Difference between revisions of "Arcane Adventurer (5A)"
m (wk) |
m (→Sorcerous Origin Abilities: wk) |
||
Line 6: | Line 6: | ||
== Sorcerous Origin Abilities == | == Sorcerous Origin Abilities == | ||
+ | |||
+ | === Elemental Focus === | ||
+ | At 1st level, you must select an elemental focus. This can be air, earth, fire, or water. Most of the abilities of elemental sorcery depend on which element you pick. | ||
+ | * '''Air''' sorcerers are invaluable members of a ship's crew. Their magic controls wind and weather. | ||
+ | * '''Earth''' sorcerers maintain or destroy settlements and fortresses. Their powers defend and keep enemies at bay. | ||
+ | * '''Fire''' sorcerers burn and melt to make room for new things. Their power over light can both illuminate and mislead. | ||
+ | * '''Water''' sorcerers favor the season of winter and many are haughty, mysterious figures that help or hinder on a whim. | ||
+ | |||
+ | === Elementalist Spells === | ||
+ | Starting at 1st level, you learn additional spells when you reach certain levels in this class depending on your chosen element, as shown on the Elementalist 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 a conjuration, evocation, or transmutation spell from the wizard spell list. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |+'''Elementalist Spells''' | ||
+ | |||
+ | | width="10%" | '''Sorcerer<br>Level''' ||valign="bottom" width="20%" | '''Air''' ||valign="bottom" width="20%" | '''Earth''' ||valign="bottom" width="20%" | '''Fire''' ||valign="bottom" width="20%" | '''Water''' | ||
+ | |- | ||
+ | | valign=top | 1 ||valign="top"| Thunderwave, <br> Witchbolt||valign="top"| Earth Tremor, <br> Shield ||valign="top"| Burning Hands, <br> Silent Image ||valign="top"| Fog Cloud, <br> Ice Knife | ||
+ | |- | ||
+ | | valign=top | 3 ||valign="top"| Dust Devil, <br> Shatter ||valign="top"| Cloud of Daggers, <br> Magic Weapon ||valign="top"| Scorching Ray, <br> Pyrotechnics||valign="top"| Mirror Image, <br> Snilloc's Snowball Swarm | ||
+ | |- | ||
+ | | valign=top | 5 ||valign="top"| Fly, <br> Lightning Bolt ||valign="top"| Erupting Earth, <br> Slow||valign="top"| Fireball, <br> Major Image||valign="top"| Sleet Storm, <br> Water breathing | ||
+ | |- | ||
+ | | valign=top | 7 ||valign="top"| Dimension Door, <br> Storm Sphere ||valign="top"| Blight, <br> Stoneskin ||valign="top"| Fire Shield, <br> Wall of Fire ||valign="top"| Vitriolic Sphere, <br> Watery Sphere | ||
+ | |- | ||
+ | | valign=top | 9 ||valign="top"| Far Step, <br> Telekinesis ||valign="top"| Animate Objects, <br> Passwall ||valign="top"| Immolation, <br> Wall of Light||valign="top"| Cone of Cold, <br> Bigby's Hand | ||
+ | |} | ||
+ | |||
+ | === Primal Speaker === | ||
+ | The arcane magic you command is infused with primal elements and words. You can speak, read, and write Primordial, Aquan, Auran, Ignan, and Terran. | ||
+ | |||
+ | === Tempestuous Magic === | ||
+ | Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental energy to briefly surround you, immediately before or after you cast a sorcerer spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. | ||
+ | |||
+ | === Heart of Fury === | ||
+ | At 6th level, you gain resistance to damage based on your element. | ||
+ | * '''Air:''' Lightning and thunder damage. | ||
+ | * '''Earth:''' Force and bludgeoning damage | ||
+ | * '''Fire:''' Fire and radiant damage | ||
+ | * '''Water:''' Acid and cold damage | ||
+ | Whenever you start casting a spell that deals damage of a type you have resistance against from this ability, elemental magic erupts from you. | ||
+ | Spells that can deal such damage later but not on initial casting qualify for this ability. | ||
+ | This eruption causes creatures of your choice that you can see within 10 feet of you to take damage of this type equal to half your sorcerer level. | ||
+ | If the spell cast deals both kinds of damage, choose one. | ||
+ | |||
+ | === Guide the Elements === | ||
+ | At 6th level, you gain the ability to control elements around you. | ||
+ | |||
+ | As a reaction, you can redirect elemental forces away from allies you can see within 10 ft. of you. These allies gain the same resistances you gain from Heart of Fury until the start of your next turn. | ||
+ | |||
+ | As a bonus action each round, you can control nearby elemental effects, depending on your chosen element. These effects move with you. | ||
+ | * '''Air:''' If it is windy, you can choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind. | ||
+ | * '''Earth:''' You can cause difficult ground within 20 ft. caused by plants, sand, soft earth, gravel or rocks to stop being difficult ground. | ||
+ | * '''Fire:''' You can use a bonus action each round to alter the color of fire within 20 ft. of you and disperse smoke in the area. | ||
+ | * '''Water:''' You can cause rain to start or stop falling or you can calm waves in a 100-foot-radius sphere centered on you. | ||
+ | |||
+ | === Elemental's Fury === | ||
+ | Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal damage to the attacker. The damage equals your sorcerer level. Choose one of the types of damage you gained resistance to from the Heart of Fury ability, that is the type of damage inflicted. | ||
+ | The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. You decide the exact distance. | ||
+ | |||
+ | === Elemental Soul === | ||
+ | At 18th level, you gain immunity to the types of damage you gained resistance to from the Heart of Fury ability. | ||
+ | |||
+ | You also gain a type of movement depending on your element. | ||
+ | As an action, you can reduce this movement speed to half for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures also gain this halved movement speed for 1 hour. Once you reduce your speed in this way, you can't do so again until you finish a short or long rest. | ||
+ | |||
+ | * '''Air:''' You gain a magical flying speed of 60 feet. | ||
+ | * '''Earth:''' You gain a burrowing speed 30 ft. | ||
+ | * '''Fire:''' You gain a land speed of 90 ft. | ||
+ | * '''Water:''' You gain a swimming speed 120 ft. This also grants Water Breathing, which can also be shared. | ||
== See Also == | == See Also == | ||
* [[Plucky Mage (Apath)|Plucky Mage]] | * [[Plucky Mage (Apath)|Plucky Mage]] |
Revision as of 11:09, 30 September 2021
Starfox's 5th Edition Fan Page |
A sorcerer does not need to spend time studying to gain their powers, magic is in their very being. Still, most sorcerers do study magic do delve into their sorcerous origin. Not so the arcane adventurer. Living free and wild, the arcane adventurer is more like a rogue in that they live by chance skill and chance, relying on their magic to get them out of tricky situations.
