Base Class: Sorcerer
Happy Holiday's again! This is the second subclass that I've made fitting for the season and I actually had a little bit of trouble for this one. I think it was mainly because I initially didn't get onto the same vibe level for a subclass all about the good feelings that surround the holidays. So while writing this I exclusively listened to classic Christmas music and leaned into the feeling of all the people you care about coming together for the holidays. I wanted to base this subclass off of people who seem to have an endless source of positive energy and love for the people around them no matter the situation. While other subclasses lean toward your powers coming from your bloodline, the Jolly Spirit Sorcerer has their power derive from their willpower and their ability to always put a positive spin on things. Thank you for checking this out and I hope you enjoy!
Level 3: Jolly Spells
When you reach a Sorcerer level specified in the Jolly Spells table, you thereafter always have the listed spells prepared
|
Sorcerer Level |
Spells |
|
3rd |
Dancing Lights, Friends, Color Spray, Calm Emotions, Misty Step |
|
5th |
Sleet Storm, Beacon of Hope |
|
7th |
Conjure Woodland Beings, Ice Storm |
|
9th |
Commune with Nature, Dream |
Level 3: In Good Spirits
Your cheerful attitude inspires your friends. When an Ally rolls a Charisma ability check or saving throw within 30ft of you, you can use a Reaction to allow them to reroll their dice once. This ability’s uses are tied to your proficiency bonus and you regain all expended uses on a Long Rest. At level 10, range is increased to 60ft.
Level 6: Holiday Morning
Wake everyone up with the enthusiasm of a little kid excited for presents. After completing a Long Rest, you and up to 6 allies in your vicinity who have completed their long rest as well gain Temporary Hit Points equal to your Sorcerer level plus your Charisma Modifier. This ability also works for a Short Rest, but you only gain Temporary Hit Points equal to half your Sorcerer level plus your Charisma Modifier.
Level 14: Family Gathering
Everyone’s just a little more festive when the whole gang’s here! While your Innate Sorcery is active and all of your teammates are not at or below 0 hit points, Allies within a 120ft Emanation that originates from you gain +2 to their AC, Attack Rolls, Saving Throws, and Skill Checks. This ability lasts until your Innate Sorcery ends or a teammate is reduced below 0 hit points.
Level 18: Stay for Desert
C'mon! I know you're full, but at least stay for desert! When an Ally within the 120ft Emanation of Family Gathering is reduced to or below 0 Hit Points and is not outright killed, you can spend 5 sorcery points and use your Reaction to allow them to stand back up with 0 Hit Points and gaining Temporary Hit Points totaling a number equal to your Sorcerer level. When your Innate Sorcery ends, any Ally brought back using this feature loses their Temporary Hit Points and if their current Hit Points are still 0, they fall Unconscious and remain that way until finishing a Long Rest. Additionally, The bonus granted from Family Gathering increases to +3.







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