Sorcerer
Base Class: Sorcerer

A human turns himself into a blazing inferno, scorching all that stand in his way. An orc casts meteors from the sky onto the heads of her opponents, crushing them into dust. Arcane Sorcerers are very powerful people, connected to the weave of magic with a bond so strong it can astound even the most well learned wizard. 

Arcane Sorcerers are Sorcerers that were exposed to copious amounts of magic as a child, thus infusing the magic into their very being. It isn't known exactly why this occurs, but there are many theories proposed by scholars. The theories range from thoughts that the powers are a blessing from the gods themselves to the idea that the powers are from an abnormally powerful soul. Whether these theories are true or not, many Arcane Sorcerers feel as though they should take advantage of their powers and use them as they see fit because they aren't normal people.

Many Arcane Sorcerers go adventuring because they want to hone their magical abilities, or because their lives are too boring in their farming village. Others use their powers to advance their status in the world. No matter what, many adventuring parties would pay dearly to have an Arcane Sorcerer in their midst.

Arcane Manifestations

Mystical Manifestations: These powers, beginning at Level 1, are some of the most powerful and bizarre powers that a Sorcerer can manifest. At 1st Level, you have 2 Manifestation Points, which are similar to Sorcery Points. However, these provide different effects than the Sorcery Points. The effects are listed below. 

 

Cost: 1 Manifestation Point.

Power-up: You can add 1d6 damage to a Damage roll made for a spell. 

Powerful Weapon: You can add 1d6 to the damage dealt by a weapon. The weapon doesn't have to be yours, and you can set this as a reaction to assist others.

 

Cost: 2 Manifestation Points.

Vulcan Body: Your body is made of fire. Your clothes, unless they are fireproof, are incinerated. Your equipment is unaffected by the magical fire that is now your body. Armor is not incinerated. Because your body is made of fire, you can use an action to cast fireball with no materials or Spell Slots. All creatures that touch you take 2d8 Fire damage, ignoring Resistance. These effects last for 2 hours. 

Sorcerer Armor: Using your Manifestation Points, add 1d4 AC to yourself. The effect lasts until you take a long rest.

Aqua Body: Your body becomes water. You can slither on the ground in this form, and you can be consumed. If consumed, you can form into a dagger and rip apart the thing that consumed you from the inside. The effect lasts for two hours, and if part of you has been consumed, the solid body part rips out of the creature, dealing it 3d12 Piercing damage. 

 

Cost: 4 Manifestation Points. 

Terra Body: Your Body is made of animated stone. You have 5d10 temporary hit points when you transform, and they disappear when the effect ends. Your unarmed strike now deals 1d8 damage, and your AC increases by +3. The effect lasts for two hours.

Poisonous Cloud: You release a Cloud of poisonous gas in a 100ft radius from your body. You and any friendly creature you indicate are unaffected, but everything else takes damage. A creature takes 1d10 acid damage when it is engulfed or enters the circle, and 1d12 acid damage each time it starts its turn in the cloud. The cloud dissipates after three hours. 

 

 Cost: 6 Manifestation Points.

Inferno Body: The Flame Body trait is magnified by the extra power vested into it. The damage a creature takes from touching you is now 3d6 Fire damage, You release bright light for a 10ft radius, and you have an extra +2 AC. In addition, you can cast fireball at will as if it were a 7th Level spell and you can cast Fire Storm once an hour. These effects end after 2 hours.

Summon Undead: You summon 1d6 undead creatures to help you. The challenge rating is determined by the DM with a roll of the d20, and the undead are under the DM’s control. However, you can order them around. The undead disappear after 6 hours. 

 

Cost: 8 Manifestation Points

Restoration: You restore all HP and Spell slots for yourself.

Shower of Power: You cast Meteor Swarm without the need of materials.

Transport: You can teleport to any location you specify on any plane of existence.

 

In addition to the above effects, you can cash in your Manifestation Points for Sorcery Points at a 1-2 exchange rate. 

Powerful Tendrils

At level 6, you have 3 Manifestation Points. In addition, you gain one additional first level spell slot.

Well of Power

At 14th level, you have 5 Manifestation Points. In addition, your hit die is now a d8

Powerful Soul

At level 18, you have 8 Manifestation Points. In addition, you can restore 100 HP to any creature within a 5 ft. radius. This cannot be used again until you take a long rest.

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