Sorcerous Origin Abilities
Elemental Focus
At 1st level, you must select an elemental focus. This can be air, earth, fire, or water. Most of the abilities of elemental sorcery depend on which element you pick.
- Air sorcerers are invaluable members of a ship's crew. Their magic controls wind and weather.
- Earth sorcerers maintain or destroy settlements and fortresses. Their powers defend and keep enemies at bay.
- Fire sorcerers burn and melt to make room for new things. Their power over light can both illuminate and mislead.
- Water sorcerers favor the season of winter and many are haughty, mysterious figures that help or hinder on a whim.
Elementalist Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class depending on your chosen element, as shown on the Elementalist 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 a conjuration, evocation, or transmutation spell from the wizard spell list.
Sorcerer Level |
Air | Earth | Fire | Water |
1 | Thunderwave, Witchbolt |
Earth Tremor, Shield |
Burning Hands, Silent Image |
Fog Cloud, Ice Knife |
3 | Dust Devil, Shatter |
Cloud of Daggers, Magic Weapon |
Scorching Ray, Pyrotechnics |
Mirror Image, Snilloc's Snowball Swarm |
5 | Fly, Lightning Bolt |
Erupting Earth, Slow |
Fireball, Major Image |
Sleet Storm, Water breathing |
7 | Dimension Door, Storm Sphere |
Blight, Stoneskin |
Fire Shield, Wall of Fire |
Vitriolic Sphere, Watery Sphere |
9 | Far Step, Telekinesis |
Animate Objects, Passwall |
Immolation, Wall of Light |
Cone of Cold, Bigby's Hand |
Primal Speaker
The arcane magic you command is infused with primal elements and words. You can speak, read, and write Primordial, Aquan, Auran, Ignan, and Terran.
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental energy to briefly surround you, immediately before or after you cast a sorcerer spell. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Heart of Fury
At 6th level, you gain resistance to damage based on your element.
- Air: Lightning and thunder damage.
- Earth: Force and bludgeoning damage
- Fire: Fire and radiant damage
- Water: Acid and cold damage
Whenever you start casting a spell that deals damage of a type you have resistance against from this ability, elemental magic erupts from you. Spells that can deal such damage later but not on initial casting qualify for this ability. This eruption causes creatures of your choice that you can see within 10 feet of you to take damage of this type equal to half your sorcerer level. If the spell cast deals both kinds of damage, choose one.
Guide the Elements
At 6th level, you gain the ability to control elements around you.
As a reaction, you can redirect elemental forces away from allies you can see within 10 ft. of you. These allies gain the same resistances you gain from Heart of Fury until the start of your next turn.
As a bonus action each round, you can control nearby elemental effects, depending on your chosen element. These effects move with you.
- Air: If it is windy, you can choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
- Earth: You can cause difficult ground within 20 ft. caused by plants, sand, soft earth, gravel or rocks to stop being difficult ground.
- Fire: You can use a bonus action each round to alter the color of fire within 20 ft. of you and disperse smoke in the area.
- Water: You can cause rain to start or stop falling or you can calm waves in a 100-foot-radius sphere centered on you.
Elemental's Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal damage to the attacker. The damage equals your sorcerer level. Choose one of the types of damage you gained resistance to from the Heart of Fury ability, that is the type of damage inflicted. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. You decide the exact distance.
Elemental Soul
At 18th level, you gain immunity to the types of damage you gained resistance to from the Heart of Fury ability.
You also gain a type of movement depending on your element. As an action, you can reduce this movement speed to half for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures also gain this halved movement speed for 1 hour. Once you reduce your speed in this way, you can't do so again until you finish a short or long rest.
- Air: You gain a magical flying speed of 60 feet.
- Earth: You gain a burrowing speed 30 ft.
- Fire: You gain a land speed of 90 ft.
- Water: You gain a swimming speed 120 ft. This also grants Water Breathing, which can also be shared.