Base Class: Sorcerer
Alchemy: the science of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful art. It is impossible to create something out of nothing. If one wishes to obtain something, something of equal value must be given. This is the law of equivalent exchange; the basis of all alchemy. In accordance with this law, there is a taboo among alchemists. Human transmutation is strictly forbidden. For what could equal the value of a human soul?
Born to wield the power of transmutation in your hands, you can shift matter from one form to the next with a touch. Alchemic Souls can be a handful to say the least, fashioning weapons, traps, tools, and other such implements from the terrain to control it and the flow of battle. Souls such as these are rare, being born from another of their kind or the power being forced upon them by accidents of great magical potential. Every race has the spark, but few ever manage to light the flame.
Builder and Destroyer
Your powers of Alchemy allow you to manipulate the battlefield and repair your gear on the fly. You can cast Mold Earth and Mending at will, and they do not count towards your known spells. In addition, the range for Mold Earth is doubled.
Earthbound
Your control over the terrain around you allows you to save yourself and hinder others during tremors and attacks. When you are subjected to an effect that would take your footing or knock you prone on a failed save, you can add your proficiency bonus to the roll.
As a reaction, when a creature you can see is subjected to an effect that would take their footing or knock them prone on a failed save, you can force them to remove 1d4 from the roll. This increases to 1d6 at 8th level, and 1d10 at 16th level.
In addition, your Constitution increases by 1.
Matter Manipulation
You learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Matter Spells
SORCERER LEVEL | SPELLS |
---|---|
2nd | Earth Tremor, Maximilian's Earthen Grasp |
5th | Meld Into Stone, Erupting Earth, Fabricate |
9th | Stone Shape, Wall of Stone, Transmute Rock |
12th | Move Earth, Bones of the Earth |
From Ordinary to Ordnance
At 6th level, your control over the matter around you has grown to allow you to form brutal weapons from the battlefield. You can use 1 sorcery point to create a melee weapon from any nonmagical materials you choose, unless they are currently being worn or carried. You must touch the materials for this to take effect. The weapon will take on the properties of whatever similar materials it has the most of. Creating a weapon costs 1 action. The weapon is not magical unless stated otherwise. Forming a weapon doesn't make you proficient with it. Forming a weapon uses different amounts depending on your choice of arms, so consult with your DM to understand what you can and can't craft with the amounts at your disposal. Your crafted weapon lasts for 12 hours, after which time it will crumble to a pile of equivalent materials. You can spend 1 sorcery point to reinforce your weapon, resetting the 12 hour limit. You can have up to 6 formed at any given time, and creating another will cause the oldest to crumble. Different materials will have different properties, consult the table below for reference.
Wood
Your weapon is fragile, but jagged. This weapon deals 1 additional damage die of Piercing. on a Nat 1 for an attack roll with this weapon, you must make a DC 10 Sleight of Hand check, or the weapon will become damaged. When damaged, the weapon will deal half of any damage rolled, rounded down. If the weapon becomes damaged again, it crumbles to it's original form. If you take Fire damage or it comes into contact with Fire the additional damage die of Piercing will be replaced with Fire damage. After two rounds, the weapon will become damaged, unless it is put out. After 4 rounds, it will crumble back to it's original form. You can spend 1 sorcery point to repair the weapon fully, with this resetting the 12 hour timer also. In addition, it gains the Light and Thrown properties if it did not have either previously.
Stone
Your weapon is cumbersome, but brutal. This weapon deals 1 additional damage die of bludgeoning, and can knock enemies back. If thrown at a target, They must make a DC 12 Strength save, or be pushed back 10ft and fall Prone. In addition, it gains the Heavy property if it did not have it previously.
Ice
Your weapon is fragile, but freezing. This weapon deals 1 additional damage die of Cold. on a Nat 1 for an attack roll with this weapon, you must make a DC 10 Sleight of Hand check, or the weapon will become damaged. When damaged, the weapon will deal an additional damage die of Piercing, but lose the Reach property. If you take Fire damage or it comes into contact with Fire the weapon will automatically become damaged. After two rounds, unless it is repaired, it will melt into it's original liquid. You can spend 1 sorcery point to repair the weapon fully, with this resetting the 12 hour timer also. In addition, it gains the Thrown and Reach properties if it did not have either previously.
