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D&D 5E [Homebrew] Yet Another Sorcerer.

mellored

Legend
Unstable Power.
Unlike wizards who spend time studying magic and can create very specific effects from precise formulas, sorcerer's are born into magic. While their raw destructive power is undeniable, their control is questionable. They are walking devastation, barely kept in check. Even adventurers tend to be wary of sorcerers, as a one of their spells may end up being bigger than eAs sorcerer's gain more experience, they can better control their emotions and their power, better able to direct more at their enemies, and less at their friends.

Search for Self Control
Most sorcerers go on adventures because they tend to be damaging to the area and people around them. Because of their unstable power, they often try to stay away from civilization. They quest to gain control of themselves, as much as it is their powers.

Building a Sorcerer:
Charisma is the primary ability for sorcerers. It represents the ability to not only control other peoples emotions, but also your own. Constitution and Dexterity should be your second highest, as you lack armor, and need toughness to survive.

New Background: Accidental Familicide.
As your family and friend gathered to celebrate your transition from youth into a full adult, some small thing got you angry. As you told everyone you loved how much you despised them, your powers suddenly manifested, turning your rage into a physical consequence. Your last memory of them was the surprise and pain on their face as your unexpected power killed those you loved. You fled town, and spending time in the wilderness gaining control of your power.

Skills: Intimidation, Survival
Tool Use: One of your choice.
Language: Primordial
Equipment: Common clothes that cannot be destroyed by your particular element, a small keep sake that reminds you of your family, and 50gp that you gathered from before you left.

Feature: Aura of Danger
Perhaps it's the flicker of fire that resides in your eyes, the way your electricity makes their hair stand on end, or just the rumors of the boy who killed his own family, but regular people see you as dangerous and want you gone. They will happily help you with any small task, giveing you information and food, as long as it speeds your departure.


Level, Sorcery Dice, Feature.


1st 4d4 Sorcery (d4), Bloodline, Untamed Power
2nd 4d4 Magic From Blood
3rd 4d4 Intentional Outburst
4th 4d4 Ability Score Improvement
5th 6d6 Sorcery (d6)
6th 6d6 Bloodline Feature
7th 6d6 Twin Channel
8th 6d6 Ability Score Improvement
9th 8d6 Magical Toughness (d6)
10th 8d6 Bloodline Feature
11th 8d8 Sorcery (d8)
12th 8d8 Ability Score Improvement
13th 10d8 Magical Toughness (d8)
14th 10d8 Bloodline Feature
15th 10d8 Self Control
16th 10d8 Ability Score Improvement
17th 12d10 Sorcery (d10)
18th 12d10 Bloodline Feature
19th 12d10 Ability Score Improvement
20th 12d12 Sorcery (d12)

Class Features

Hit Points
Hit Dice: 2d4 per sorcerer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 2d4 (or 5) + your Constitution modifier per sorcerer level after 1st

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Level 1:
Sorcery: Sorcerer's have innate magic they can call upon. You gain a number of sorcery dice equal to twice your proficiency modifier. The size of each die is a d4. You can use these dice to cast sorceries gained from your bloodline, rolling the dice before casting the sorcery. Once rolled, you cannot use them again until the end of your turn.
Some sorceries may take multiple rolls, each needing their own separate dice. For instance, if you have 5d4 sorcery dice and used cold breath, and use 3d4 for the length, you would have 2d4 left for the damage.
You gain additional sorcery points according to the chart. Any DC is 8+your proficiency + your charisma. Charisma is also your attack modifier. Sorcery is considered magical, but is it not a spell. You cannot use sorcery when wearing armor. Sorceries do not require material components or vocalization, but they do require a free hand or magical implement.

Bloodline.
You have the blood of magic flowing through you, giving you an innate connection to the elemental plane itself. Many sorcerers are called Elementalist, and are the descendant of Genasi, with the ability to tap into an elemental plane. Other sorcerers, sometimes called Inokers, are descendants of Aasimar and can reach the outer planes. Choose either wind, water, earth, fire, cold, lightning, radiant, or necrotic. You gain the associated sorceries. Your decision gives you additional features at levels 6, 10, 14, and 18.

Untamed Power: When you take damage, make a concentration save. If you fail, you explode in a blast, dealing damage equal to your Sorcerer level to each creature within 30' (excluding yourself), and half that amount of to each creature within the next 30'. Once this happens, it cannot happen again until you take a short rest.

