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#sorcerer subclass
wanderingswampbeast · 6 months
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WILD MAGIC SORCERER: RELOADED
I've always had issues with wild magic. Surges are dependent on your GM remembering they exist, and some effects can wipe your party instantly, or bring in summons the GM just needs to have on hand. Outside the funny table, there's not much flavor to the class.
My rewrite puts more of a focus on gambling, more wild effects with less dangerous results, and more wild features.
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kits-foragings · 7 months
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Subclasseptember 2023, Day 23 - Medusa Bloodline Sorcerer
So the prompt said "status" and my brain immediately went for "status effect". Realised that Petrified is basically Never available to players, as far as I know.
So petrification is the core feature here, allowing you to start petrifying enemies through expending Sorcery Points. It might be a bit slow since it takes until the end of the creature's next turn to actually petrify.
Weirdly, the hardest part of this? The spells.
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8-bitpixelheart · 2 months
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MUSHROOM DANCE
MUSHROOM DANCE
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luuma-makes-games · 2 years
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The Wildcard Magic sorcerous origin has a totally unique casting mechanic based round literally drawing your spells at random from a deck of cards. It forces you to act responsively in combat, playing the hand as it's dealt, and planning out your massive deck of spells to exploit the synergies it introduces! Designed to be played with those cool spellcards you can get online for free (or buy).
It's good to be back. See you next week with another.
Would love feedback on this one. Also, have some extensive design thoughts below the break!
Initially I started making this for a Wizard subclass, but I quickly realised the class' concept of a "deck of spells you randomly draw in combat" worked best when it was full of blasting spells. Sorcerers are the "oops! all blasting spells" class - they have fewer choices than the wizard, but they get all the good evocations - much better suited to being chosen at random. Also, the Wildcard is a subclass that has a lot of spells, and therefore a lot of decisions - if I limit the players decisions to only the best options, then the average player will have more fun.
Also, sorcerers generally get very few spell choices. Wizards already have lots of spellchoices - on a wizard, the Cartomancy feature is more like a nerf than a buff. But on a sorcerer, it feels amazing. This feature's unusual limitation is completely unique, and makes combat a whole lot more engaging. And the noncombat abilities you get feel stellar too.
Cartomancy gives you more different spells in combat than the OG sorcerer until around level 9 (Cha+Prof vs Lv+1) after which it starts to act as a real limit. The feature is a massive buff at early levels but then starts to feel weaker. To compensate, 6th level Snap Caster packs a monstrous punch - acting like the beefy 6th level Draconic Bloodline feature, alongside an occasional free metamagic! These are both wrapped up with a deckbuilding requirement- I want people to be encouraged to pick a specific theme, without giving them a hard-and-fast set of rules. Chromatic orb, absorb elements, and chaos orb are all really thematic spells for sorcerers imo, and Snap Caster encourages you to exploit all three. Sorcerers always get a way to spend sorc points at this point, andat 6th level, the random draw requirement starts to feel more of a limit. Card Counting lets you spend sorc points to stack the cards in your favour. But it still calls for some good planning, and doesn't completely undo the subclass' theme. In playtesting, I found that this feature was pretty necessary at later levels, as a way to mitigate against bad luck. Almost half of sorcerers get a flying speed at 14th-18th level, and I decided to give this lot "flying speed with a properly thematic twist". House of Cards rounds things out with an absurd capability that lets you trap tiny foes and make bridges through the air with conjured cards
Lastly, Paper Trail finally gives you a way to break the rules of your 1st level feature and draw more cards as the combat goes on. It also gives you damage resistances and the ability to move through gaps. This is very strong, of course, but 18th level is all about giving sorcerers superpowers - and if it can't consistently cast an 8th/9th level spell on the first turn, it's gonna need some epic boosts to keep up with another sorcerer!
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psychhound · 2 years
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[ID: image 1: a digital painting of a light skinned woman in dramatic black clothing pointing towards the viewer with light green spirits surrounding her. there is pale yellow text that reads "psychopomp / a sorcerer subclass"
image 2: a screenshot preview of a page formatted in 5e players handbook style showing the opening description and a few traits for psychopomp sorcerer. end ID]
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psychopomp: a 5e sorcerous origin
Many higher powers utilize the services of chosen beings to collect the souls of the recently deceased and ferry them to their final resting place. These beings, known as Psychopomps, are tasked to track down lost souls and deliver them to the many realms of death. Psychopomps may have different tasks their deity has asked them to carry out, such as studying the forces that cause death on the mortal planes, hunting down unruly undead, or traveling great distances to capture souls from the far reaches of the world. Though the job of Psychopomp is a dangerous one, at least they know exactly what awaits them in the end.
