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Malebolge Setting: Crunchbuilding Post-Apocalyptica
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<blockquote data-quote="QuietBrowser" data-source="post: 7036746" data-attributes="member: 6855057"><p>To offer an alternative to the Caliban, let's look at a subclass now. Sorcerers are very important to the Malebolge setting's history, and whilst the Wild Mage is a decent origin for what it's worth, it's never really been a good fit for the idea of the Sorcerer as simply a natural prodigy of magic. The Arcanist, which probably warrants a better name, was my attempt to make a Sorcerous Origin that truly embraced the "magic is in my blood" angle without diluting it via "it's raw magic and so I can barely control it".</p><p></p><p><u>Sorcerous Origin: Arcanist</u></p><p>Magic is in the blood for all sorcerers, but arcanists take that to a new height entirely. Although sometimes confused for wild mages, arcanists do not struggle to control their gifts. Rather, magic simply comes to them as simply and as naturally as breathing.</p><p></p><p>These sorcerers most frequently arise from situations where a soul is stepped in pure, refined, magical energy. Arcanists frequently arise as the progeny of mighty wizards, or emerge from amongst long-rooted wizardly dynasties. Others are born in places stepped in magical power, or amongst rare magical phenomena. And still others simply are, with no explanation other than, perhaps, the fickle whim of chance, or the manipulations of destiny.</p><p></p><p><strong>1st Level Feature: Arcane Prodigy</strong></p><p>Magical theorums and mystical insights come naturally to you, allowing you to grasp intuitively what others need to study. You gain Proficiency in the Arcana skill. If you already have Proficiency in this skill, or later gain Proficiency from another source, then you gain Advantage on all Arcana checks. Additionally, you increase your Cantrips Known and your Spells Known by +1 each. </p><p></p><p><strong>1st Level Feature: Mana Wellspring</strong></p><p>Your reserve of magical energy is deeper than normal; increase your Sorcery Points allotment by +1.</p><p></p><p><strong>6th Level Feature: Font of Spells</strong></p><p>Unlike other sorcerers, you have the ability to draw upon larger numbers of spells than your mind can hold. You gain the ability to create a Spellbook and to Prepare spells like a Wizard, although you still select your spells from the Sorcerer list and still use Charisma as your casting ability score.</p><p></p><p><strong>14th Level Feature: Overwhelming Power</strong></p><p>Your deep reserves of magical energy allow you to put more of yourself into your spells, crushing enemies under their might. When you cast a spell that directly inflicts damage, you inflict an additional amount of damage equal to your Charisma modifier.</p><p></p><p><strong>18th Level Feature: Essence Incarnate</strong></p><p>You have learned to shed your mortal flesh for a time and truly embrace the magic within. By spending 5 Sorcery Points as an action, you may assume your Essence Form. This state lasts for 1 minute. During your time in this state, you have Advantage on any saving throws against spells or magical effects; if you succeed on your saving throw, the attack inflicts no damage and instead you gain temporary hit points equal to your level + your Charisma modifier. Additionally, whilst in Essence Form, your speed increases by +10 feet, you gain the Incorporeal Movement trait, and you can cast spells that would normally take 1 action as a Bonus Action. Once you have ended your use of Essence Form, you cannot use it again until you have completed a long rest.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7036746, member: 6855057"] To offer an alternative to the Caliban, let's look at a subclass now. Sorcerers are very important to the Malebolge setting's history, and whilst the Wild Mage is a decent origin for what it's worth, it's never really been a good fit for the idea of the Sorcerer as simply a natural prodigy of magic. The Arcanist, which probably warrants a better name, was my attempt to make a Sorcerous Origin that truly embraced the "magic is in my blood" angle without diluting it via "it's raw magic and so I can barely control it". [U]Sorcerous Origin: Arcanist[/U] Magic is in the blood for all sorcerers, but arcanists take that to a new height entirely. Although sometimes confused for wild mages, arcanists do not struggle to control their gifts. Rather, magic simply comes to them as simply and as naturally as breathing. These sorcerers most frequently arise from situations where a soul is stepped in pure, refined, magical energy. Arcanists frequently arise as the progeny of mighty wizards, or emerge from amongst long-rooted wizardly dynasties. Others are born in places stepped in magical power, or amongst rare magical phenomena. And still others simply are, with no explanation other than, perhaps, the fickle whim of chance, or the manipulations of destiny. [B]1st Level Feature: Arcane Prodigy[/B] Magical theorums and mystical insights come naturally to you, allowing you to grasp intuitively what others need to study. You gain Proficiency in the Arcana skill. If you already have Proficiency in this skill, or later gain Proficiency from another source, then you gain Advantage on all Arcana checks. Additionally, you increase your Cantrips Known and your Spells Known by +1 each. [B]1st Level Feature: Mana Wellspring[/B] Your reserve of magical energy is deeper than normal; increase your Sorcery Points allotment by +1. [B]6th Level Feature: Font of Spells[/B] Unlike other sorcerers, you have the ability to draw upon larger numbers of spells than your mind can hold. You gain the ability to create a Spellbook and to Prepare spells like a Wizard, although you still select your spells from the Sorcerer list and still use Charisma as your casting ability score. [B]14th Level Feature: Overwhelming Power[/B] Your deep reserves of magical energy allow you to put more of yourself into your spells, crushing enemies under their might. When you cast a spell that directly inflicts damage, you inflict an additional amount of damage equal to your Charisma modifier. [B]18th Level Feature: Essence Incarnate[/B] You have learned to shed your mortal flesh for a time and truly embrace the magic within. By spending 5 Sorcery Points as an action, you may assume your Essence Form. This state lasts for 1 minute. During your time in this state, you have Advantage on any saving throws against spells or magical effects; if you succeed on your saving throw, the attack inflicts no damage and instead you gain temporary hit points equal to your level + your Charisma modifier. Additionally, whilst in Essence Form, your speed increases by +10 feet, you gain the Incorporeal Movement trait, and you can cast spells that would normally take 1 action as a Bonus Action. Once you have ended your use of Essence Form, you cannot use it again until you have completed a long rest. [/QUOTE]
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