Base Class: Sorcerer
A gladiator in shining gold armor enters a colosseum, flaunting his pike and shield. Opposite of him, a half-elf in a cloak enters the arena. The gladiator charges the half-elf, going for a fatal stab, but a blue humanoid with ornate silver armor emerges from his adversary's cloak and catches the blow. Then, the odd entity land a single punch and the gladiator falls limp onto the ground.
A halfling and her fellow adventurers encounter a dead end in a dungeon. The halfling makes a hand motion and her allies step back. Suddenly, a pink humanoid with round, green orbs in the place of eyes appears in front of her and slams its fists on the wall, and the wall gives away and forms a hole.
As two armies clashed, a tiefling hid on the sidelines. Next to him stood a golden wolf-like figure. The creature had a flare in its eyes as it howled, and a multitude of intense fireballs exploded in the enemy ranks. The rest of the army quickly finished the enemy off.
Ever since you were a child, there was always a mysterious force protecting you from the worst harms. As you grew, you have seen it in a more humanoid form, and you have shown signs of magical power. Phantom Projection Sorcerers manifest their arcane energy through the phantom that lives within them, and the being activates through them. As the Sorcerer grows magically, the phantom does, as well, gaining many more abilities along the way to strengthen its ability in the battlefield.
These phantoms usually manifest to look like an odd-looking humanoid, but can also appear differently. Some may appear like beasts, and a very select few may appear as magical beings like angels or monsters. However they look, they all possess equal potential.
Phantom Companion
At 1st level, you choose one type of phantom that haunts you. The damage type associated with each phantom is used by features you gain later.
Phantom Companion
| PHANTOM | Damage Type |
|---|---|
|
Gaseous |
Poison |
|
Electric |
Lightning |
|
Telepathic |
Psychic |
|
Ferocious |
Force |
|
Glorious |
Radiant |
|
Chaotic |
Necrotic |
|
Sonic |
Thunder |
|
Intense |
Fire |
|
Calculated |
Cold |
|
Venomous |
Acid |
You can speak Deep Speech. Additionally, whenever you make a Charisma check when speaking Deep Speech, your proficiency bonus is doubled if it applies to the check.
Calculated Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Chaotic Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Electric Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Ferocious Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Gaseous Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Glorious Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Intense Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Sonic Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Telepathic Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Venomous Phantom
At 1st level, you choose one type of phantom as your companion. The damage type associated with each phantom is used by features you gain later.
Phantom Defense
Your phantom does not harm you; rather, it defends you. Your phantom may, as a reaction to being attacked, emerge from you and reduce the incoming attack's damage by 1d10. You may do this once per short or long rest.
The damage reduction increases by an additional 1d10 at levels 6, 14, and 18.
Phantom Fists
Starting at 6th level, your phantom begins to show its offensive power. You may, as an action, summon your phantom in your space to make a spellcasting attack roll deal 1d20 + your charisma modifier in damage to one opponent within 5 feet of you. The damage type of this attack is the same as the type corresponding to your phantom.
The damage increases by an additional 1d20 at levels 14 and 18.
Phantom Versatility
At 14th level, your phantom is able to bring out more of its power. It gains one of the following actions of your choice.
Cruel Revolution
You may, as a reaction, spend 3 Sorcery Points to perform a counterattack. You may reduce the attack's damage by 3d12, and deal an equal amount of damage of the same type back to the opponent.
Destructive Gate
As a bonus action, your phantom can magically open a 5-foot wide hole in any obstacle that is up to 5 feet thick and up to 10 feet away. This effect lasts for 1 minute.
Exceed Evil Eye
You may, as a Bonus Action, spend 5 Sorcery Points to maximize your damage die for your next 3 turns. During this duration, you also land a critical hit on natural Attack Rolls 18, 19, and 20.
Kinetic Paralysis
You use your phantom to strike and stun the opponent. You may spend 1 Sorcery Point to make an unarmed strike that deals Force damage equal to 1 + your Charisma modifier and, on a hit, force the target to make a Wisdom Save. On a failed save, the target is paralyzed for 1d4 turns. On a success, the target is paralyzed for half that time.
Shadow Force
You may spend 2 Sorcery Points to cast Misty Step to appear in an unoccupied space adjacent to someone or something and hit them with a powerful attack. Once you cast Misty Step, your target must make a DC 20 Dexterity Save. On a failed save, they take 10d4 Force damage. On a success, they take half as much.
Greater Phantom Ability
At 14th level, as your magic power blossoms, your phantom begins to become stronger as well. When you take the Attack option on your turn to activate Phantom Fists, you may use Phantom Fists twice. You may also spend 1 Sorcery Point to gain resistance to your phantom's corresponding type.
You may also learn and cast one of the following spells at will.
Arcane Leap
You gain the ability to cast Jump on yourself as a level 1 spell at will.
Energy Collapse
You gain the ability to cast Sleep as a level 1 spell at will.
Gliding
You gain the ability to cast Feather Fall as a level 1 spell at will.
Hellish Slash
You gain the ability to cast Inflict Wounds as a level 1 spell at will.
Rude Missiles
You gain the ability to cast Magic Missile as a level 1 spell at will.
Thunderous Scream
You gain the ability to cast Thunderwave as a level 1 spell at will.
Phantom Requiem
At 18th level, your phantom reaches its peak in power. You may spend 7 Sorcery Points and choose one of your Metamagic options, or 10 Sorcery Points if the option you chose costs 2 Sorcery Points. For the next 5 turns, you may cast that Metamagic option as much as you would like, and you may stack it with one other metamagic option, which will retain its original cost.
Previous Versions
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11/29/2019 7:09:51 PM
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Coming Soon
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