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Sorcerous Origin: The Ascetic
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<blockquote data-quote="Storm!" data-source="post: 6682482" data-attributes="member: 6799479"><p>Hey everybody, in Legends & Lore (TSR2108) for 2nd edition, there was a very interesting Ascetic class. They were a kind of "Prestige Class" that anybody could go into, and was included in the section on the indian mythos. They had strict vows of poverty, but in return got to cast wizard spells as if they were priests. I think it was a very interesting character concept, and so, here is my attempt to convert it to 5th edition as a sorcerous origin. This is very much a work in progress, and I would appreciate any suggestions regarding playability, flavor, and balance.</p><p></p><p>[HR][/HR]<p style="text-align: center"><span style="font-size: 18px"><strong>Ascetic Origin</strong></span></p> <p style="text-align: center"><em>Archetype Type: </em>Sorcerous Origin</p> <p style="text-align: center">[ATTACH]69793[/ATTACH]</p><p></p><p>Your innate magic comes from an austere life spent in meditation. Your contemplations and self-sacrifice come with the end goal of achieving unity with the Brahman, a divine essence which suffuses all that exists. As you come closer to escaping the cycle of reincarnation, your growing true knowledge of the cosmos allows you to use that knowledge to cast spells.</p><p> </p><p><span style="font-size: 12px"><strong>Contemplative Caster</strong></span></p><p> At 1[SUP]st[/SUP] level, you can cast your sorcerer spells without the need for any material components, except for those components that have a specific cost (as indicated in a spell’s description).</p><p> Additionally, your spellcasting ability for your sorcerer spells becomes Wisdom instead of Charisma. Any reference to your Charisma modifier in the sorcerer class description applies to your Wisdom modifier instead.</p><p> </p><p><span style="font-size: 12px"><strong>Ascetic Lifestyle</strong></span></p><p> The Ascetic Lifestyle encourages total personal abstinence, primarily in the forms of wealth and comfort. At 1[SUP]st[/SUP] level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier, and you can use a bonus action to concentrate and have advantage on your next Wisdom (Perception) check or Wisdom (Survival) check.</p><p> Additionally, when you are exhausted, you are more enlightened. You add extra spells to your list of known sorcerer spells according to your current exhaustion level. These spells do not count against the number of sorcerer spells you know. You can cast each spell on the table you have access to once at its lowest level without consuming a spell slot. You regain each expended spell after completing a long rest.</p><p></p><p>[TABLE="width: 500"][TR][TD]<strong><span style="font-size: 12px">Ascetic Sorcerer Bonus Spells </span></strong>[/TD][TD]</p><p>[/TD][/TR][TR][TD]Exhaustion[/TD][TD]</p><p>[/TD][/TR][TR][TD]Level[/TD][TD]Spells[/TD][/TR][TR][TD]1[/TD][TD]<em>Comprehend languages</em>[/TD][/TR][TR][TD]2[/TD][TD]<em>Augury</em>[/TD][/TR][TR][TD]3[/TD][TD]<em>Clairvoyance</em>[/TD][/TR][TR][TD]4[/TD][TD]<em>Aura of Purity</em>[/TD][/TR][TR][TD]5[/TD][TD]<em>Commune</em>[/TD][/TR][/TABLE]<span style="font-size: 12px"><strong>Elemental Endurance</strong></span></p><p> An Ascetic’s deprivations train him to live with nothing in even the harshest conditions. Starting at 6[SUP]th[/SUP] level, as a bonus action, you can spend 1 sorcery point to gain resistance to acid, cold, fire, lightning, or thunder damage for 1 hour or until you use this feature again.</p><p> </p><p><span style="font-size: 12px"><strong>Ignore Death</strong></span></p><p> At 14[SUP]th[/SUP] level, you gain the ability to endure mortal blows and continue standing. When you are reduced to 0 hit points, you remain conscious, even though you must keep making death saving throws. Once you stabilize, you fall unconscious. If an attack would instantly kill you from massive damage, you instead are reduced to 0 hit points and begin making death saving throws. If you are not attuned to any magic items, you also have advantage on your death saving throws.</p><p> Additionally, your level of exhaustion can never exceed 5, and you never have disadvantage on saving throws from exhaustion.</p><p> </p><p><span style="font-size: 12px"><strong>Greater Unity</strong></span></p><p> Beginning at 18[SUP]th[/SUP] level, your closeness to the Universal Force gives you great flexibility in altering reality around you. You add <em>Wish</em> to your list of known Sorcerer spells. This does not count against the number of sorcerer spells you know. As long as you do not wish for anything selfish, such as wealth or personal power, you never suffer the 33% chance that you will never be able to cast the <em>wish</em> spell again.</p><p> Additionally, as an action you may spend 9 sorcery points to cast <em>wish</em>, but only to reproduce the effects of a spell of 8[SUP]th[/SUP] level or lower.</p><p></p><p></p><p>For reference, a brief summary of the original ascetic class:</p></blockquote><p></p>
