Sorcerer
Base Class: Sorcerer

An eon ago, in a small town that has long been forgotten by time, there lived a boy and his father. The boy was so very sick however, and despite the aid of the clergy, and a traveling mage, and the small town's doctors, he never seemed to get better. They all agreed that he would die soon, and the father should make peace and savor the time he had left. But the father could not accept that, he sought answers in darker places, and it is not known how, but he was gifted the knowledge of a ritual that he was told would create an elixir that would save his son. This ritual cost his very blood, which he spread in a magical circle around the entire town, without their knowledge, and placed an empty flask in the center. When the circle was complete, the man spirited his son away from the town, out of the circle, with blood dripping from his arms. Shortly after, the entire town was engulfed in a strange glow of deep crimson, and when the light faded, none were left in the town, there was only a dying Father, his Son, and a deep crimson Elixir within the flask in the center of town. The Father managed to return to the town, and he fed the Elixir to his Son, filling his Son with the lives of the hundreds of villagers sacrificed, so that he might be well. The Father realized only too late that he had killed not only the villagers whose lives he valued less than his Son's, but also the Doctors, and Clerics and Mages who knew of the healing and medical arts, and he could do nothing but expire from his injuries.

His son lived on, perfectly healthy, his illness cured at long last, though the Father did not live to see him grow. That was, as the historical records recount, the first act of Fleshweaving, a taboo practice carried on in secret. It involves the manipulation of the Souls and Bodies of oneself and of Others, but its practice and its many unique magicks are strictly forbidden, because they steal and enslave and devour life, and because they taint ones soul so deeply that their stain can never be removed. A Fleshweaver is the strongest and most uniquely gifted amongst all Weavers, but they are also the foulest, they are able to manipulate the bodies, and souls of others, as well as themselves, and they are capable of taking the bodies of others even, or altering reality such as space and time slightly to better suit their needs. Everything has a cost however, to do these great acts, they sacrifice their lives, the lives of others, and the sanctity of their own souls. Fleshweavers often overuse their powers, reducing their lifespans until they're nothing but husks and have no recourse but to hijack the bodies and minds of others to continue surviving. 

Fleshweaver Spells

1st-level Fleshweaver feature

You learn additional spells when you reach certain levels in this class, as shown on the Fleshweaver Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Fleshweaver Spells
Sorcerer Level Spells
1st bane, inflict wounds, mending
3rd alter self, enlarge/reduce
5th gaseous form, spirit guardians
7th death ward, polymorph
9th antilife shell, planar binding

Resilient Soul

1st-level Fleshweaver feature

As the power to weave flesh and souls flows courses through your body, you feel both your body and spirit becoming tougher. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Your skin takes on a sheen of pure black, with a network of reddish, almost vein-like tendrils overtop of it, they seem to provide some physical protection. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Forbidden Magicks

6th-level Fleshweaver feature

You begin to uncover the Ancient, Forbidden Secrets of Fleshweaving, including rituals that were long since lost or removed from history that only one with a talent for Fleshweaving and a lack of concern for their own well-being and their own soul can perform. Each Forbidden Magick you learn has certain components that are necessary to complete it, and since they are so powerful, they have reprisals if the Forbidden Magick fails, or even if it succeeds. A ritual will fail if at any point during its activation, the requirements are not met. 

Drawbacks to Using Forbidden Magicks
After you use any of the Forbidden Magicks that are detailed below, your body begins to decay, your soul begins to become corrupted. You permanently lose access to one hit die and can no longer use it to regain hit points during a short rest or any other situation that would permit you to spend hit dice to regain hit points. Furthermore, when you lose access to the hit die, you roll that hit die, and your maximum hit points are reduced by an amount equal to the number rolled. This hit point reduction cannot be avoided or removed in any way. This process can reduce you to no lower than 1 hit point. In addition, each time you use a Forbidden Magick, whether you succeed or fail, your maximum lifespan is halved.

You gain two Forbidden Magick Options at 6th level, one Forbidden Magick Option at 14th level, and one Forbidden Magick Option at 18th level. The Forbidden Magick option "Hastakar's Severance" can only be gained at 14th level and above. The Forbidden Magick option "Tanislav's Last Will" can only be gained at 18th level. 

