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Magi, Sorcerer


Hit Points

Hit Dice: d8 per Magi, Sorcerer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The Wychbrand is not always seen as a curse, and many choose to embrace its mark, and letting their soul feed and be nourished from it, as it burns away their humanity. Sorcerors walk a fineline between power and destruction. These magic users let the aether flow through them, they shape the essence in its passing and so to impart their will of the moment onto their magic.


Class Features

Lv.3 Embracing the Sign

The sorceror gains a mark of the wychsign every other level, when they learn their 7th, 9th, 11th etc. spellweave. But they may select wychsign from any school list. Whenever the sorceror gains a new wychsign they may select a power from the following list of powers:  
  • Infiltrating Spells - When a target succeeds on their spell DC, the sorceror may use their bonus action to force the target to re-roll that save, the second result stands.
  • Subconsious Concentration - The sorceror may maintain up to two concentration spells at a time.
  • Absorb Spell - Once per encounter the sorceror may choose absorb a spell cast at them, allowing them to heal with its energy. An at will spell healing 10hp, per encounter 25hp, and per day 50hp
  • Trap Spell - You cast a spell on an object that you can trigger as reaction or when conditions you specify are met, the conditions must be clearly expressed in 25 words or less. The trapped object remains imbued with the spell for 1 hour. A trap spell may be built into a partially completed ritual in such that triggering the spell completes the ritual.
  • Wychsight - You can see magical auras within 30ft. Whenever you encounter sources of magic, you should ask your GM to describe the magical form present and its colour if applicable.
  • Eschew Mortality - You eschew your oridginal form to embrace the nature you have become, allowing you to change your creature type to acursed and gain fast healing 1hp per round. As an ascursed creature, you may be suseptable to magical effects that attempt to remove curses or banish such spirits. GM discretion applies.
 

Lv.6 Wyld Magic

Defiling Outburst - At 6th level the Sorceror, may choose as an action when casting a spell to throw caution to the wind and draw power from the natural world indiscriminately to power their spell. The sorceror chooses to add a number of d6 damage die to a spell they are about to cast up to their constitution modifier. Rolling these before casting the spell. Half of this damage (rounddown) is dealt to all living creatures including the sorceror within 30ft blighting plants and instantly killing small vermin in the area.   Thereafter the sorceror attempts to cast their spell, should they succeed in casting the spell, the extra power they gathered is added to the spells damage (or other numeric effect of the spell with GM discretion). Should the sorceror fail in casting their spell, the spell instead detonates upon the caster, with them taking the remainder of spells full damage and suffering any effects of the spell.   Wychs familar - You learn the ritual of familiar binding if you do not already know it. When you bind a familiar it gains the following abilities:
  • The familiar gains your intelligence score, unless theirs was better
  • The familiar may speak using any language you know
  • You may communicate telepathically with your familiar so long as they are within one mile
  • You can cast spells through them as if you were at their location
  • As an action you can see using their senses, while doing so you are deaf and blind to events around you
  • If the familiar dies you may repeat the binding ritual to resurrect them into a new body
For 1 action point the Sorcerer may give their familair a command up to 25 words in length, including the attack, move, disengage, dodge and help action. With the familair acting immediately after the player on the same initiative.  

Lv.8 Seeking Spells

You cast the spell to seek out its target independently of you being able to see or follow it. When you do so you craft the spell into a fist sized ball of energy that sheds a dim light, with a movement speed of 40ft that begins to move towards the target that you mentally assign the spell to. Once the orb catches up with the target such as to make contact with them the spell discharges as you desire.   To be able to assign a seeker spell, you must have seen or know the target of the spell well enough to picture them in your mind. If the true target is disguised, such that they do not look like the mental image, then the spell will not seek the correct target. If the caster of the spell cannot adequately describe the target they wish it to seek, or name at least one distinguishing feature of them, the GM can have the spell fizzle with no effect, as the seeker could not match a target with the casters description.   The spell seeks the target for 1min before dissipating, and can move through any gap larger than half an inch in diameter  

Lv.10 Sorcerers Gambit

The Sorcerer looks beyond the veil for magical inspiration as a result they may cast any at will spell even if they do not know it, whenever they do this they gain a point of eldtrich madness.


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MockTurtle.

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