Base Class: Sorcerer
Leashed ones
You were one a "Damane" a mage held by a magical collar to be a tool for your assigned "Sul'dam", treated no better, (though not any worse at the very least) then your average dog, kept in kennels, allowed only to speak when spoken to, and serving as a virtual well of magical energy that you yourself could never control, but instead had to watch the flows of magic leave your body and do the bidding of the "master" that holds your leash.
but while you never thought to be free, and in reality you even consigned yourself to your fate, and began to do everything you could to please your sul'dam, training harder and harder, pulling more and more of the magical energy together, and finding ways to wield it in more powerful spells, all to see the smile on the "Sul'dam's" face.
the day you were freed, liberated from the clutches of the Sul'dam, was both glorious, and scary, unsure as to what your purpose was in life now, you set out attempting to find a place where a living weapon could be accepted.
As a leashed one,
Power of the Leash
Starting at 1st level when you choose this sorcerous origin, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Rage of a Slave
In battle, the memories of your captivity invigorate you, the pain and you suffered, and everything you went through flashes through your mind, and you use this to fuel your magic to new heights.
While raging, you gain the following
- You have advantage on Dexterity saving throws.
- When you make a ranged spell attack using Charisma, you gain a bonus to the damage roll that increases as you gain levels as a Leashed One, Sorcerer, as shown in the Rage Damage column of the Leashed One table.
- You cannot cast spells that require concentration, and lose concentration on any active spells
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your Leashed One level in the Rages column of the Leashed One table, you must finish a long rest before you can rage again.
Living Weapon
Starting at 6th level, you can increase the power of your simpler spells. When you cast a Sorcery spell of 1st through 6th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d10 necrotic damage for each level of the spell, immediately after you cast it.
Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. as well as you take 1 point of exhaustion. This damage ignores resistance and immunity.
Flexible Caster
when you absorb a spell slot for sorcery points you gain an additional +2 sorcery points.
Overcharge
at 18th level you have attained your absolute limit in magical abilities, and know how to tease out every last drop of magical energy from your body to increase your power.
You may declare a "Overcharged spell" and cast a spell using your desired spell slot, this spell must be a damage based spell, and if it hits, it automatically is counted as a critical hit. doubling all dice rolled.
Doing this drains your body of magical energy for a time, and leaves you unable to cast anything other then cantrips for a number of rounds equal to your charisma modifier
you may do this once with no ill effects, but any time after that will cause you to suffer 1 point of exhaustion
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/11/2019 9:55:27 PM
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17
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0
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5e
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Coming Soon
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