Crystal
Your weapon is fragile, but splintering. This weapon deals 2 additional damage die of Piercing. on a Nat 1 for an attack roll with this weapon, you must make a DC 10 Sleight of Hand check, or the weapon will become damaged. When damaged, the weapon will snap and burst crystal shards within 10ft of itself, and lose the Reach property. Everyone, including the wielder, must succeed on a DC 13 Dexterity save or take 2d6 Piercing damage. If used for a ranged attack, the weapon will burst on contact with the target. You can spend 1 sorcery point to repair the weapon fully, with this resetting the 12 hour timer also. In addition, it gains the Light and Reach properties if it did not have either previously.
Iron/Lower Quality Metals
Your weapon is standard, but reliable. This weapon has the standard damage and properties of it's usual creation.
Steel
Your weapon is sharp, and effective. This weapon deals 1 additional damage die.
Brass/Bronze/Zinc
Your weapon is firm, and sturdy. This weapon deals 1 additional damage die of Thunder, due to the concussive sound it rings with when struck. It is immune to rust and corrosion, even by a Rust Monster. This does not make it immune to disintegration.
Platinum/Lead
Your weapon is heavy, but toxic. This weapon deals 1 additional damage die of Bludgeoning, and 1 of Poison. If thrown at a target, They must make a DC 16 Strength save, or be pushed back 10ft and fall Prone. In addition, it gains the Heavy property if it did not have it previously.
Copper/Silver/Electrum/Gold
Your weapon is honed, and deflective. This weapon deals 1 additional damage die of Lightning. When you take Lightning damage, the next strike you make with this weapon will deal 3 additional damage die of Lightning damage. This weapon is considered magical.
Mithral
Your weapon is elegant, and deadly. This weapon deals 1 additional damage die, and 1 of Radiant. As a bonus action it can shed bright light in a 20ft radius, and dim light for an additional 20ft. This weapon is considered magical. In addition, it gains the Light and Finesse properties if it did not have either previously.
Adamantine
Your weapon is incredible, and destructive. This weapon deals 2 additional damage die, and will achieve a critical strike on an 18 or above. This weapon is considered magical.
Combat Strategist
At 14th level, your control has strengthened to the point that you can set traps across the battlefield, lying in wait for your enemy. Starting with 3, you gain an additional trap for every two levels gained.
Binding of Earth
Using 1 sorcery point and an action, you can form coils of stone that will attempt to ensnare your foes. You designate a 5ft space on the floor, wall or ceiling within 60ft of you to be trapped, and choose which creatures can pass through it unharmed. The trap is not considered magical, and neither is it's damage. Discerning the space is trapped requires a DC 16 Investigation check. When a creature steps into the space, it must make a Dexterity save against your spell save DC, on a success they pass through the square unaffected and the trap is ruined. On a fail, they will be Restrained and take 3d6 Bludgeoning damage. To escape the restraints, the target must make an Athletics or Acrobatics check, the DC being 8 + your Charisma modifier.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
For every sorcery point spent on your action, you can place an additional trap, to a maximum of 4.
Blinding Grains
Using 1 sorcery point and a bonus action, you can shift the ground into sand that will burst into your foes face to throw them off. You designate a 5ft space on the ground within 60ft of you to be trapped. The trap is not considered magical. Discerning the space is trapped requires a DC 16 Investigation check. When a creature steps into the space, the sand explodes upwards, and they must make a Dexterity save against your spell save DC. On a success, nothing happens. On a fail, they will have disadvantage on attack rolls until the end of their next turn. On a Nat 1, They will be Blinded until the end of their next turn.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
For every sorcery point spent on your bonus action, you can place an additional trap, to a maximum of 4.
Clobberstones
Using 1 sorcery point and an action, you can shift part of the terrain to cobblestones, exploding forth to stun your foes. You designate a 5ft space on a wall, floor or ceiling within 60ft of you to be trapped, and choose which creatures can pass by it unharmed. The trap is not considered magical. Discerning the space is trapped requires a DC 16 Investigation check. When a creature comes within 15ft of the space the cobblestones blast outwards, hitting every creature within a 15ft cone of the trapped area, angled at the original target. This forces a Constitution save against your spell save DC. On a failed save, they will take 3d6 Bludgeoning damage and be Stunned until the end of their next turn. On a successful save, they will not be Stunned and take half damage.
