Base Class: Sorcerer
Warnings of your arrival have been prophesied for centuries. You are the bringer of doom and darkness. Whether you know your true purpose, and whether you resist it or embrace it, are up to you.
Bringer of Woe
You are born of the nine hells -or beyond- and your dark connections allow you to learn spells from the warlock class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose a tenet of the end times which you represent: Death, Famine, Pestilence, or War. You learn an additional spell based on that tenet, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. NOTE: Some spells (such as Ray of Sickness, Cause Fear, and Infernal Calling) come from outside of the Basic Rules. I cannot actually map these spells to this subclass and share it with the community, so if you're interested in using this, you might have to create homebrew items or feats that grant the specific spells. Everything else should work just fine.
Tenet | Spell |
---|---|
Death | inflict wounds |
Famine | create or destroy water |
Pestilence | ray of sickness |
War | heroism |
Death
You gain the inflict wounds spell. It counts as a sorcerer spell for you, but does not count against your spells known.
Famine
You gain the create or destroy water spell. It counts as a sorcerer spell for you, but does not count against your spells known.
Pestilence
You gain the ray of sickness spell. It counts as a sorcerer spell for you, but does not count against your spells known.
War
You gain the cause fear spell. It counts as a sorcerer spell for you, but does not count against your spells known.
Sign of Weakness
Starting at 1st level, your destiny of destruction beckons and ensures nothing stands in your way. As a bonus action, you can choose a creature you can see within 60 feet of you. The next time you deal damage to that creature with a spell of first level or higher, that creature gains vulnerability to that damage. If the creature would normally be resistant to that damage type, instead it is neither resistant nor vulnerable. A creature with immunity to the damage type still takes no damage.
Once you use this ability, you can't use it again until you complete a short or long rest.
Unstoppable Force
Starting at 6th level, the first time you reduce a creature to 0 hit points each turn, you can regain one spent sorcery point. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you complete a long rest.
Harbinger of the Damned
When you reach 14th level, you become a true leader of the apocalypse. You can spend 6 sorcery points as an action to cast infernal calling at fifth level, requiring no material components. Once you use this feature, you must complete a long rest before you are able to use it again.
Hellish Mark
Your destiny draws near, and your association with the end-times has marked you in a way that you can never remove. This mark grants you certain benefits:
- You now are also considered a Fiend in addition to your other creature types.
- You gain resistance to cold, fire, and poison damage, and have advantage on saving throws against poison.
- You have advantage on all Charisma checks made to interact with fiends.
Furthermore, as an action, you can unleash the infernal power within your mark to lay waste to your foes and the world around you. Your eyes glow, your voice booms with infernal echoes, the ground where you walk becomes charred and blackened, and the air around you begins to smell of sulfur and brimstone. This transformation lasts for 1 minute or until you are incapacitated, and grants you the following benefits:
- Whenever a creature you can see within 30 feet of you would regain hit points, you can use your reaction to instead cause them to take that amount in necrotic damage.
- Whenever you reduce a creature within 30 feet of you to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus half your Sorcerer level (minimum of 1 hit point).
- At the start of each of your turns, each creature of your choice within 30 feet of you takes fire damage equal to half your Sorcerer level.
When the transformation ends, you must succeed on a Constitution saving throw against your Sorcerer spell save DC or gain a level of exhaustion. Once you use this action, you can't use it again until you complete a long rest.
Previous Versions
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6/8/2020 8:49:14 PM
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Coming Soon
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