Sorcerer
Base Class: Sorcerer

(Very early version just for a playable idea of the class. Changes to lore, mechanics, readability, and balance are in progress.)

The Warden's Chosen has been blessed, or perhaps cursed, by an incorporeal being. This being wished to walk the world in a solid form, to has mass, to have being. And to this end, they have chosen a Ward; a humanoid who serves as their permanent anchor to the physical world. This being might be a Lesser Demon who would not survive otherwise, a Devil who has done so as part of or to fulfil a contract, a Fey being longing for a change of pace, a Celestial who has been sent to guide their Ward, or perhaps simply the ghost of a man who wishes to walk the world again. There are many reasons to become a Warden, though some ethereal forces are more drawn to the prospect than others - particularly Devils, Fey, and benign lingering spirits.

They give up much of their magical essence, passing it onto the Ward in exchange for a mote of physicality, granting them a form not too dissimilar to that of a Familiar, and in certain cases, a slight bit of control over their Ward. In return, the Ward gains an innate sense of and ability to use magic very similar to that of a Sorcerer. Through this bond, the two of them can become far more than the sum of their parts.

While this process can be undertaken by more powerful magical beings, there is often little need to for those that can assume a physical form or otherwise have easy access to Turil. The rare cases where this does happen, the result is often less a symbiosis, and more a vice grip control by the Warden, only capable by a very powerful being who wishes to have for themselves a humanoid pet, of a sorts. Any other situation is often of a net loss to the Warden, unless they're willing to devote years to training their Ward in the arts of Sorcery.

Ideas for what Warden does:

  • Cast using the Warden as a point of origin. (1st?)
  • Take damage for the Warden. (1st?)
  • Allow Warden to change form on a long rest. (1st?)
  • Warden takes damage for you. (14th?)
  • Teleport to the Warden. (6th?)
  • Flight-capable form. (14th?)
  • Expanded telepathic link.
  • Polymorph restrictions somewhat lifted. (18th?)
  • Help action available. (6th? Maybe 14th Greater Warden?)
  • Revive/heal Warden using Sorcery Points

A Warden's Bond

At 1st level, you gain a Warden. To any untrained eye, a Warden looks and behaves like a Familiar. However, to a more researched eye, something appears off. Primarily, the relationship between the Warden and their Ward is not that of a traditional Familiar, the Warden acts as an independent being, and even has an amount of influence of their Ward. Detect Magic cast on the Warden will reveal that they are a Warden, as well as the type of being they were before assuming their current form, be it Demon, Fey, or otherwise.

The Warden uses the stat block of a Warden with the following changes:

  • Their Hit Points are equal to (your Charisma modifier + 2) * (your Sorcerer level)
  • Their AC is equal to your Spell Save DC.
  • They can speak Common and one other language appropriate to their original form.
  • They can recover their hit points on short rests using their own pool of hit dice. The amount of hit dice is equal to your Sorcerer level, and they heal 1d4+(your Charisma modifier) per hit die used.
  • Its challenge rating is considered to be half your Sorcerer level.

The Warden acts independently on your initiative, but only has access to the following actions: Attack, Dash, Disengage, Dodge, Hide, and Search. When it takes the Attack action, it makes a melee weapon attack using its Dexterity Modifier and your Proficiency Modifier for its attack roll, dealing 1d4 damage on a hit.

As your Warden is the source of your power, it must remain close to you for your magic to function properly. If your Warden is not within 60 ft of you, all enemies have advantage on saving throws to resist your spells, and you have disadvantage on any spell attack rolls made.

If your Warden is reduced to 0 HP, or is not within 300 ft of you, their form dissipates, and must be summoned over the course of a short rest or long rest. If summoned on a short rest, they return with 1 HP, but can use their hit dice as though they had short rested. If summoned on a long rest, they return with full HP. Until your Warden is summoned, all enemies have advantage on saving throws to resist your spells, and you have disadvantage on any spell attack rolls made. When they are summoned again, if they desire, they can choose a different form that falls within the limitations.

Warden's Connection

By expending 1 sorcery point, you may cast a Sorcerer spell using the Warden as a point of origin so long as the Warden is within 120 of you. This can be used with other Metamagic options.

When the Warden takes damage from an attack, it can use its reaction to redirect half the damage taken to you.

The two of you share a mild telepathic link. You can speak to each other telepathically while within 10 ft of each other. You are also able to sense the Warden's location, and its general mood, regardless of distance.

For the purpose of any teleportation magic such as Misty Step, Dimension Door, or other similar spells, if your Warden is occupying your square it can teleport along with you without counting as a creature.

Summon Ward

The Warden and Ward can use their actions at the same time to teleport the Ward to the Warden. This can be forced by the Warden against the Ward's will, often as a result of the Warden being taken near the outer radius to avoid losing their form.

Warden's Ally

Your Warden selects a secondary Ward. This new Ward only gains the Magic Initiate (Sorcerer) feat, and the telepathic link.

Additionally, the telepathic link extends to 30 ft.

Warden's Form

You learn the Polymorph and True Polymorph spells. You may cast these on your Warden as though his challenge rating were equal to your level. When you cast either spell on your Warden, you do not lose access to interactions with them such as Summon Ward. When you cast True Polymorph on your Warden, the spell cannot become permanent; when your concentration ends, the Warden returns to its normal form.

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