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.
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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