Base Class: Sorcerer
Once long ago, the spirits of the ethereal plane were enslaved by a dreaded order of sorcerers who sought to use their powers for their own ends.
These sorcerers may have long since been defeated, but their discoveries remained. As did those who would rather seek reconciliation with the spirits.
Ethereal Tongue
You are able to communicate with beings of the ethereal plane which are in the physical plane such as ghosts, spirits and specters.
When initiating a conversation with ethereal beings, they will treat you as a fellow ethereal rather than a living.
Invoke Phantasm
Using your link to the Ethereal Plane, you can summon a variety of Phantoms to aid you and your allies or impede your opponents.
You can use one Sorcery Point to summon one Phantom to any location within 60 ft of you that you can see. Unless otherwise stated, you cannot summon a Phantom within the boundary of another Phantom or in such a way that their boundaries overlap.
Phantoms are stationary creatures that cannot be pushed away or moved by neither physical nor magical force. Phantoms have maximun hitpoints equal to your Spellcasting Ability plus your Sorcerer Class level (Min: 1) and an AC of 15.
Phantoms remain in the material plane until their hitpoints reach zero or after a minute of being summoned.
Damage inflicted by Phantoms becomes 1d6 at Sorcerer Class 10th level and 1d8 at 18th level.
Saving Rolls required by the boundaries of Phantoms increase by 2 at Sorcerer Class 10th and 20th levels.
Blaze Phantom
You conjure a Blaze Phantom.
The Blaze Phantom creates a Blaze Boundary of 20 ft around it. Creatures within this boundary upon it's creation take 1d4 fire damage.
Creatures that start their turn within this boundary must make a Dexterity Saving roll (10). If unsuccessful, they take fire damage equal to your spellcasting modifier plus your sorcerer class level. If successful, they take 1d4 fire damage.
If a creature tries to leave the range of this boundary by moving 10 ft or more, it triggers the previous effect again.
Desert Phantom
You conjure a Desert Phantom.
The Desert Phantom creates a Sandstorm Boundary of 30 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult, movement is divided by 3 instead of halved.
Those inside it have their perceptions reduced to 5 ft while those outside can only see up to 10 ft within. When a creature within the boundary attempts to move, he must roll a Wisfom Saving roll (10).
If unsuccessful, the creature takes 1d4 piercing damage and must use it's entire movement to move in a straight line in a random direction. If successful, it takes damage but can move normally.
Dust Phantom
You conjure an Dust Phantom.
The Dust Phantom creates an Dust Boundary of 45 ft around it. Creatures within the boundary must inmediately and at the beginning of each of their turns, roll a Dexterity Saving roll (10).
If unsuccessful, they take 1d4 necrotic damage and the weight of the items they carry is doubled. This effect stacks multiplicatively with each subsequent failure while within the boundary. If successful, the creature only takes damage.
This effect can be ended by using an action to roll a Strength Roll (15) while outside the boundary to shrug off the dust.
Frost Phantom
You conjure a Frost Phantom.
The Frost Phantom creates a Frost Boundary of 30 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult terrain, movement is divided by 3 instead of halved.
Those inside it must roll a Constitution Saving Roll (10). If unsuccessful, they take 1d4 Ice damage are unable to move outside of the boundary during that turn. If successful, they only take damage.
Grass Phantom
You conjure a Grass Phantom.
The Grass Phantom creates a Grass Boundary of 45 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult, movement is divided by 3 instead of halved.
Creatures that end their turn within this boundary must roll a Dexterity Saving roll (10). If unsuccessful, they take 1d4 slashing damage and are considered restrained. A restrained creature may use an action to attempt to escape the restraint with a Strength Ability roll (14). If successful, they only take damage.
Luminous Phantom
You conjure a Luminous Phantom.
The Luminous Phantom creates a Radiant Boundary of 45 ft around it. Upon creation and at the start of each of their turns, creatures within the boundary must make a Wisdom Saving roll (10).
If unsuccessful, they take 1d4 Radiant damage and become blinded until the end of their next turn. If successful, they only take damage.
Plague Phantom
You conjure a Plague Phantom.
The Plague Phantom creates a Plague Boundary of 30 ft around it. Creatures within this area must inmediately and at the beginning of each of their turns roll a Constitution Saving roll (10).
If unsuccessful, they take 1d4 Poison Damage and become poisoned. If successful, they only take damage.
Rubble Phantom
You conjure a Rubble Phantom.
The Rubble Phantom creates a Rubble Boundary of 20 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult, movement is divided by 3 instead of halved.
