Ikedashi
2021-07-01, 05:35 PM
Hello, fellow playgrounders!
Today i would like to present you my attempt to give the sorcerer a gish option to roll. It was interesting to create and satisfying as well. During the processes it turned out to be too similar to the hexblade more or less so i changed it a bit to create an original personality. Also, a friend of mine that reviewed the class for me pointed out that the class gives him a SHAMAN KING vibes and that made me sooo happy! This class working like Yoh and Amidamaru gave me a lot of fun imagination moments. xD.
https://media.giphy.com/media/tRsAZH9SwuTxm/giphy.gif
Sorcerous Origin Spirit King
Your soul is bond to an ancient warrior spirit that offers you intense martial training based on its years of combat experience in mortal life. Each night when you sleep, this spirit guide enters your mind. In your dreams, both of you spar and practice across a hundred different battlefields. You fight ogres, trolls, and other nightmare monsters that your guide creates from the ether of dreams. With each night that passes, you become more and more skilled in the fighting arts.
Spirited Magic
1st-level Spirit King feature
You learn additional spells when you reach certain levels in this class, as shown on the Blade 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.
Spirit Guide Spells
Sorcerer Level Spells
1st Armor of Agathys, Dissonant Whispers
3rd Misty Step, Spiritual Weapon
5th Spirit Guardians, Speak with Dead
7th Greater Invisibility, Death Ward
9th Animate Objects, Dominate Person
Bonus Proficiencies
1st-level Spirit King feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle.You gain proficiency with light armor, medium armor, shields, martial weapons and history skill.
Weapon Bond
1st-level Spirit King feature
As a bonus action you can command your spirit guide to posses a weapon that you are proficient. When you attack with a Spirited Weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your spectral weapon lasts until you dismiss it or command your guide to posses another weapon. The spectral weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Soul Strike
6th-level Spirit King feature
At 6th level, when you hit a creature with your Spirited Weapon, you can expend 1 sorcery point to cut his soul dealing extra psychic damage and disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. The bonus damage is 1d6 times half of your proficiency bonus rounded down.
Hallucination Walk
14th-level Spirit King feature
Starting at 14th level, you mastered a millenary combat technique that can deceive creatures while walking with an odd pattern of moves provided you aren't wearing heavy armor. It provide you supernatural speed, agility and spectral duplicates of yourself.
You can use a bonus action to start the Hallucination Walk, which lasts for 1 minute. It ends early if you are incapacitated, or dismiss it at any time you choose (no action required).
While your Hallucination Walk is active, you gain the following benefits:
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity saving throws.
* You create a spectral duplicate of yourself every 10 ft. you walk. You can have up to three duplicates at a time. Each time a creature targets you with an attack during the duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your charisma modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Eternal Bond
18th-level Spirit King feature
At 18th level, the bond between you and your spirit guide is so strong that you can merge your souls and unleash his power. As a bonus action you can command your guide to merge his soul into your body, a visual manifestation of your spirit guide appear behind your back and it moves as you move. For the duration of 10 minutes:
* you can attack twice, instead of once, whenever you take the Attack action on your turn.
* You can make one weapon attack as a bonus action with your spectral weapon.
* You gain 10 times your proficiency bonus as temporary hit points. If any of these remain when the bond ends, they are lost.
* You have advantage on attack rolls that you make with your spectral weapon.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
07/09/21 - Removed from Eternal Bond - * You can substitute a weapon attack to cast a spell. (Still limited by the spell-casting rules)
Today i would like to present you my attempt to give the sorcerer a gish option to roll. It was interesting to create and satisfying as well. During the processes it turned out to be too similar to the hexblade more or less so i changed it a bit to create an original personality. Also, a friend of mine that reviewed the class for me pointed out that the class gives him a SHAMAN KING vibes and that made me sooo happy! This class working like Yoh and Amidamaru gave me a lot of fun imagination moments. xD.
https://media.giphy.com/media/tRsAZH9SwuTxm/giphy.gif
Sorcerous Origin Spirit King
Your soul is bond to an ancient warrior spirit that offers you intense martial training based on its years of combat experience in mortal life. Each night when you sleep, this spirit guide enters your mind. In your dreams, both of you spar and practice across a hundred different battlefields. You fight ogres, trolls, and other nightmare monsters that your guide creates from the ether of dreams. With each night that passes, you become more and more skilled in the fighting arts.
Spirited Magic
1st-level Spirit King feature
You learn additional spells when you reach certain levels in this class, as shown on the Blade 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.
Spirit Guide Spells
Sorcerer Level Spells
1st Armor of Agathys, Dissonant Whispers
3rd Misty Step, Spiritual Weapon
5th Spirit Guardians, Speak with Dead
7th Greater Invisibility, Death Ward
9th Animate Objects, Dominate Person
Bonus Proficiencies
1st-level Spirit King feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle.You gain proficiency with light armor, medium armor, shields, martial weapons and history skill.
Weapon Bond
1st-level Spirit King feature
As a bonus action you can command your spirit guide to posses a weapon that you are proficient. When you attack with a Spirited Weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Your spectral weapon lasts until you dismiss it or command your guide to posses another weapon. The spectral weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Soul Strike
6th-level Spirit King feature
At 6th level, when you hit a creature with your Spirited Weapon, you can expend 1 sorcery point to cut his soul dealing extra psychic damage and disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. The bonus damage is 1d6 times half of your proficiency bonus rounded down.
Hallucination Walk
14th-level Spirit King feature
Starting at 14th level, you mastered a millenary combat technique that can deceive creatures while walking with an odd pattern of moves provided you aren't wearing heavy armor. It provide you supernatural speed, agility and spectral duplicates of yourself.
You can use a bonus action to start the Hallucination Walk, which lasts for 1 minute. It ends early if you are incapacitated, or dismiss it at any time you choose (no action required).
While your Hallucination Walk is active, you gain the following benefits:
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity saving throws.
* You create a spectral duplicate of yourself every 10 ft. you walk. You can have up to three duplicates at a time. Each time a creature targets you with an attack during the duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your charisma modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Eternal Bond
18th-level Spirit King feature
At 18th level, the bond between you and your spirit guide is so strong that you can merge your souls and unleash his power. As a bonus action you can command your guide to merge his soul into your body, a visual manifestation of your spirit guide appear behind your back and it moves as you move. For the duration of 10 minutes:
* you can attack twice, instead of once, whenever you take the Attack action on your turn.
* You can make one weapon attack as a bonus action with your spectral weapon.
* You gain 10 times your proficiency bonus as temporary hit points. If any of these remain when the bond ends, they are lost.
* You have advantage on attack rolls that you make with your spectral weapon.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
07/09/21 - Removed from Eternal Bond - * You can substitute a weapon attack to cast a spell. (Still limited by the spell-casting rules)