Sorcerer
Base Class: Sorcerer

Once in an age, someone inherits a spark of creation that threatens the natural balance. Those who wield the Creator's Hand are curiously predisposed to bring forth life, with every gesture of brush or pen prying itself from the page or flowing off and into the earth. Whether you are the pet project of a grandmaster transmutation wizard, bear the touch of an old god, or stand as an avatar of the land itself, your existence has the potential to shape worlds. 

The magic they use is unique not just among mages, but even among sorcerers. While most forms of spellcasting shape the world to deliver an effect, a Creator's Hand builds something entirely new. It is a balance of art and power, conjuring up images of a recluse whose paintings walk off the canvas, or a writer whose words are seldom content to remain on the page. Rather than casting forth bolts of crackling energy, these creators will depict what they want in the world upon a blank space and watch as streaks of lightning begin to burst out from their composition. Nevertheless, those bearing a Creator's Hand wrestle with the difficulties of their precious art. It can take years before painting a dust devil brings one forth from the canvas instead of leaving the creator to watch their lines squirm off of it likes a mass of worms.

A Creator's Hand rarely goes unnoticed for long. The selfish try to manipulate it, the reverent to spoil it, and the fearful to extinguish it. Sages and prophets may find themselves tasked with the protection of whoever is blessed with a Creator's Hand, guiding them against reckless use of their power. After all, no strength is sacred until tempered by wisdom.

Creation's Hand Features

Sorceror LEVEL FEATURE
1st Bonus Proficiencies, Trace of Creation, Creation Magic
6th Exalted Artistry
14th Spirit Architect
18th Throne of the Maker

Bonus Proficiencies

Beginning when you choose this origin at 1st level, you gain proficiency with your choice of calligrapher's supplies, cartographer's tools, forgery kit, or painter's supplies.

Calligrapher's Supplies

You have proficiency with calligrapher's supplies.

Cartographer's Tools

You have proficiency with cartographer's tools.

Forgery Kit

You have proficiency with the forgery kit.

Painter's Supplies

You have proficiency with painter's supplies.

Creation Magic

When you choose this origin at 1st level, your gestures become irrevocably infused with the power of creation, granting you a unique method of spellcasting. Calligrapher's supplies, cartographer's tools, forgery kit, and painter's supplies can be used as a spellcasting focus for your sorcerer spells by drawing images depicting the effect of the spell. However, your sorcerer spells that require a somatic or material component will now require the use of a spellcasting focus. With the exception of suitable magic items, these artisan's tools are the only items you may use as a spellcasting focus for your sorcerer spells.

In addition, the power of creation is not without benefits. Since your form of spellcasting typically creates creatures rather than summoning them, any creatures manifested by your sorcerer spells through the use of a spellcasting focus are considered to be native to the plane you create them on for the purposes of a banishment spell or similar effect.

Finally, you learn additional spells when you reach certain levels in this class, as shown on the Creation 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.

Creation Spells
Sorcerer Level Spells
1st entangle, find familiar
3rd find steed, magic mouth
5th conjure animals, spirit guardians
7th conjure minor elementals, conjure woodland beings
9th creationreincarnate

Trace of Creation

Starting when you choose this origin at 1st level, your artistic expressions are suffused with creative potential. You have an undisciplined tendency to breath life into anything you create by paint and pen. Whenever you write, draw, or paint something (outside of casting sorcerer spells), roll on the Trace of Creation table to see what becomes of your composition.

Once per turn when you use a form of artisan's tools as a spellcasting focus for a sorcerer spell, the DM can have you roll a d10 immediately after you cast the spell. If you roll a 1, the spell fails without consuming a spell slot and you roll on the Trace of Creation table to see what becomes of your magical composition. If the effect is a spell, the spell casts instantly requiring no components, and if it is a spell that normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.  If the effect creates a creature, the creature is controlled by your DM.

Trace of Creation

D100

EFFECT

01–02

The composition dances like a flame and begins to spark, igniting and destroying what it was written on. If you used artisan's tools, they are destroyed in the process.

03–04

The lines of your composition coalesce into a tiny creature within 5 feet of you, using the spider stat block.  The creature is hostile towards you and your allies.