For every sorcery point spent on your action, you can place an additional trap, to a maximum of 2.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Pitfall
Using 2 sorcery points and an action, this trap forms a pit 30ft wide and 30ft deep within 60ft of you, with the bottom being filled with pointed stone spikes. The thin floor above the pit is unstable, and requires a DC 16 Investigation Check to discern as fragile. The trap is not considered magical, and neither is it's damage. If a creature steps onto the fragile floor it crumbles, forcing a Dexterity save against your spell save DC. On a success, they land next to the pit in a random direction, and they must roll a d4 to choose where they land. If they fail, they fall into the pit and take 6d8 Piercing damage. To get out of the pit, they must climb, fly, or be pulled out. Climbing out or pulling someone out requires an Athletics Check, the DC being 8 + your Charisma modifier, or they fall back into the pit and take 3d8 Piercing damage.
If there is not enough space for 30ft wide and 30ft deep, the trap will take up as much space as it can fit into. This does not affect the damage.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Wrath of Grumbar
Using 3 sorcery points and an action, you can form a huge boulder from the floor, walls or other materials. You decide whether the boulder will be set off by an object being interacted with, proximity or merely touching the boulder. You can set of a delay of anywhere between immediately and 1 minute. The activation method must be set within 30ft of the boulder. This trap is not considered magical, and neither is it's damage. Discerning if the activation object or the boulder is trapped requires a DC 16 Investigation check. When the boulder is activated, it will roll at high speed in a straight line at the activation method. The boulder will roll for 80ft, after which it will crumble into it's original materials, and any creature within that line must make succeed on a Dexterity save against your spell save DC, or take 10d8 Bludgeoning damage. If they are within 10ft of the boulder, the save has disadvantage. Objects hit by the boulder take double the damage. If there is an obstacle in the boulder's path much larger than itself or a gap it cannot pass through, it will crash into it and cease moving. Otherwise, the boulder will go straight through it.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Binding of Earth
Using 1 sorcery point and an action, you can form coils of stone that will attempt to ensnare your foes. You designate a 5ft space on the floor, wall or ceiling within 60ft of you to be trapped, and choose which creatures can pass through it unharmed. The trap is not considered magical, and neither is it's damage. Discerning the space is trapped requires a DC 16 Investigation check. When a creature steps into the space, it must make a Dexterity save against your spell save DC, on a success they pass through the square unaffected and the trap is ruined. On a fail, they will be Restrained and take 3d6 Bludgeoning damage. To escape the restraints, the target must make an Athletics or Acrobatics check, the DC being 8 + your Charisma modifier.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
For every sorcery point spent on your action, you can place an additional trap, to a maximum of 4.
Blinding Grains
Using 1 sorcery point and a bonus action, you can shift the ground into sand that will burst into your foes face to throw them off. You designate a 5ft space on the ground within 60ft of you to be trapped. The trap is not considered magical. Discerning the space is trapped requires a DC 16 Investigation check. When a creature steps into the space, the sand explodes upwards, and they must make a Dexterity save against your spell save DC. On a success, nothing happens. On a fail, they will have disadvantage on attack rolls until the end of their next turn. On a Nat 1, They will be Blinded until the end of their next turn.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
For every sorcery point spent on your bonus action, you can place an additional trap, to a maximum of 4.
Clobberstones
Using 1 sorcery point and an action, you can shift part of the terrain to cobblestones, exploding forth to stun your foes. You designate a 5ft space on a wall, floor or ceiling within 60ft of you to be trapped, and choose which creatures can pass by it unharmed. The trap is not considered magical. Discerning the space is trapped requires a DC 16 Investigation check. When a creature comes within 15ft of the space the cobblestones blast outwards, hitting every creature within a 15ft cone of the trapped area, angled at the original target. This forces a Constitution save against your spell save DC. On a failed save, they will take 3d6 Bludgeoning damage and be Stunned until the end of their next turn. On a successful save, they will not be Stunned and take half damage.