[QUOTE="Storm!, post: 6682482, member: 6799479"] Hey everybody, in Legends & Lore (TSR2108) for 2nd edition, there was a very interesting Ascetic class. They were a kind of "Prestige Class" that anybody could go into, and was included in the section on the indian mythos. They had strict vows of poverty, but in return got to cast wizard spells as if they were priests. I think it was a very interesting character concept, and so, here is my attempt to convert it to 5th edition as a sorcerous origin. This is very much a work in progress, and I would appreciate any suggestions regarding playability, flavor, and balance. [HR][/HR][CENTER][SIZE=5][B]Ascetic Origin[/B][/SIZE] [I]Archetype Type: [/I]Sorcerous Origin[/CENTER] [CENTER][ATTACH=CONFIG]69793._xfImport[/ATTACH][/CENTER] Your innate magic comes from an austere life spent in meditation. Your contemplations and self-sacrifice come with the end goal of achieving unity with the Brahman, a divine essence which suffuses all that exists. As you come closer to escaping the cycle of reincarnation, your growing true knowledge of the cosmos allows you to use that knowledge to cast spells. [SIZE=3][B]Contemplative Caster[/B][/SIZE] At 1[SUP]st[/SUP] level, you can cast your sorcerer spells without the need for any material components, except for those components that have a specific cost (as indicated in a spell’s description). Additionally, your spellcasting ability for your sorcerer spells becomes Wisdom instead of Charisma. Any reference to your Charisma modifier in the sorcerer class description applies to your Wisdom modifier instead. [SIZE=3][B]Ascetic Lifestyle[/B][/SIZE] The Ascetic Lifestyle encourages total personal abstinence, primarily in the forms of wealth and comfort. At 1[SUP]st[/SUP] level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier, and you can use a bonus action to concentrate and have advantage on your next Wisdom (Perception) check or Wisdom (Survival) check. Additionally, when you are exhausted, you are more enlightened. You add extra spells to your list of known sorcerer spells according to your current exhaustion level. These spells do not count against the number of sorcerer spells you know. You can cast each spell on the table you have access to once at its lowest level without consuming a spell slot. You regain each expended spell after completing a long rest. [TABLE="width: 500"][TR][TD][B][SIZE=3]Ascetic Sorcerer Bonus Spells [/SIZE][/B][/TD][TD] [/TD][/TR][TR][TD]Exhaustion[/TD][TD] [/TD][/TR][TR][TD]Level[/TD][TD]Spells[/TD][/TR][TR][TD]1[/TD][TD][I]Comprehend languages[/I][/TD][/TR][TR][TD]2[/TD][TD][I]Augury[/I][/TD][/TR][TR][TD]3[/TD][TD][I]Clairvoyance[/I][/TD][/TR][TR][TD]4[/TD][TD][I]Aura of Purity[/I][/TD][/TR][TR][TD]5[/TD][TD][I]Commune[/I][/TD][/TR][/TABLE][SIZE=3][B]Elemental Endurance[/B][/SIZE] An Ascetic’s deprivations train him to live with nothing in even the harshest conditions. Starting at 6[SUP]th[/SUP] level, as a bonus action, you can spend 1 sorcery point to gain resistance to acid, cold, fire, lightning, or thunder damage for 1 hour or until you use this feature again. [SIZE=3][B]Ignore Death[/B][/SIZE] At 14[SUP]th[/SUP] level, you gain the ability to endure mortal blows and continue standing. When you are reduced to 0 hit points, you remain conscious, even though you must keep making death saving throws. Once you stabilize, you fall unconscious. If an attack would instantly kill you from massive damage, you instead are reduced to 0 hit points and begin making death saving throws. If you are not attuned to any magic items, you also have advantage on your death saving throws. Additionally, your level of exhaustion can never exceed 5, and you never have disadvantage on saving throws from exhaustion. [SIZE=3][B]Greater Unity[/B][/SIZE] Beginning at 18[SUP]th[/SUP] level, your closeness to the Universal Force gives you great flexibility in altering reality around you. You add [I]Wish[/I] to your list of known Sorcerer spells. This does not count against the number of sorcerer spells you know. As long as you do not wish for anything selfish, such as wealth or personal power, you never suffer the 33% chance that you will never be able to cast the [I]wish[/I] spell again. Additionally, as an action you may spend 9 sorcery points to cast [I]wish[/I], but only to reproduce the effects of a spell of 8[SUP]th[/SUP] level or lower. For reference, a brief summary of the original ascetic class: [/QUOTE]
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