05–06

The lines of your composition coalesce into a tiny creature within 5 feet of you, using the lizard stat block.  The creature is neutral towards you and your allies.

07–08

The lines of your composition coalesce into a tiny creature within 5 feet of you, using the hawk stat block.  The creature is friendly towards you and your allies.

09–10

The lines of your composition twist into wriggling worms that squirm off the page and burrow into the earth.

11–12

Your composition transforms, prying itself from the page and flying out like a tiny harmless insect.

13–14

Aspects of your composition pull up and off the page, glowing and fluttering about, effectively casting dancing lights.

15–16

Your composition coalesces into a series of flowers which grow from the page and begin to glow, effectively casting light on the supplies they sprouted from.

17–18

The letters or pictures of your composition seem to vibrate in place on the page. Though odd to see, words and images are still clear and any spell is still cast as normal.

19–20

Your composition is remarkably cooperative. If it was made for a spell, you cast the spell without expending a spell slot. If it was part of an ability check using a set of artisan's tools, the check is made with advantage. Otherwise, the words or images simply remain on the page as normal.

21–22

Your composition rises up to expound 6 bells. Each bell rolls off and clatters around, ringing audibly out to 60 feet.

23–24

Your composition forms into a handful of copper coins which roll off the table, clattering audibly out to 30 feet. You gain 10 copper.

25–26

Your composition coalesces into a tiny nonmagical object of the DM's choosing worth less than 5 silver.

27–28

A tiny, very busy man with the commoner stat block emerges. His size is tiny and he speaks one language that you do not know. The man is neutral towards you and your allies.

29–30

Your composition coalesces into three tiny, very angry fellows who argue in a language of the DM's choice that you don't know. The fellows use the commoner stat block.

31–32

The lines of your composition coalesce to form a tied bag that croaks ominously, containing 1d6 frogs.

33–34

Your composition rises up, expounding three faintly glowing pebbles to a space within 5 feet of you, effectively casting magic stone.

35–36

Your composition coalesces into any simple weapon of the DM's choice, which falls to a space within 5 feet of you.

37–38

Your composition coalesces into a number of dried berries, meats, aged cheeses, and enough beeswax wrap to cover it all. 1d4 Rations (1 day) rest upon your paper.

39–40

Fresh fruits, breads, and cheeses spring from the plates that rise off of your paper, effectively casting create food and water on a space within 5 feet of you.

41–42

Your composition coalesces into a glass bottle which rapidly fills with vibrant red liquid. A common potion of healing rolls to a space within 5 feet of you.

43–44

Your composition coalesces into a glass bottle which rapidly fills with muddy brown liquid. A common potion of animal friendship rolls to a space within 5 feet of you.

45–46

Your composition coalesces into a glass bottle which rapidly fills with your soul, as you effectively cast magic jar.

47–48

Your composition coalesces into a figurine of wondrous power chosen by the DM, which rolls to a space within 5 feet of you.

49–50

Your composition coalesces into a loyal servant, instantly casting find familiar.

51–52

Your composition reserves its mischief, transforming the page into a spell scroll for any 1st level spell of the DM's choice.

53–54

The lines of your composition wriggle and shake, prying themselves from the page and lifting into the air as a massive swarm, casting insect plague as a 5th level spell centered on yourself.

55–56

Your composition coalesces into a dense, grasping hand that reaches out and grabs you. Until the start of your next turn you are grappled by the hand, after which point it lets go and drags itself away.

57–58

Your composition coalesces into a nasty looking green bolt that surges toward you. You cast acid arrow on yourself as a 2nd level spell.

59–60

Your composition forms into a mouth that loudly repeats everything you say, sometimes incorrectly.

61–62

Certain lines on your composition begin to glow and twist into sigils, instantly casting teleportation circle on your paper, linked to a location decided by the DM.

63–64

Certain lines on your composition begin to glow and twist into sigils and rapidly expand, instantly casting teleportation circle on your paper, linked to a location decided by the DM. You are immediately transported by the circle.

65–66

The lines of your composition rapidly form into the shape of a celestial being. You cast conjure celestial as a 7th level spell on an area within 5 feet of you. The celestial being is neutral towards you and your allies, rather than friendly.