Chamber of Elbaba

Elbaba was a well known figure of old throughout the Empire in which she lived. She was a very powerful Mage, whose empathy magicks had helped many people of her country.

Sadly, years and years of taking the negative emotions of others upon herself broke her. Through experimentation and dedication, she sought to craft a spell that could purge her of any and all emotions.

This Forbidden Magick is unique amongst other Forbidden Magicks, as the only soul you'll be damning as a result, is your own, and it doesn't require any creatures to be sacrificed.

Components Required

  • One item related to each meaningful relationship you have formed
  • A carved wax figurine of yourself that is at minimum five inches in height
  • A pint of your own blood

In preparation for this Forbidden Magick, you must spill at least a pint of your own blood on the ground beneath you, let it soak into the ground, and then place the carved wax figurine of yourself in the puddle of the blood, surrounded by each item you chose to represent your meaningful relationships. This preparation should take only about fifteen minutes to organize it properly. 

Activation & Effects of the Forbidden Magick
You must spend six sorcery points to activate this ritual, and you must remain in the blood while the ritual takes place, as must the figurine, and the items.

When you activate this Forbidden Magick, a painstaking process overtakes you where every single emotion is purged from you. This process takes about an hour, but it can take more or less time depending on how deeply your emotions run. If you are deeply emotional, and experience emotions extremely strongly, this process will take far longer, up to possibly six hours. This process would drive you utterly insane during its progression, and is truly impossible for any emotional being to withstand without breaking.

Once this process has concluded, your emotions are completely gone from you, you feel no emotions, though you keep your senses, although they are immensely dulled, even the strongest of blows that sever limbs would be nothing more than a dull impact to you, nothing more. As a consequence, you gain proficiency in Wisdom saving throws, and you gain immunity to the frightened condition and the charmed condition. However, you also suffer the loss of one of your senses, determined randomly, this loss cannot be regained. In addition, you have disadvantage on Ability Checks using Charisma.

Reprisal
If this Forbidden Magick fails for any reason, you lose access to all of your senses, and become trapped in your own body, a chamber devoid of senses, with no means to communicate with the world, and you continue living without the beauty of sight, the blessing of hearing, the allure of taste or any other joys that life might bring.

Hastakar's Severance

Very little is known about the mage Hastakar, however manuscripts he left behind detailed a partial process for severing someone from the weave entirely, preventing them from reaching for even the slightest of magics. 

There are no more records of the mage Hastakar that are dated after the manuscripts he devised for severing someone from the weave entirely, and it is unknown whether he succeeded, or failed, and whether something happened to him or not, but many scholars suspect there was backlash from his testing, and he himself was severed from the weave, or worse.

Components Required

  • A pair of silver scissors of size and sharpness enough to cut a wooden staff in half
  • At least four unconscious creatures, or at least four creatures that are both incapacitated and restrained. Each creature must be gagged or otherwise silenced, and each creature must be either a humanoid or an elemental.
  • A wooden staff
  • A circle of magical symbols drawn around the wooden staff
  • A body part, lock of hair, bit of nail, or the like of the intended target of this Forbidden Magick

In preparation for this Forbidden Magick, you must draw a circle of magical symbols around the Wooden Staff, which you must stand upright in the center. You must array each of the elementals or humanoids that are incapacitated and restrained, or that are unconscious at equidistant points around the circle. Hold the shears in your hands, you will need to use them as part of the activation.

Activation & Effects of the Forbidden Magick
In order to activate this Forbidden Magick, you must spend seven sorcery points, and you must cut the wooden staff at the center of the circle in half, letting its two halves fall apart in the circle.

Once this Forbidden Magick is activated, the creatures within the circle are killed instantly, and their souls are used to fuel the Forbidden Magick.

