Sorcerer
Base Class: Sorcerer

Deep Within your heart lays the power of Destruction and Death itself, the unceasing rhythm of your heartbeat shaping the world itself to your whims. you may have been given this power by something far greater, be it a blessing or a curse, or you may have been born with this. are you the unwilling recipient of this dark power, or the reincarnation of something not created of Life?

Level 3: Demonic Groove

Inside your heartbeat lays a power comprehensible and belonging only to the most ancient beings of the universe, warping reality to align with it's rhythm.

Whenever you enter a combat, time and space will warp itself around your pulse, making all things in a 120ft. radius move in synchrony with your heartbeat. all creatures within this radius can also hear your heartbeat, even if they could not normally.
at a resting heartrate of 60 bpm, time will move normally, however if you exert yourself enough, it will increase the flow of time,
whenever you do something that requires physical effort, such as making a Strength check or attacking, your heart rate will increase and double the flow of time, giving everything 2 turns worth of actions in one.
as an Action, you can also try to relax, which will lower your heart rate and half the flow of time, which halves the speed of all creatures in the radius and doubles the action time for all actions.

As an Action, you can also use your power to feel out the heartbeats of any other Creature with a functioning heart in a 60ft radius of you. this Feature can be used twice, and recovers both uses every Short Rest.
Whenever a Creature tries to Attack, Magic, Dodge, or something similar, they must roll a Performance check to stay within the rhythm.
whatever entity that breaks the rhythm by moving out of synchrony with your heartbeat will be assaulted by your hidden power, needing to roll a Wisdom Saving throw based on the Sorcerer's Spell DC or (Character level/2) d10 psychic or necrotic damage. on a successful throw, this damage is halved.
if you die, your heart will stop beating, stopping time for 1 minute before the Feat deactivates.

Level 6: Obsidian Beat

at 6th Level, You've Learned to align yourself with the rampaging power inside you, letting it enhance or disrupt your surroundings.

Blessing of Frenzy: as an Action, you can spend 2 Sorcery Points to select a willing Humanoid in a 30ft radius of you and lend them some of your internal power, granting them enhanced powers, which gives them an Innate Sorcery effect, where the recipient's Spell DC will increase by 1 and their To Hit Rolls on Spells gain Advantage for 1 minute. the Recipient can also instead choose to gain Advantage on their Attack rolls for 1 minute.

Sudden Beat: As a Reaction to a Creature attacking or Casting within a 30ft radius of you, you can spend 2 Sorcery points to disrupt the flow of time, interrupting their action and forcing them to break the Rhythm.

Both of these Features are limited use, having a Number of Uses equating to half your Charisma modifier (at a minimum of one), and resetting every Long Rest.

Level 14: Psionic Boom

at 14th Level, By adapting your mind to your heart, you can sense and attack the minds of those who work against your flow. you can automatically sense the presence of anyone in a 120ft radius of you when they break rhythm.

additionally, whenever a creature takes Psychic damage in a 120ft range of you, you can spend 3 Sorcery Points to create a psycho-sonic blast in the Creature's mind, causing a sphere of damage dealing 3d8 + (character level) thunder damage.

Level 18: Pace Drainer

at 18th level, your mastery over the deadly essence you hold has given you dominion over the lives of those in your presence.

when a Creature in Pulse of Termina range dies of Necrotic damage, you can either:

spend 2 Sorcery points to give you or any willing Creature in a 30ft radius of you Temporary Hit Points equal to half of the dead Creature's health die.

Give yourself 1 Sorcery point.

Level 3: Obsidian Heart Spells

When you reach the level listed, you will always have these spells prepared:

3 - Vicious Mockery, Bane, False Life, Ray of Enfeeblement, Gentle Repose

6 - Blindness/Deafness, Raise Dead, Dream

12 - Animate Object, Hold Person

16 - Finger of Death

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2024 4:16:45 PM
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