2nd Magic From Blood: You can put your own life into your magic, boosting it's power at a cost. After you cast a sorcery, but before the effect takes place, you can use expend up to half of your hit dice. Treat each die as an additional sorcery die, adding it to the result.

3rd Anger Management: When you roll for Untamed Power, you can choose to give into your anger and automatically fail your concentration check. In addition, you can add your Charisma modifier to conecntration checks.

7th Twin Channel: When you cast a sorcery that takes an action, you can use your bonus action to cast a second sorcery that takes an action with your off-hand. You must spend your sorcery dice as normal.

9th Magical Toughness. Your constant exposure to magic has toughened your body. Increase the size of your hit dice to 2d6. This does not affect maximum hit points.
This increases to d8 at level 13

15th Self Control: You no longer need to roll for Untamed Power. When you take damage, you can choose to trigger Untamed Power or not.
In addition, when you roll sorcery dice, but before the effect takes place, you may remove any number of dice equal to your Charisma modifier from the results. These dice can be used for other things. This can allow you to avoid accidentally hitting an ally with a blast.

20th: ???

Bloodlines
Cold Sorcery:
1st
Frostbite: When you deal damage by a cold sorceries, reduce the speed of the target by 5'.
Ice Armor: When you take damage, you can roll your sorcery die to reduce the damage by the amount rolled. If the damage is fire or ice, reduce it by twice the amount.
Frost Bolt: As an action, roll your sorcery dice and make a ranged attack roll against a creature within 60'. If you hit, deal damage equal to the sorcery dice rolled. (roughly equal to sneak attack)
Cold Breath: Creatures in 60* cone must make a Dexterity saving throw. The cone has the length is equal to twice the first sorcery dice roll, and the damage is equal to a second sorcery die roll, half as much on a successful save.
Frozen Touch: Make a melee touch attack. If you hit, roll sorcery dice for your damage, and add your charisma modifier to the results. If your touch a liquid, a 5' second becomes frozen for a number of rounds equal to the dice rolled. Hot liquid, such as lava, is half the time.

6th
Frostbite: Increase the speed penalty from taking damage from cold sorceries to 10'.
Ice Mephit: You can create an ice mephit out of water (your DM has it's stats). This takes an action if you have water available, 1 minutes to collect enough out of the air, or 1 hour for dry areas such as deserts. The golem is telepathically linked to you and will follow your orders. If undirected, it will defend itself. The creature lasts as long as you can maintain concentration, as if concentration on a spell.
Ice Sculpting: You can craft simple objects made out of ice. The object must be no bigger than a 5' cube. This takes an action if you have water available, 1 minutes to collect enough out of the air, or 1 hour for dry areas such as deserts. If used to make a weapon, it shatter if the attacker rolls a 1. If used to make armor, it breaks if the wearer is critically hit. Creatures who wield such items take 1 cold damage for every round they hold or wear it. The object lasts as long as you can maintain concentration, as if concentration on a spell.

10th
Frostbite: When you miss, or deal half damage with a cold sorcery. Reduce the speed of the target by 5'.
Piercing Cold: Your sorceries ignore cold resistance and treat cold immunity as cold resistance.
Cold Snap: Select a point within 100', each creature with a radius equal to your first sorcery dice roll of that point must make a dexterity saving throw. On a failed save, they take damage equal to a second sorcery roll.

14th
Frostbite: Increase the speed penalty from taking damage from cold sorceries to 15'.
Ice Elemental: You can create an ice elemental out of ice (this is identical to a earth elemental without the earth walk). This takes an action if you have water available, 1 minutes to collect enough out of the air, or 1 hour for dry areas such as deserts. The golem is telepathically linked to you and will follow your orders. If undirected, it will defend itself. The creature lasts as long as you can maintain concentration, as if concentration on a spell.

18th
Frostbite: Increase the speed penalty from missing a creature with a cold sorcery to 10'.
Ice Clone: You can create a simulacrum of yourself, indistinguishable in any way. This takes an action if you have water or ice available, 1 minutes to collect enough out of the air, or 1 hour for dry areas such as deserts. While your simulacrum exists, both you and it each have half of your maximum hit points, hit dice, and sorcery dice. These are restored when your simulacrum dies, though your current hit points do not. You are telepathically linked to your simulacrum, can see and hear from both places, and can exert full control over its actions even if you are unconscious. If you die before your simulacrum, your soul jumps over to it's, and it becomes your new body.

<add other sub-classes>


Multi-classing: 13 Cha.
 
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