67–68

A mass of nonmagical vines spill from your page, turning all space you are currently occupying into difficult terrain until they are removed.

69–70

A small bush grows from the page and roots itself in place. It casts goodberry once, and continues to do so each day at dawn for 1d4 days.

71–72

Three sprouts emerge from your page, rooting it in place. After 1d4 hours the sprouts reach full size and begin to move. Each one uses the awakened shrub stat block.

73–74

Your composition coalesces into a tiny, talkative creature of the DM's choice that demands a quest. You instantly cast animal messenger on this creature as a 2nd level spell. Failing to provide the creature with a real and worthy message or recipient causes it to return at an unspecified point in the future for revenge, possibly with allies of its own.

75–76

The lines of your composition coalesce into legs and claws attached to the page that wiggle and flip it over. This new creature uses the crab stat block, though contact with water instantly reduces it to 0 HP. The creature is friendly toward you and your allies.

77–78

The lines of your composition coalesce into thick legs and strong claws attached to the page that wiggle and flip it over. This new creature uses the giant crab stat block, though contact with water instantly reduces it to 0 HP. The creature is hostile toward you and your allies.

79–80

Your composition forms into a trickling freshwater stream for the next minute, after which the page is ruined and the water ceases to flow.

81–82

Your composition rapidly grows into an incubus or succubus in an area within 5 feet of you. It is neutral towards you and your allies.

83–84

The lines of your composition pry themselves from the page and begin to buzz, flying at all nearby creatures. Every creature within 30 feet of the page including you takes 2d10 poison damage, and you are poisoned.

85–86

The lines of your composition coalesce into a swarm of tiny creatures within 5 feet of you, using the swarm of insects stat block.  The swarm is hostile towards you and your allies.

87–88

The lines of your composition coalesce into a seductive sprite or willful imp, determined by the DM. If it is a sprite, you are charmed by it. If it is an imp, you are frightened by it.

89–90

The lines of your composition quickly bounce outwards. You cast color spray as a 1st level spell.

91–92

A slip of your hand adds the extra line needed for your composition to resemble a tiny version of yourself, which quickly pries itself from the page. It has the same race, stats, and abilities as you except its size, which is tiny. Your other self regards you as an enemy, and seeks to replace you in the future if it manages to get away.

93–94

Your composition coalesces into a skeletal hand that reaches for you. You cast chill touch on yourself.

95–96

Your composition coalesces into a spectral hand that rises up from the page. You cast mage hand.

97–98

The lines of your composition rapidly rise and disburse forming a miasma surrounding you. You cast contagion on yourself.

99–00

Your composition coalesces into a tiny fledgling demigod that pulls itself from the page. It blesses you, passing you through a long rest in an instant, then leaves to face its destiny.

Exalted Artistry

By 6th level, you learn to hone your gifts, allowing your arts to serve as a more controlled conduit for the forces of creation. When you must roll on the Trace of Creation table, you may choose to expend 1 sorcery point to roll a d20 instead of a d100.

Spirit Architect

Starting at 15th level, you learn to capture the true essence of a creature's soul in your artwork, granting a measure of permanence to the lives you create. When you cast a conjuration spell to summon one or more creatures, you may expend a number of sorcery points equivalent to the level of the spell slot used to cast it multiplied by the number of creatures manifested.

The creature(s) remain on this plane indefinitely, though you may still require concentration to maintain control. When your concentration on the spell is broken or its duration expires, the creature(s) will cease to follow orders rather than disappear, and the DM will decide whether it is hostile, neutral, or friendly towards you and your allies.

Throne of the Maker

At 18th level, you take your seat as master of creation, allowing you to spend time in solitude developing new gifts or curses to unleash on the world. When you finish a long rest you can expend sorcery points to temporarily learn any single spell of your choice from the conjuration school of magic, regardless of what class spell list it comes from. The spell must be of a level for which you have spell slots, it counts as a sorcerer spell for you, and it does not count against the number of sorcerer spells you know. You must expend a number of sorcery points equal to the level of the spell you select, and you know it until you finish long rest, or otherwise select a different spell using this feature.

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