Ranged attacks involving a creature within this boundary, regardless if whether its the target or the attacker, have a minus 5 to hit.
If a creature tries to move within this boundary, it must make a Dexterity Saving roll (10). If unsuccessful, they take 1d4 bludgeoning damage and the rubble pushes it 5 ft in a random direction. If successful, they only take damage.
Rust Phantom
You conjure a Rust Phantom.
The Rust Phantom creates a Rust Boundary of 30 ft around it. Creatures within the boundary must roll a Dexterity Saving roll (10).
If unsuccessful, they take 1d4 Acid Damage and have their armor and shields corroded, reducing their AC by 1 at the end of each of your turns, up to a minimun of 0. If successful, they only take damage.
This reduction only applies to AC provided by items, not ability scores, traits or magical effects.
Items affected by this boundary can regain their normal functions after being fixed by a skilled blacksmith, usually at the cost of 10 GP per AC for common items. Cost may increase for magic items.
Example:
- Shield+1 after three turns provides 1 AC due to magical effect.
Storm Phantom
You conjure a Storm Phantom.
The Storm Phantom creates a Storm Boundary of 10 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult, movement is divided by 3 instead of halved.
Creatures within the boundary must roll a Strength Saving roll (10). If unsuccessful, they are pushed 5d10 ft in a random direction at a height of 10d10 towards the ground, dealing bludgeoning damage due to the fall of 1d6 per 10 ft of height. If successful, they remain grounded and take 1d4 thunder damage.
Creatures that are flying, levitating or are otherwise not in contact with the ground or a structure tied to the ground automatically fail this save.
Surf Phantom
You conjure a Surf Phantom.
The Surf Phantom creates a Tidal Boundary of 20 ft around it. The area within the boundary is considered difficult terrain. If the terrain is already considered difficult, movement is divided by 3 instead of halved.
Creatures that begin their turn inside this boundary must roll a Constitution Saving roll (10). If unsuccessful, they are pushed 5 ft in a random direction and take 1d4 bludgeoning damage. If successful, they only take damage and are not pushed by the current.
Surge Phantom
You conjure a Surge Phantom.
The Surge Phantom creates a Surge Boundary of 45 ft around it. Creatures that start their turn within the boundary must roll a Dexterity Saving Roll (10).
If unsuccessful, they take 1d4 Lightning damage and become stunned. If successful, they only take damage.
War Phantom
You conjure a War Phantom.
The War Phantom creates a War Boundary of 15 ft around it. Any creature that starts it's turn or enters this boundary will be attacked by the War Phantom. The creature receives 1d4 slashing damage, 1d4 piercing damage and 1d4 slashing damage.
Merged Boundary
You can summon Phantoms in such a way that their boundaries overlap.
- If both are Phantoms of diferent kinds, the effects of both of their boundaries apply within the region in which they overlap.
- If both Phantoms are of the same kind, the original one absorbs the new one. The area covered by the Phantom's boundary doubles and it remains 5 additional minutes in the Material Plane.
Spiritual Commandment
You can use you bonus action to command any or all Phantoms you have currently summoned. Each Phantom can only follow one command per turn:
- You order the Phantom to move 15 ft in any direction. A Phantom can pass through creatures and solid objects, but takes 1d6 force damage if you end your turn while it's still inside.
- You order the Phantom to attack a creature within it's boundary. The creature takes 1d6 Psychic damage. Additionally, if the Phantom's boundary would activate an effect at the start of a creature's turn, it activates now as well.
Hyakki Parade
As an action on your turn, you expend 5 Sorcery Points per Phantom to order the selected Phantoms to self-destruct. Doing so deals 5d10 force damage to creatures within their Boundaries and eliminates the effects of the Boundaries.
Stacked Boundaries deal damage cumulative per Boundary, plus an additional 5d10 force damage per number of Boundaries the creature is in, in excess of one.
Due to the unstable remnants of ethereal energy, places where Boundaries have self-destructed cannot be tied to the Boundaries of new Phantoms for at least a year.
Example:
- A creature in 1 Boundaries takes 5d10 force damage
- A creature in 2 Boundaries takes 10d10 force damage plus 5d10 force damage
- A creature in 3 Boundaries takes 15d10 force damage plus 10d10 force damage
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Posted Apr 12, 2019Thank you very much!
Any suggestions?
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Posted Apr 12, 2019Nice creation, this should be the top homebrew sorcerer subclass! It needs a few more traits/features but this is a great start!