Sorcerer
Base Class: Sorcerer

Warmage's are natural born magic users who were recruited at a young age and molded into frontline casters.

The Black Schools

At 1st level, you choose which school you attended. 

The Black Schools
purpose School

Attack

The Cave at Salamanca

Support

The Hall of Domdaniel

Command

The Needle Spire

 

Regardless of the school, due to the brutal nature of the training, all members have learned the art of Survival.

 

The Cave at Salamanca

The Cave at Salamanca is only accessible by portal. Deep within its caverns, Warmages are taught the arts of brutal savagery to lay waste to enemies on the battlefield. This school is used by features you gain later.

The Hall of Domdaniel

The Hall of Domdaniel is located deep within the mountains. It is here that initiates learn how to support their allies in battle. This school is used by features you gain later.

The Needle Spire

The Needle Spire is located within the clouds. The brightest of initiates are sent here to assume positions of command in the Warmage Cadres. This school is used by features you gain later.

Acolytes of the Black

As an Acolyte of the Black, the rigorous training has given you access to one sorcery point earlier than you would have normally.

Depending on the school you attended, you gain one of the following actions.

The Unseen Bite

Acolytes of the Cave at Salamanca have learned that magic isn't the only way to attack the enemy. You may expend one sorcery point as a bonus action to throw a dagger at a target and use your Charisma modifier for the attack roll.

The Helping Hand

Acolytes at the Hall of Domdaniel have broadened their studies to include ways to assist their allies. You may expend one sorcery point as a reaction to to point at a target and have them add your Charisma modifier to their next roll. 

Demoralization 

Acolytes at The Needle Spire have learned to basics of command. You may expend one sorcery point as an action to demoralize a creature you can see within range.

Demoralization

One creature within range must make a Wisdom saving throw or have disadvantage on the next roll it makes before the end of its next turn.

The Helping Hand

Acolytes of The Hall of Domdaniel have found ways to bolster their allies in combat. As a reaction, you may expend a sorcery point and point at a target in range. They may then add your Charisma modifier to their next roll.

The Unseen Bite

Initiates of the Cave at Salamanca have learned that magic isn't the only way to attack the enemy. You may expend one sorcery point as a bonus action to throw a dagger at a target and use your Charisma modifier for the attack roll.

Initiates of the Black

Initiates of the Black have furthered their studies in their respective schools. 

Initiate of the Cave at Salamanca

Initiates of this school always have the [spell]lightning bolt[/spell prepared.

Initiate of The Hall of Domdaniel

Initiates of the Hall at Domdaniel are always ready to neutralize enemy mages. Beginning at 6th level, you always have counterspell prepared.

Initiate of the Needle Spire

Initiates of the Needle Spire have learned to shape the battlefield. Beginning at 6th level, you gain access to the spell bane.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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