You name a creature that is familiar to you, the creature whose body part, lock of hair, bit of nail, or the like was used as a component for the Forbidden Magick, and you meditate for the next hour on everything you know about them without letting anything else clutter your mind. That creature must make a Wisdom Saving throw, on a failure, for the next twelve hours, that creature suffers the following effects:

  • The creature is no longer able to cast any leveled spells, whether it be through a magical item, innate casting, or racial features. It still can, however, cast any cantrips that it knows, or can cast through a magical item.
  • The creature loses concentration on any spells that it was concentrating on, if any.


Alternatively, you can use this Forbidden Magick to undo the effects or reprisals of other Forbidden Magicks. If you choose to do that, the target of this Forbidden Magick will be whatever creature was targeted by the Forbidden Magic you wish to undo. Instead of that creature being treated as if it were within an antimagic field, you must make a spellcasting ability check against a DC of 20. On a success, you end the effect of one Forbidden Magick on the target, or if they are affected by a Forbidden Magick's Reprisal, you may end the effect of that Reprisal on them, or completely undo the effect of said Reprisal on them. On a failure, this Forbidden Magick is considered to have failed, and you are subjected to its Reprisal.

Reprisal
If this Forbidden Magick fails for any reason, you are transported into a different plane, the plane and destination on that plane are chosen randomly, and for the next twelve hours you are subjected to the following effects:

  • You are no longer able to cast any leveled spells, whether it be through a magical item, innate casting, or racial features. You still can, however, cast any cantrips that you know, or that you can cast through a magical item, or innate casting or racial features.
  • You lose concentration on any spells that you were concentrating on, if any, and cannot concentrate on any new spells.

Precious Sight of Mudas

This Forbidden Magick was supposed to grant the caster the ability to turn everything within their vision at the time of its use into precious jewels. A mage named Mudas created it, and sent his apprentices away while he experimented with it. A statue of his exact likeness made of pure diamond was later found glancing at a Mirror out of the corner of its eye.

His apprentices buried his research shortly after this was discovered, but you have found sources tracing back to this magic and devised a way to complete it on your own.

Components Required

  • A Gemstone of the kind that you wish to turn everything within your sight into
  • At least three living, unconscious or otherwise paralyzed creatures that are humanoids or elementals
  • The eyes of the living, unconscious creatures that are humanoids or elementals, or whatever serve as their sensory organs
  • A circle of magical symbols drawn with you at the center

To prepare for this Forbidden Magick, you must remove the eyes of the living humanoids or elementals that will be used as sacrifices, or if they do not have eyes, then their primary sensory organs will suffice. It does not matter whether the eyes can see or not. You must draw a circle of magical symbols, place each unconscious creature within the circle, place each eye at points in the circle, creating equidistant points and you must stand at the center of the circle.

Activation & Effects of the Forbidden Magick
You must spend five sorcery points in order to activate this Forbidden Magick.

Each of the creatures within the circle except for you so long as you are at the center is immediately killed, and their souls are used for the Forbidden Magick. The eyes are all consumed with flame.

Every nonliving object within a thirty foot cone originating from you that can see, is turned completely into the type of Gemstone that was used as a component for this Forbidden Magick.

Every living creature within that cone must make a Charisma Saving Throw against your Sorcerer Spell Save DC, being turned completely into an inanimate statue that is entirely composed of the type of Gemstone that was used as a component for this Forbidden Magick.

Reprisal
If this Forbidden Magick fails for any reason, one of your arms, or one of your legs, determined at random, is severed from your body, and it is is turned completely into the type of Gemstone that you used as a component for this Forbidden Magick. 

Seal of Altiva

This Forbidden Magick, as the name suggests, was created by a woman named Altiva. I was led to believe that this individual, in her life, was a very secretive person. Numerous accounts have stated that she led a double life, but I find that hard to believe. After all, if people know your secrets, you're not that secretive.

In any case, Ativa attempted to craft a way to lock any object imaginable by using souls of others, by any means necessary. At the cost of tearing her own soul as well.

Required Components

  • Two living, unconscious creatures that are either elementals or humanoids.
  • An object that you wish to hide away or permanently lock
  • A circle drawn around the object that you wish to hide away or permanently lock

To use this magical ritual, first you draw the magic symbols around the object you wish to use the ritual on, this process takes an hour. You must bring at least two living, unconscious creatures that are either humanoids or elementals so that they are within the circle of the magic symbols. 