includes options of three different psychopomp forms: the knowledge-seeking coyote, the combat-heavy deer, and movement-based raven
includes subclass spells at levels 1, 3, 5, 7, and 9 for all psychopomps and for each of the three forms
necrotic damage and death saves focused traits
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only $1 for the formatted PDF and plain text document at
itch / kofi / dm's guild
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peachs-homebrew · 1 year
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This is my attempt to import the Summoner class from Pathfinder into D&D 5e as a sorcerer variant/subclass. Much of it remains the same as the sorcerer, but the focus is on summoning and controling a bonded extraplanar entity, called an eidolon, which the Summoner controls in combat and shares a special bond. Customization of the eidolon is part of the fun, and the type of eidolon, relationship to your Summoner, and way of roleplaying the two of them is limited only by your imagination! Because this is a variant class, metamagic is replaced by eidolon evolutions, though the mechanics are almost exactly the same. As a variant class, one is free to determine if charisma, wisdom, or intelligence is the best spellcasting ability that one has in mind for their character and eidolon.
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honourablejester · 2 years
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Homebrew Sorcerer Subclass: Astral Sorcery
As I said with the Starsworn Rogue, I just really like luminous starlit subclasses. Twilight Cleric and Stars Druid broke my brain, Crown of Stars is the prettiest spell, and radiant damage is easily my favourite damage type. So this is purely the fantasy of a luminous, starlit sorcerer. Mechanically, mostly blasty with a bit of skill monkey, and again following the Tasha’s template, but if I’m fully honest I’m doing this for the aesthetics more than the mechanics.
SORCEROUS ORIGIN: ASTRAL SORCERY
You are suffused with the secret sorcery of starlight, the magic and knowledge of the heavens. Perhaps the stars of your world’s sky aligned when you were born (or made). Perhaps a strange, foreign star rose over the horizon for the first time when you opened your eyes. Perhaps you dreamed strange dreams as a child of distant, silver voids, shining with starlight. Perhaps you stumbled across a circle of stones on a high field and sheltered there overnight, unaware that the constellations marked you while you slept. However the stars touched you, you bear their faint, luminous mark and magic to this day.
Choose or randomly determined how the heavens marked you:
Astral Sorcery Marks
d4          Astral Mark
1    When you use your magic, a faint outline of a star shines on your brow
2    Your eyes are a silvery-grey colour, filled with stardust and motes of light
3    Sometimes, in people’s peripheral vision, a faint silvery light seems to limn your form
4    Motes of light, like tiny, faint constellations, glimmer in your shadow
ASTRAL SPELLS
You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or divination spell from the sorcerer, warlock or wizard spell lists.
Astral Spells
Sorcerer Level                  Spells
1st                                        Feather Fall, Guiding Bolt, Sacred Flame
3rd                                       Moonbeam, Silence
5th                                       Clairvoyance, Fly
7th                                       Greater Invisibility, Sickening Radiance
9th                                       Circle of Power, Legend Lore
GUIDANCE OF THE HEAVENS
Fragments of astral knowledge filter down to you and infuse you through your dreams. At 1st level, you can choose two skills with which you do not have proficiency. You now have proficiency in those skills. In addition, whenever you gain a level in this class, you can choose one of your skill proficiencies and exchange it for proficiency in a different skill of your choice.
CALL OF THE STARS
At 6th level, your body begins to feel the call of the heavens more powerfully. You gain resistance to cold and radiant damage.
SURGE OF RADIANCE
Beginning at 6th level, whenever you hit with a spell attack that deals radiant damage, you can spend 2 sorcery points to deal maximum damage instead of rolling.
STELLAR SAILS
Starting at 14th level, you can use a bonus action to manifest a pair of glimmering, winglike stellar membranes at your back. While these membranes are present, you have a flying speed equal to your walking speed and you can hover. These membranes last until you are incapacitated, you die, or you dismiss them with a bonus action.
STARLIGHT RAIMENT
At 18th level, you gain the ability to manifest the essence of starlight as a shining raiment that robes your form. As a bonus action, you call upon the heavens to robe you in starlight for 1 minute, or until you are incapacitated, die, or dismiss this raiment with a bonus action. While so clothed, you gain the following benefits:
You are immune to the blinded condition.
You see normally to a distance of 120ft, even in darkness or magical darkness.
You can choose one creature that you can see within 120ft when you use this bonus action. That creature has disadvantage on all saves against any of your spells that deal radiant damage while you remain robed in starlight. If the creature dies before your raiment fades, you can choose a different creature that you can see within 120ft and transfer the effect to them.
Once you use this feature, you cannot use it again until you have finished a long rest, unless you spend 6 sorcery points to use it again.
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dungeonofthedragon · 1 year
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This is my first post on this shiny new blog, where I will talk about my homebrew D&D content- in particular, the projects I've worked on for the Dungeon Master's Guild. To celebrate, I'm offering any of my published works for 50 cents each until the end of the year! Besides those that were already free, of course.
Links below the cut:
Finding Yourself in Wildspace: a collection of bonds, flaws and personality traits for characters setting out for adventures in wildspace.
