Sorcerer: Difference between revisions

97 bytes removed ,  19:09, 21 November 2022
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The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.


'''Clockwork Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Clockwork 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.<br>
==== Clockwork Spells ====
At 7AM each day, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
''1st Level Clockwork Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Clockwork 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.<br>
At 7AM each day, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or a Transmutation Spell from the Sorcerer, Warlock, or Wizard Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Clockwork Spells
|+ Clockwork Spells
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! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Alarm, Protection From Evil and Good (Compelled Duel, Magnify Gravity, Command)
| 1st || Alarm, Protection From Evil and Good
|-
|-
| 3rd || Aid, Immovable Object (Calm Emotions, Knock, Levitate, Wrist Pocket, Locate Object, Zone of Truth)
| 3rd || Aid, Immovable Object
|-
|-
| 5th || Dispel Magic, Protection From Energy (Glassee, Haste)
| 5th || Dispel Magic, Protection From Energy
|-
|-
| 7th || Freedom of Movement, Summon Construct (March of Blades, Private Sanctum)
| 7th || Death Ward, Freedom of Movement
|-
|-
| 9th || Greater Restoration, Wall of Force (Taboo, Wall of Force)
| 9th || Greater Restoration, Wall of Force
|}
|}


'''Restore Balance.''' At 1st level, your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
==== Restore Balance ====
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
''1st Level Clockwork Soul Feature''<br>
Your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60ft of you is about to roll a d20 with Advantage or Disadvantage, you can use your Reaction to prevent the roll from being affected by both Advantage and Disadvantage.<br>
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


'''Bastion of Law.''' At 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.
==== Clockwork Sorcery ====
The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
''6th Level Clockwork Soul Feature''<br>
When you cast any Spell of 1st Level or higher from your Clockwork Spells, you can cast it by expending a Spell Slot as normal or by spending a number of Sorcery Points equal to the Spell’s Level. If you cast the spell using Sorcery Points and it has a Duration greater than Instant, you can use a Bonus Action after the Spell is cast to change the target or point of origin for the spell to effect. You can upcast Spells you cast with Sorcery Points from this feature, but only up to 5th Level.  


'''Trance of Order.''' At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
==== Trance of Order ====
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
''14th Level Clockwork Soul Feature''<br>
You gain the ability to align your consciousness to the endless calculations of the universe. As a Bonus Action, you can enter this state for 1 minute, gaining the following benefits for the duration:
*Attack Rolls against you can’t benefit from Advantage.
*Whenever you make an Attack Roll, an Ability Check, or a Saving Throw, you can treat a Roll of 9 or lower on the d20 as a 10.
Once you use this Bonus Action, you can’t use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.


'''Clockwork Cavalcade.''' At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
==== Clockwork Cavalcade ====
:The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
''18th Level Clockwork Soul Feature''<br>
:Any damaged objects entirely in the cube are repaired instantly.
You summon spirits of order to expunge disorder around you. As an Action, you summon the spirits in a 30ft Cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
:Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
*The spirits restore up to 100 Hit Points, divided as you choose among any number of creatures of your choice in the Cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
*Any damaged objects entirely in the Cube are repaired instantly.
*Every Spell of 6th Level or lower ends on creatures and objects of your choice in the Cube.
Once you use this Action, you can’t use it again until you finish a Long Rest, unless you spend 7 Sorcery Points to use it again.


=== Desert Soul WIP ===
=== Desert Soul WIP ===