Base Class: Sorcerer
These people have been blessed by a magic item of old but powerful adventures or your parent could be the adventure, found a magic item from a old forgotten wizard. Drizzt or Bruenor could be the source of your magic item.
Adventure Gift
At first level pick from this three opinions, these option will be the sword,ring ans staff
Sword-You summon one magical marital or simple weapons as a bonus action and back at will, every short rest or long rest and you gain proficient with it. Also your body is protected from a magical armor around you, your AC is 10+ your Dexterity+ your Charisma when not wearing armor.
Ring-A ring is stuck on your finger and it give you the abillity when you roll a 20 on your spell attack roll you gain 2 sorcery points and if a target rolls a 1 on your spell saving throw you get 2 sorcery point. You can use those 2 sorcery points or future sorcery points to know what there going to do, to one creature 60 feet away from you going to do on there one turn pretty much looking into the future, every time you expend 2 more socrcery points it make it last one more round.
Staff-You summon a staff in your hand as a bonus action and back at will. You gain 3 spells from any class this dose not count against spell you know and can change them when you level up. When you have your staff out you add your Charisma to your spell damage rolls.
The items you get from these opinions count as your spellcasting focus.
Knowlege of the Lengends
You learned everthing there is to know about the world thanks to your adventures blessing. Your proficientie is doubled for one of this opions: Arcana, History, Nature or Religion. You aslo get one language.
Adventurer Boost
At level 6 pick from one of this three opinions
Sword-As a bonuse action you can attck with a weopon and expending 2 sorcery point you give a weapon a +1 to damage and attack also making them magical for 10 minutes, you can,t give a bonus to the weopon if it has a +1 and it magical. You also get tempory hit point equal to your level, you get your hp back at a long rest.
Ring-When your hit exended 2 socery point as a reaction giving a magic barrier go around you making you invisble and you can move half you speed with no opportunity attacks this last for your next turn. You can attune to 4 magic items.
Staff-Every 2 socery point you expend once per turn giving a d8 force damage every 2 socery point you expend to your spell damage.
True manfestation
At level 14 pick from this three opionions
Sword-Your resiliant has build up so stong that when you are subjected to an effect that allows you to make a Consiution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. you also are immune to poison damage and the poison conditons.
Ring-You get the blessing of a adveture dumb luck, when you roll a natural 1 on a saving throw, attack roll and skill check you can reroll it but if you decide to keep it you can,t do this feature until a long rest but as a reaction a creature 90 feet away from you, you can give them the natural one to any saving throw, attack roll and skill check.
Staff-You are so close to understanding your magic, you get two more metamagic.
A True Adventure
At level 18 pick from these three opinions
Sword-Your body has been untouchable all attack rolls agaist you have disadvatage but not if your incapaitated.
Ring-Your eyes glow with burstng magic, you gain truesight for 90 feet.
Staff-Your spells can't be dispeled, countered and detected by magic.
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I hope you see this. I have a question, for the staff are the 3 spells we gain additional to our total of spells (as in our normal amout of spells + 3 bonus spells) ? i just want to be sure i understand.
Please never change