Ravenloft Adventurers: player options for horror-themed campaigns. Play as a ghost, a werewolf, or even a giant carnivorous plant! Explore the spine-tingling Parasite warlock, the charming College of Phantasms bard, and the Spore Sorcerer.
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Sorcerer: Feytouched Origin
The Fey seem to have taken a special interest in your bloodline, granting you a spark of their power. Choosing to cultivate this spark into a flame is the first step to feeling the full might of the fey running through your veins, learning their tricks and potentially earning their favour.
Fey Presence
Starting at level 1, you can channel the beguiling and fearsome magics inside you to the minds of those around you. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Sorcerer spell save DC. Any creatures that fail their saving throws are either charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Friend of the Wilds
Starting at 1st level, you gain the ability to communicate with Beasts and Plants at will as if casting Speak with Animals or Plants. In addition, when you gain access to them at 2nd level, you can spend one Sorcery Point to ignore any difficult terrain caused by plants and gain advantage on any saving throws against magical or nonmagical plants for the next minute.
Embodied Fey
Starting at 6th level, the spark of Fey magic inside you has grown strong enough to influence you physically. At your option, you can pick from or roll on the Fey Form table to create an effect for your character.
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Your creature type becomes Fey, if it isn’t already. In addition, you have advantage on Saving Throws against Spells and other magical effects.
Fey Walker
Starting at 14th level, the fey magic within you allows you to temporarily step into the Feywild to travel.
As a bonus action on your turn, you can cast the spell Blink. You are transported to the Feywild rather than the Ethereal Plane, and can see the Material Plane around you through glowing shapes that appear when you enter the Feywild. Once you use this trait, you cannot use it again until you finish a long rest.
Additionally, you can spend two Sorcery Points to use your bonus action to magically teleport up to 30 feet to an unoccupied space you can see.
Touch of the Archfey
At 18th level, you have concentrated your fey magic into your entire being. As an action on your turn, you can spend 4 Sorcery Points to make a melee spell attack against one creature within 5 feet of you. On a hit, the target is affected by either the Dominate Person or Geas spell (your choice) at 7th level. You can also choose to spend up to four additional Sorcery Points, giving you a bonus to your attack roll equal to the number of additional Sorcery Points spent.
You also gain an additional bonus equal to your charisma modifier against enchantment spells cast on you, and can extend this advantage to up to two creatures within 5 feet of you as a reaction to an enchantment spell being cast on you or any number of creatures within 5 feet of you that you give this benefit to.
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Sorcerous Origin: Heroic Ancestry
The blood of heroes flows through your veins. The legendary deeds of your forebears has gifted you not only magical power, but the ability to mimic their deeds. Use weapons and armor fitting of a warrior while also wielding the power of a sorcerer!
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kits-foragings · 1 year
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“What killed the dinosaurs? THE ICE AGE!“
Surprised that there’s not many official elemental sorcerers. So here we have the Soul of Winter, an ice-themed Sorcerer with a strong focus on battlefield control, hence the Glacial Wall feature.
As a note, this is a slightly older subclass, so there might be a couple of balancing problems.
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8-bitpixelheart · 2 months
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You are my sunshine, my only sunshine.
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lyss-sketchbox · 16 days
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could u draw wriolette as dnd characters perhaps,, dragonborn Neuvillette and tiefling Wriothesely would be pretty cool :>>>
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Kissing him on his silly lil dragon snout
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amistyshadow · 2 years
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Just did a quick little drawing. A part of my supernatural world. I’ve actually been debating wether or not I should create a new blog for my supernatural ocs, but I probably won’t because I’m a very lazy person.
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mariana-oconnor · 7 months
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OK okokok... gonna put this 'I just woke up' thought out there because this is tumblr and what else is it for? Someone has probably already said this and I haven't seen it, but whatever. I will throw it out anyway.
SO... Gale. We've all seen the posts where people quote the Gale lines about being naturally gifted with magic as a baby, a prodigy etc. and then point out that this is sorcerer behaviour.
BUT, what if... you're all right and it is sorcerer behaviour. BUT the orb feeds on weave/magic right? And sorcerers are born with innate magic... so what if he was born a sorcerer, then trained as a wizard, but the orb consumed his sorcerous magic. And that's why he's not as powerful as he once was, because, unbeknownst to him, all this time, he's been using that natural sorcerous connection to make accessing the weave easier. And now that's gone. Eaten up. Destroyed forever by the Netherese void.
And that's part of what's causing him pain. Because an instrinsic part of himself has been taken away. And he feels it like a phantom limb. Maybe he thinks it was actually connected to his relationship with Mystra, rather than a part of him, and that adds to his sense of loss from that relationship.
What if the first magic item Gale fed to the orb was himself and he doesn't even realise it?
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cocoshomebrew · 10 months
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Here's the link to my patreon if you want to see more of my content or want to support me in making it. Also consider joining my discord!
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