Sorcerer
Base Class: Sorcerer

Your innate magic awakened in a traumatic moment of intense physical or emotional stress called The Snap. Now you can use the power found in metals to fuel and enhance your magical abilities by “burning” them using Sorcery Points.

Allomantic Spells

When you reach a Sorcerer level specified in the Allomantic Spells table, you thereafter always have the listed spells prepared.

Allomantic Spells 

Sorcerer Level - Spells

3rd - Heat Metal, Levitate 

5th - Fly, Haste

7th - Divination, Confusion

9th - Dominate Person, Animate Objects

 

Iron Will

At 3rd level, you gain an innate resistance to being controlled or influenced, reflecting the inner strength developed during your Snap. You gain advantage on saving throws against being charmed or frightened.

Enhancement Metals

At 3rd level, you gain the abilities associated with the enhancement metals: Copper and Bronze

• Copper: You can create a coppercloud, hiding magical auras. As an action, you can make yourself and all creatures within a 10-foot radius invisible to divination magic of a spell level equal to your proficiency bonus for a number of hours equal to your proficiency bonus. This ability costs 2 sorcery points

• Bronze: You can detect the presence of magic. As an action, you can sense the presence of magic within 30 feet of you, even through walls. This ability functions like the detect magic spell but does not require concentration. This ability costs 1 sorcery point

Mental Metals

At 6th level, you gain the abilities associated with the mental metals: Zinc and Brass

• Zinc: You gain the ability to inflame the emotions of those around you. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, the creature is charmed or frightened (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This ability costs 2 sorcery points

• Brass: You gain the ability to soothe and control the emotions of those around you. As an action, you can force a creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, you can either calm the creature, giving you advantage on all Charisma checks towards them, as long as that creature isn’t hostile toward you for 1 minute, or you can make the creature indifferent to you and your allies for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. This ability costs 2 sorcery points

Physical Metals

At 14th level, you gain the abilities associated with the physical metals: Iron, Steel, Tin, and Pewter.

• Iron: You gain the ability to Pull on nearby metal objects. As a bonus action, you can pull a metal object weighing up to 20 pounds that is within 30 feet of you into your hand. The object flies in a straight line and if the object strikes something, both the object and what it strikes each take 3d8 bludgeoning damage. If pulling on an object that is worn, the wearer makes a strength saving throw against your sorcerer spell save DC, On a failed save, they are pulled in a straight line up to 10 ft towards you and fall prone. This ability costs 2 sorcery points.

• Steel: You gain the ability to Push on nearby metal objects. As a bonus action, you can push a metal object weighing up to 20 pounds that is within 30 feet of you away from you a distance equal to your sorcerer level rounded up to the nearest 5 ft. The object flies in a straight line and if the object strikes something, both the object and what it strikes each take 3d8 bludgeoning damage. If pushing on an object that is worn, the wearer makes a strength saving throw against your sorcerer spell save DC, On a failed save, they are pushed in a straight line up to 10 ft away from you and fall prone. This ability costs 2 sorcery points.

• Tin: You gain heightened senses. As a bonus action, you gain advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks, and you can see in darkness as if it were dim light and dim light as if it were bright light within 60 feet. This ability lasts for 1 hour and costs 2 sorcery points.

• Pewter: You gain enhanced physical strength and resilience. As a bonus action, you increase your AC by +1 and you gain advantage on Strength checks and saving throws, and your carrying capacity is doubled for 1 minute. Additionally, you gain temporary hit points equal to your sorcerer. This ability costs 3 sorcery points.

Temporal and God Metals

At 18th level, you gain the abilities associated with the temporal and god metals: Gold, Electrum, Atium, and Lerasium.

• Gold: As an action, you can gain insight into an alternate version of yourself. For the next minute, you have advantage on all saving throws and gain temporary hit points equal to your sorcerer level. This ability costs 5 sorcery points.

• Electrum: As an action, you can see a glimpse of the future. For the next minute, you can add your Charisma modifier to your AC and saving throws. This ability costs 5 sorcery points.

• Atium: As an action, you can gain a powerful vision of the future. For the next minute, you have advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against you. This ability costs 7 sorcery points.

• Lerasium: As an action, you can temporarily enhance your Allomantic abilities to their peak potential. Your next use of any Allomantic ability that requires an action to activate instead takes a bonus action, or you deal additional damage equal to your sorcerer level on all successful attacks until the end of your next turn. This ability costs 7 Sorcery Points

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