Base Class: Sorcerer
Some sorcerer draw from the power of their great ancestors to cast spells and create magical effects. Some have an affinity with a certain type of energy. The frenzy sorcerer draws from the infinite emotional power of anger to imbue their spells and abilities. Born amidst a tribe of barbarian or in a hating and angry couple, the frenzy sorcerer reaches into the depths of his inner rage and anger to enter a state of Spell Frenzy. There are few who can master this powerful technique and those that can are feared or shunned upon by the magical community.
Author's note
Here are a few notes based on the criticism I have received from friends.
The Uncontrollable Frenzy feature could result in a TPK. While it is true that Uncontrollage Frenzy could 'force' a player to cast a fireball (with increased damage) on a friendly target, this feature does not specify that the sorcerer must chose one of its highest level spells. What I mean is that a player can chose one of its cantrip (i.e. firebolt) to damage its closest target, which might be an ally.
Frenzy sorcerer without offensive spells. It has come to my attention that the Uncontrollable Frenzy might not be very punishing if the sorcerer decides not to learn any offensive spells. If someone wishes to build their Frenzy Sorcerer that way, I would suggest that the Uncontrollable Frenzy forces them to use a weapon to attack the nearest creature. If that too is not possible, the sorcerer could possibly cast some manner of spell on himself.
Spell frenzy
Whenever you cast a spell on 1st level or higher, you can decide to enter a spell frenzy as a bonus action. As the erratic magic pulses through your veins you become stronger and wilder. While you are in a frenzy, you gain the following benefits :
- You have advantage on Charisma Saving Throws.
- When you deal damage using your spells, you gain a +2 bonus to the damage roll. This bonus increases to +9 at 9th level and +4 at 16th level.
- You have Resistance to spell and magical damage.
- Your Speed is increased by 10 feet.
Your frenzy lasts for 1 round per level of the spell slot used. It ends early if you are knocked Unconscious or if your turn ends and you haven't cast a spell since your last turn or taken damage since then. You can also end your frenzy on your turn as a Bonus Action.
A spell frenzy is a wild thing and the raw magic changes your appearance when you are in this state. When you enter a spell frenzy, chose one or more of the following cosmetic changes. Once on each of your turns, you might switch one of these changes for another.
Crazy hair. Your hair float in the air, as if you were submerged in water.
Magic breath. The air coming out of your lungs are magically imbued and glows in a magical way.
Glowing eyes. Your arcane focus shows through your eyes as they glow intensely.
Light steps. Your step become very light, giving the impression that you are floating a few millimeters above the ground.
Arcane glyphs. Your make glyphs appear on you body. They may represent the spells you are casting or an effect that is currently affecting you.
Floating wisps. Small spheres of energy surround you as you cast your spell, they emit very low light.
Infernal horns. Small twisted horns appear on your head, making you look like a devil or demon spawn.
Feather cloak. Some feathers of vibrant colors appear on your body, covering some of your clothes and skin.
Uncontrollable rage
You Spell Franzy can get out of hand. Whenever you are hit by a spell of 1st level or higher, you must make a Wisdom save against your spell save DC or become uncontrollable. If you become uncontrollable, you are forced into a Spell Frenzy (if you are not already using it) and you must use your action on each of your turn to cast an offensive spell on the nearest target. If you hit one of your allies while uncontrollable, you gain advantage on your next save. You can retry the save at the end of each of your turns. If you are forced into a spell frenzy, the duration is based on the level of the spell that hit you. You cannot end your Spell Frenzy willingly if you are under the effect of an Uncontrollable Rage.
Enraged empowerment
Starting at 6th level, when you enter a Spell Frenzy, you gain an additional boon based on the school of the spell that triggered the Frenzy. These bonuses only last for the duration of your Spell Frenzy.
Abjuration. When you enter a Spell Frenzy using an Abjuration spell, chose a type of damage. You gain resistance to this type of damage. If you are 20th level, chose two types of damage instead.
Conjuration. When you enter a Spell Frenzy using a Conjuration spell, you surround yourself with angry spirits. You can use your bonus action on your turn to attack with these spirits as a melee attack. You use your spellcasting bonus for the attack. On a hit, the spirits deal force damage equal to you Spell Frenzy damage bonus. If you are 20th level, they can attack twice as part of this bonus action.
Divination. When you enter a Spell Frenzy using a Divination spell, you gain one of the following senses : darkvision 120 ft, tremorsense 60 ft, blindsense 30 ft. If you are 20th level, chose two senses instead.
Enchantment. When you enter a Spell Frenzy using an Enchantment spell, you can dazzle your foes with your presence. Whenever you succeed on a save or are missed by an attack, you can deal psychic damage to the foe that attacked you or triggered the saving throw. The damage is equal to you Spell Frenzy damage bonus. If you are 20th level, that damage is doubled.
Evocation. When you enter a Spell Frenzy using an Evocation spell, chose one type of damage. Your Spell Frenzy damage bonus is doubled for spells that deal this type of damage. If you are 20th level, chose two types of damage instead.
Illusion. When you enter a Spell Frenzy using an Illusion spell, your form becomes obscured by shimmering energy. You become lightly obscured (or heavily obscured if you are already lightly obscured). If you are 20th level, you instead become invisible.
Necromancy. When you enter a Spell Frenzy using a Necromancy spell, you gain a number of temporary hit points equal to twice your level. If the spell you cast already gave you temporary hit points, increase the amounts you gained while you are in a Spell Frenzy.
Transmutation. When you enter a Spell Frenzy using a Transmutation spell, chose an ability score (except Charisma). You gain a +4 bonus to this ability score. If you are 20th level, chose two ability scores instead.
Wrathful draining
Starting at 14th level, you are able to absorb the life essence of creatures and spells to replenish your sorcerous pool. When one of these conditions is triggered, you add 1 point to your sorcerous pool.
- When you are hit by a spell, you are forced into an uncontrollable Frenzy.
- When you kill an enemy with a spell while in Spell Frenzy.
- When you roll a critical hit with a spell attack or an enemy rolls a critical fail against one of your spell save and you are in Spell Frenzy.
Calming stance
When you are in a Spell Frenzy, you can use your action to spend some or all of your leftover Frenzy rounds to infuse your allies or foes with the power of your anger. You lose the spent round of Frenzy. You can spend a pool of round and divide it among many allies and foes with the same action. You cannot use this effect during an Uncontrollable Rage.
If you spend rounds of Frenzy on an ally, he gains the same benefits as you would in a Spell Frenzy.
If you spend rounds of Frenzy on a foe, he must make a Charisma save against your spell DC. On a failed save, the creature becomes confused (as per the spell Confusion) for a number or rounds equal to the round you spent on it. When rolling the d10 for the confusion effect, creature rolls twice and takes the lowest result.
Previous Versions
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