Activation & Effect of the Forbidden Magick
To activate this Forbidden Magick, you must spend three sorcery points, and while it is activating, your hands must remain on the edge of the circle.
The creatures within the circle, the two living, unconscious humanoids or elementals are killed instantly and their souls are consumed by the ritual.

If the object at the center of the circle is a a closed door, window, gate, chest, or other entryway, then it becomes locked and is permanently impassable.

Alternatively, if the object at the center of the circle is any other object than the ones stated above, and it is sequestered away in an inaccessible demiplane for eternity. In addition, while in the demiplane, it is invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. 

Reprisal
If the Forbidden Magick fails for any reason, something which you have deliberately kept secret from another person, is revealed to that person. The person is randomly determined from among those whom you have deliberately kept secrets from, and the secret that is revealed to them is the deepest and darkest secret of the secrets which you have deliberately kept from them, determined to be the one which will cause the most strife and discord.

Tanislav's Last Will

In a small village that has long since been swallowed by the eons of time, there lived a man named Tanislav, who had a very sickly son that he cared deeply for, but who would soon die, despite the treatment of mages, clerics and doctors alike. Foolishly this man Tanislav turned to forbidden magicks for help, and in so doing, sealed his own fate. He drew a circle in his own blood around his town, a magical ritual he had heard of from darker powers, and he waited until every resident of the town was asleep. In the center of the circle, he placed a glass bottle, and he fled with his son outside of the circle of the town. It's unclear how exactly it happened, but the glass bottle was found within the town, drained to but one drop of a deep, crimson fluid, and there was found Tanislav dead from the wounds he inflicted upon himself to draw out his blood, and there was his son, healthy and well, his sickness cured. None of the other residents of the town were ever found, but it's clear from the evidence that their lives were sacrificed so his son could live.

Components Required

  • At least one hundred humanoids that are all unconscious
  • A circle of magical symbols drawn in your own fresh blood that is at least half a mile in diameter
  • A glass flask placed at the exact center of the circle

In preparation for this, the greatest and first of all Forbidden Magicks, you must surround a group of unconscious humanoids, at least a hundredfold, with a circle of magical symbols. In order to draw this circle, you must draw your own blood from your own veins and use it to draw the circle. For it to work, the circle must be at least half a mile in diameter at all points, but if the need arises, say if you're surrounding a large village, you must draw the circle far larger. For each half mile of circumference of the circle that you draw, you lose hit points equal to one eighth of your maximum hit points. This loss of hit points cannot be prevented or reduced in any way. While in the process of preparing for this Forbidden Magick, you cannot regain hit points by any means. Once the circle is complete, you must place the glass flask in the center of the circle, and unless you wish to be consumed, you should leave the circle. The preparation for this Forbidden Magick will take no less than eight hours to complete, but it can take many more if the circle is larger.

Once preparations are complete for this Forbidden Magick, your hit point maximum is reduced to match your current hit points. This hit point reduction cannot be avoided by any means, and the reduction to your hit point maximum can't be removed by any means.

Activation & Effects of the Forbidden Magick
In order to activate this Forbidden Magick, you must spend all of your sorcery points while touching the circle.

Every humanoid within the circle when this Forbidden Magick is activated is instantly killed. 

The souls of every humanoid killed within this circle when it is activated is consumed, transformed into a liquid form, and imbued into the Glass Flask at the center of the circle, creating an elixir of a deep crimson color. There are no bodies left within the town when the Forbidden Magick is completed, and there are no signs of harm or injury, or anything, and everything which is not a humanoid within the circle is completely unaffected. This process appears as a deep black and dark red pillar of light emitting from every point within the circle, piercing the sky and the heavens, and it lasts for about an hour.

This Forbidden Magick creates a magical item known as Tanislav's Elixir. It is a Consumable Potion of Artifact Rarity, appearing as an elixir of a deep-crimson, viscous fluid within a glass flask. A creature carrying it can use an action to drink it, or feed it to another creature. A creature that drinks this Elixir remove all curses, diseases, poisons, conditions and magical effects affecting them. The creature also regains all its hit points.

