Base Class: Sorcerer
The Great Turtle has granted you its knowledge of the universe, but only time can help you fully comprehend it. This gift may have come from a chance encounter of its prime material aspect or through a moment of clarity that connected you to its greater cosmic presence. As more of its power flows through you, so does its perspective and the understanding that not all power is meant for destruction. When you call upon its power, swirling green and blue cosmic energies project from you and those that you wish to safeguard.
Chelonian Magic
3rd-level Chelonian Aspect feature
You learn additional spells when you reach certain levels in this class, as shown on the Chelonian Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or an illusion spell from the sorcerer, warlock, or wizard spell list.
Chelonian Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 3rd | Shield, Silent Image, Mirror Image, Protection from Poison |
| 5th | Hypnotic Pattern, Protection from Energy |
| 7th | Private Sanctum, Greater Invisibility |
| 9th | Dispel Evil and Good, Mislead |
Level 3: Preserve Life
1st-level Chelonian Aspect feature
The spirit of the Great Turtle acts through you to prevent harm. When a creature you can see within 60 feet of you is attacked, you may use your reaction to reduce the attack roll by 1d6. Additionally, you may expend a number of your sorcery points to roll an equivalent number of additional d6s to further reduce the attack roll against the selected target.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Existential Projection
6th-level Chelonian Aspect feature
You can project the vast expanse of universal knowledge to those around you, potentially causing them to become lost in the chaos of existence. You create a sphere of influence that extends from 15ft from a point you choose within 60ft that you can see. If they fail an INT saving throw, the creature must subtract a d6 from all ability checks, attack rolls, and saving throws while they remain in the sphere. Additionally, an affected creature attempting to exit the sphere must roll a d20. On a 1-5, the creature is not able to exit the sphere and its movement is used, on a 6-20 the creature moves normally. This effect lasts for 1min and the creature can make a save at the end of each of their turns while they remain in the sphere. On a success, the creature is unaffected and can act normally. This ability can be used a number of times equal to your CHA modifier.
Cosmic Suffusion
14th-level Chelonian Aspect feature
Once a day, you suffuse one of your allies with cosmic energy, enhancing both their mind and body. Over the course of 1 minute, you can expend a number of sorcery points to spend on a creature you can see within 30ft. An affected creature gains the following benefits:
- Bonus to AC: +2 (1-4 Sorcery points), or +3 (5-7 Sorcery points)
- Advantage on 1 mental saving throw of their choice (CHA, INT, or WIS)
- Temporary HP equal to 5 times the number of sorcery points you expended. Additional sorcery points can be expended to increase the temp HP, but these do not affect the AC bonus beyond +3 (7+ Sorcery points).
These benefits last for 1hr. This effect can be used once per day, and resets on a long rest.
Expanded Mind
18th-level Chelonian Aspect feature
Your understanding of the Great Turtle's intent deepens. By spending 5 sorcery points, you can enhance the effects of your Existential Projection feature. The sphere of influence now extends to 30ft from a point you can see and creatures you choose must roll with disadvantage on the INT saving throw when they first enter the sphere. Additionally, creatures must roll all ability checks, attack rolls, and saving throws with disadvantage. Also, the d20 check to leave the sphere is now a 10 or above.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/2/2025 7:04:51 PM
|
1
|
0
|
1.1
|
Coming Soon
|
|
|
4/3/2025 2:59:27 PM
|
3
|
0
|
--
|
Coming Soon
|
Comments