Red Sorcerer

Tia Nadiezja

First Post
I need to polish up the fluff of this one... like, by a LOT. But here's the basics. It's for my Mystara campaigns.

The Red Curse of the Savage Coast kills all those who contract it… save the lucky few. Some children catch the curse early, and most of those die, but a tiny percentage of them survive and gain immunity to and power from the Red Curse. They and their descendants are the Red Sorcerers, with arcane magic in their blood.


Touched of the Curse. At first level, you become immediately immune to the Red Curse. All effects it has - both harmful and helpful - immediately end. You can freely leave the Savage Coast or survive there without cinnabryl
This is a "ribbon" ability, unlikely to come up in any game not set on the Savage Coast.

Afflicted Cantrip. At first level, your spells become touched by the power of the Red Curse. Add your Charisma modifier to damage from your cantrips. This does not apply if you already add your Charisma modifier to your damage from cantrips.
"Spellcasting ability to cantrip damage" is one of my favorite common features, and I couldn't resist putting it here.

Crimson Fire. At sixth level, your spells gain the power of the Savage Coast’s sunsets. When you cast a spell, you can spend two sorcery points. If you do, all creatures gain advantage on attacks against any target that fails its saving throw against your spell until the start of your next turn.
The whole subclass is built on "rider" abilities - being able to add an extra effect to a spell at the cost of sorcery points. This one's basically Faerie Fire.

Red Flight. At level 14, you can gain or grant the power of flight. Whenever you cast a spell, you can spend 3 sorcery points. If you do, choose one target affected by the spell. That target gains a Fly speed of 120 for one minute.
Flight with a buff!

Amber Paralysis. At level 18, you have mastered the power of the Red Curse, and can inflict it on others. When you cast a spell, you can spend 9 sorcery points. If you do, one target of the spell must make a Strength saving throw against your spell save DC. If the target fails, it is encased in amber for one minute. The target cannot move or take actions, and is immune to all forms of damage. The amber prison remains stationary regardless of the efforts of anyone around it. While imprisoned, the target does not need to breathe, and does not experience the passage of time. Once you have used this ability, you cannot use it again until you complete a long rest.
Figuring out a capstone ability for this class was a bit of a pain. I wound up digging through old Savage Coast stuff for a Red Curse ability that would be powerful and really cool. This is what I landed on.
 
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This seems to me to be complete. Your introduction gives sufficient background, at least to this RPGer, who hasn't adventured in Mystara since the 1980s.

Sometimes home-brew sorcerous origins (or marital archetypes, or cleric domains, etc.) give too much oomph on the 6th-level feature, but Crimson Fire is balanced enough to meet my criteria.

Do any of the Red Sorcerer features have any effect on the transmission of the Red Curse to others? That's the only question your posting leaves me with.
 

This seems to me to be complete. Your introduction gives sufficient background, at least to this RPGer, who hasn't adventured in Mystara since the 1980s.

Sometimes home-brew sorcerous origins (or marital archetypes, or cleric domains, etc.) give too much oomph on the 6th-level feature, but Crimson Fire is balanced enough to meet my criteria.

Do any of the Red Sorcerer features have any effect on the transmission of the Red Curse to others? That's the only question your posting leaves me with.

I hadn't planned on them doing so, but another GM could certainly rule they did. I don't see a balance reason not to, so whatever suits the campaign it's being used in.
 

Looks neat. I would warn on multi-classing though. A warlock/sorcerer would be able to add their charisma modifier twice to their eldritch blast. If, instead, you limited the ability to sorcerer cantrips, you could avoid the double modifier.
 

Looks neat. I would warn on multi-classing though. A warlock/sorcerer would be able to add their charisma modifier twice to their eldritch blast. If, instead, you limited the ability to sorcerer cantrips, you could avoid the double modifier.

I kinda wish that the game had a limiter on mod-to-cantrips the way it has one on multiattack. I rather like the idea of being able to get mod to cantrips from other classes, but there's no really elegant way to do that and also avoid double-mod-to-cantrip.
 

You could add in "this bonus does not stack with other charisma bonuses to cantrips" or "this does not apply to a cantrip if you already receive your charisma bonus to that cantrip". That should stop the double stack for the warlock.
 


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