosing within the field gain advantage on saving throws vs. all blinding, deafening, poisoning, and disease-based attacks.  This includes saving throws vs. poison attacks that would result in poison damage.  Additionally, the sorcerer can use their action and two sorcery points to cast a ranged lesser restoration effect on anyone within the generated field.

Improved Warden Control

14th level Angakok feature

   The angakok has developed more control over their wardens.  This control adds new abilities they can use regarding their wardens.

  •  You can now summon them up to a 100'-foot range.
  • The sorcerer at the time of summoning, can spend a sorcery point to create a warden with a 30'-foot radius area of effect.
  • When they first summon a warden rather than have it stationary, they can spend a sorcery point to allow the warden to follow them instead.  This will allow the warden to act more like an aura for the caster, rather than a stationary energy zone.
  • If the sorcerer has already summoned one warden (or multiples of the same type,) they do not have to dispel it to change it.  They can instead spend an action and two sorcery points to transform all current wardens from one type to another.  This ability requires a full action to perform but, the sorcerer will not have to waste a ward they no longer need to summon another.

Warden Mastery

18th level Angakok feature

   The Angakok has mastered use of their wardens.  As a master they will gain four specialized sorcery points that they can only use in conjunction with their wardens.  The Angakok can use these sorcery points for any special features connected with their wardens (have their warden follow them, summon a cache of healing points, etc.) but these points cannot be used for any other type of sorcery.  These specialized sorcery points will replenish after a short rest.

   In addition to this the angakok will also advance their use of these wardens to receive the following benefits.

  •  They can now summon wardens by using either a bonus action or a reaction (their choice.)  They still cannot summon more than one warden per round.
  • Just as the wardens they summon are immune to cold, necrotic, and poison damage, the angakok will gain resistance to these types of damage any time they are within the generated fields of their wardens.
  • If an angakok is outside of the field(s) of their wardens, they can use a bonus action (and a sorcery point,) to teleport into any unoccupied space within any of their warden fields.  They cannot use this feature to teleport from one warden to the other.  They must be outside of any of their generated fields.
  • If they have summoned a warden that is already moving with them, they can transfer that warden to follow any other willing recipient with a full action.

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