Reprisal
If this Forbidden Magick fails for any reason, you die immediately, this death cannot be prevented or avoided by any means. 

Sorcery of Body and Soul

6th-level Fleshweaver feature

Your tainted Fleshweaving has fundamentally altered the way your body and magic works. You no longer regain sorcery points on a long rest, or by using your Flexible Casting feature. Instead, when you reduce a creature to 0 hit points, you can choose to devour its soul, which kills it instantly, and you regain a number of sorcery points depending on the type of creature. You cannot use this feature on Undead, Oozes, Plants, or Constructs. The number of sorcery points regained by this feature based on the type of creature are listed below.

CREATURE TYPE

SORCERY POINTS REGAINED

Elemental 5
Humanoid 4
Celestial, Fiend 3
Giant, Fey, Dragon, Aberration 2
Monstrosity, Beast 1


In addition, you can cast certain spells by spending sorcery points instead of using a spell slot. You do not need to have the spells known or prepared in order to use this feature. These spells cannot be cast using spell slots unless you prepare them normally or know them normally. Unless you have them normally known or prepared, you can only cast them using sorcery points. The amount of sorcery points it costs to cast one of these spells is equal to the spell's level. They require components to be provided as normal.

Sorcerer Level Spell
3rd disguise self
5th enhance ability
9th blink
13th fabricate
17th creation

Soul Tearing

14th-level Fleshweaver feature

You gain access to an additional Forbidden Magick Option.

Your soul has become so corrupted, and so tainted by the magic that you wield that if you would die, you can no longer be revived by anything save for a Wish spell. (This casting of Wish would risk losing Wish)

In addition, once per long rest, as a bonus action, you can will yourself through space, warping through different planes to arrive at a new destination on the same Planet you were on. You can only use this ability on the Material Plane. You do not have any real control over destination, but you can specify whether you want to end up standing on dry land, or in the water, although if either of those options are not possible, the other is chosen for you. Roll 1d100 and consult the table below to see the what occurs. 

Random Teleportation Boundaries

01-43

44-53

54-73

74-100

Same Building or Closest Building Same City or Closest City Same Country or Closest Country Within 250 Miles


If you roll between 01 and 43 for example, you would teleport to a randomly determined location within the same building that you're currently in, or if you're not currently in a building, then you are teleported to a random location inside the closest building. Anything between 44 and 53 would place you at any location within the city that you are currently in, or if you're not currently in a city, then you are teleported to a random location inside the closest city. Anything between 54 and 73 would place you at any location within the country that you are currently in, or if you're not currently in a country, it would teleport you to a random location within the closest country. If you roll between 74 and 100, you are teleported to a random location within 250 miles of your original location.

Flesh Theft

18th-level Fleshweaver feature

Your body decays, it will not last much longer, but do not despair you poor fool who has delved greedily into the darkest of magics. This is not the end for you, all flesh is your flesh, all exists to serve you, take the flesh of others by force and live anew.

You can hijack the bodies of others, stealing them so you can live in their flesh. As an action you can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle ⁠spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and your former body is reduced to ashes. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. A creature that is unconscious, stunned or paralyzed has disadvantage on this saving throw.

Once you possess a creature's body, you control it. Your game Statistics are replaced by the Statistics of the creature though you retain your Alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its Class Features. Once you have possessed a creature's body, their soul may perish, or their soul may live on as a spectator in what is now your body. A creature that has legendary actions and/or resistances, their soul typically sticks around as a spectator, remaining with you even if you move into another body. The soul of a creature without legendary actions or resistances typically perishes as soon as you possess their body.

This possession is permanent until you use this feature to escape the current body into a new one. Once you have possessed a creature, nothing can remove your Soul from that creature, save for a Wish spell. (This casting of Wish risks losing Wish)

In addition, any diseases, poisons, conditions or maximum health reductions that affected you while you were in your former body no longer affect you in the new body.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

In addition, you gain one Forbidden Magicks Option at 18th level, and you can choose the Tanislav's Will Forbidden Magicks Option at 18th level.

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