For every sorcery point spent on your action, you can place an additional trap, to a maximum of 2.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Pitfall
Using 2 sorcery points and an action, this trap forms a pit 30ft wide and 30ft deep within 60ft of you, with the bottom being filled with pointed stone spikes. The thin floor above the pit is unstable, and requires a DC 16 Investigation Check to discern as fragile. The trap is not considered magical, and neither is it's damage. If a creature steps onto the fragile floor it crumbles, forcing a Dexterity save against your spell save DC. On a success, they land next to the pit in a random direction, and they must roll a d4 to choose where they land. If they fail, they fall into the pit and take 6d8 Piercing damage. To get out of the pit, they must climb, fly, or be pulled out. Climbing out or pulling someone out requires an Athletics Check, the DC being 8 + your Charisma modifier, or they fall back into the pit and take 3d8 Piercing damage.
If there is not enough space for 30ft wide and 30ft deep, the trap will take up as much space as it can fit into. This does not affect the damage.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Wrath of Grumbar
Using 3 sorcery points and an action, you can form a huge boulder from the floor, walls or other materials. You decide whether the boulder will be set off by an object being interacted with, proximity or merely touching the boulder. You can set of a delay of anywhere between immediately and 1 minute. The activation method must be set within 30ft of the boulder. This trap is not considered magical, and neither is it's damage. Discerning if the activation object or the boulder is trapped requires a DC 16 Investigation check. When the boulder is activated, it will roll at high speed in a straight line at the activation method. The boulder will roll for 80ft, after which it will crumble into it's original materials, and any creature within that line must make succeed on a Dexterity save against your spell save DC, or take 10d8 Bludgeoning damage. If they are within 10ft of the boulder, the save has disadvantage. Objects hit by the boulder take double the damage. If there is an obstacle in the boulder's path much larger than itself or a gap it cannot pass through, it will crash into it and cease moving. Otherwise, the boulder will go straight through it.
This trap can last up to 12 hours, or until willed out of existence by it's creator.
Toolsmith
You have gained a lighter touch with your manipulation, allowing you to not just form weapons, but tools as well. You can spend 10 minutes and 1 sorcery point to create a set of tools or a single tool you are proficient or already have from any nonmagical materials you choose, unless they are currently being worn or carried. You can create a set of tools you are not proficient with if you have an accurate description of what they require, either from reading or from another creature. You must touch the materials for this to take effect. Forming a set of tools uses different amounts depending on your choice of tool, so consult with your DM to understand what you can and can't craft with the amounts at your disposal. You can have 6 tool sets formed at any time, and creating another will cause the oldest to crumble, although they do not have a time limit. Only certain tool sets will form from common materials. Others require specialist materials, such as weavers tools, which require cloth. Consult the list below for requirements.
In addition, you gain proficiency with 2 sets of tools.
Glass, Metal (Alchemical Ingredients must be gathered separately, and can be added after it's creation)
Glass, Wood, Metal (Hops must be gathered separately, and can be added after it's creation)
Wood/Reed/Paper/parchment (ink must be gathered separately, and can be added after it's creation)
Metal, Wood
Wood, Wood/Reed/paper/parchment, Metal (must be gathered separately, and can be added after it's creation)
Metal, Wood, Leather, Wool/Cotton/Silk/Linen
Metal, Wood
Metal, Stone/Rock
Metal, Glass
Metal, Stone/Rock, Wood, Leather, Wool/Cotton/Silk/Linen
Metal, Stone, Wood
Wood, Linen {Paint must be gathered separately, and can be added after it's creation}
Metal, Wood
Metal, Stone, Leather/Wool/Cotton/Silk/Linen
Metal, Stone, Wood, Leather, Wool/Cotton/Silk/Linen (Glue must be gathered separately, and can be added after it's creation)
Metal, Wood, Wool/Cotton/Silk/Linen
Metal, Wood
Metal, Glass, Wood/Reed/paper/parchment (Ink must be gathered separately, and can be added after it's creation)
Glass, Stone/Rock (chemicals must be gathered separately, and can be added after it's creation)
Metal, Glass
Human Transmutation
At 18th level, You have learned to use the forbidden technique of human transmutation to disrupt and deform your enemies. When you hit an enemy with an unarmed strike, you can spend 2 sorcery points to attempt altering their body with hideous deformities. The creature must make a Constitution save against your spell save DC, or become deformed. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. When a creature first becomes deformed they take 5d6 Bludgeoning damage, as their bones shift to suit their new crippled form.
You can use this ability a number of times equal to your Constitution modifier, to a minimum of 1, per long rest.
In addition, you gain access to the Create Homunculus spell. it counts as a sorcerer spell for you.

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