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View Full Version : D&D 5e/Next Thinking with Theurgy, 5 Sorcerers Origins for the indecisive. (PEACH)



Jervis
2022-05-20, 01:37 AM
This is a bit of a weird one. I've been thinking a lot about sorcerers lately, and when that happens i find myself looking at wizard subclasses and becoming very angry. I know the company isn't called sorcerer's of the seaside but the developers went way to far in the basic rules making sure that sorcerers wouldn't outshine wizards and subsequent books, at least the ones prior to tasha's, stuck to the design principle those subclasses were built on. As a result a lot of subclasses prior to that feel lackluster now. I'm not trying to outshine wizards with this, my main goal is to make some subclasses with fun gimmicks in line with the new design paradigm. That said, why theurges? Because i'm currently working on adapting old 3.5 character options to 5e and sorcerers are basically the only class in the game, bards withstanding in some cases, that can reasonably get access to another spell list without invalidation other sorcerers or even other classes altogether. Being able to pick 2 things you want from a list of 20 is only slightly better than picking 2 things from a list of 10. The goal is to make something in line with clockwork and aberrant mind sorcerer that fits the theme. Well... except for the level 18, capstones being balanced is boring.


Celestial Heritage
Some mortals gain a measure of natural divine power from their past or familial ties. Some of these are the children of powerful clerics or paladins, some might have grown up in temples learning to harness divine power through some tertiary understanding rather than dedicated study, others might have gained the favor of a deity or even be distantly related to one.

Yeah this was made entirely because of my dissatisfaction with the current divine soul sorcerer and sadness that i'll probably never get to play with the old UA favored soul. I'll admit that favored soul was over tuned (for the time anyway, honestly you could have printed that in Tasha's as is and no one would have batted an eye, especially now that Bladesinger exists in it's current state). But i digress. This is a midpoint between the printed divine soul and the UA favored soul that i personally think is fine with the new tasha's subclasses. Yes you can grab some questionable spell combinations but, eh. This is admittedly one of the stronger of the five but I wouldn't say it's so much stronger that it shoots a sorcerer with it above the stronger wizard or cleric options. It also doesn't get the ability to grab the entire cleric list like DS does, this needs to take war domain to have spiritual guardians for example. This also may or may not have been made as an attempt to hopefully play one in a dragonlance game with the new UA.


I'd put an image here, but this is already my longest post ever.

Celestial Magic
At 1st level your connection to the divine magic of the universe lets you harness the power of the celestials. You learn the Thaumaturgy cantrip and one Cleric cantrip of your choice, these are sorcerer spells for you but do not count against your number of sorcerer cantrips known. You can cast Thaumaturgy as a bonus action. You can also use a Divine Focus or a Arcane Focus for your Sorcerer spells.

Additionally, choose one divine domain available to clerics. You learn the spells on that domain's spell list as sorcerer spells at the same level a cleric would gain access to them, these count as sorcerer spells for you. Whenever you gain a level in sorcerer you can replace one of the spells of first level or higher you learned through this feature with one Evocation or Necromancy spell from the Cleric or Sorcerer spell list.

Favored Weapon
Also at 1st level you gain access to a magic to bind divine energy to a weapon of your choice. You can modify a simple or marital melee weapon of your choice that lacks the two handed, heavy, or special property with a holy symbol, this process requires 5 GP worth or raw materials and requires 1 hour. This is usually but not necessarily a type of weapon important to you personally or favored by a deity or celestial entity that you respect. You can use a weapon modified this way can be used as a divine focus. Additionally, you are considered proficient with any weapon you modified this way and can use Charisma in place of Strength or Dexterity for attacks with this weapon.

Yeah I'm not a fan of using this on most classes. In this case a hexblade dip is still very good because it gives medium armor and lets you use charisma with heavy weapons. I'm honestly not sure how good i feel about this but it stops some hexblade dips, which you kinda just need to build around now. This isn't a dedicated melee so i'm somewhat fine doing this since it's effectively the Shillelagh cantrip. As for the price it's built around other arcane/divine focus items that double as shields/weapons. This is the feature i'm least sure of.

Channel Celestial Power
At 6th level you gain the ability to imbue your attacks with divine power. Once per turn, when you deal damage to a creature with a weapon or a sorcerer cantrip, you can deal an additional 1d8 radiant damage to that creature.

Celestial Visage
At 14th level you gain the ability to unleash celestial power that emanates from your body. As a bonus action on your turn you can assume a celestial form for 1 minute. While in this form you gain the following benefits.

You gain a fly speed equal to your walking speed
Weapon attacks you and any friendly creature within 15 feet of you make deal additional radiant damage equal to your charisma modifier.
You gain resistance to fire, electric, poison, and radiant damage, as well as nonmagical bludgeoning, piercing, and slashing damage



Once you use this ability you cannon use it again until you finish a long rest unless you spend 7 sorcery points.

Miracle
At 18th level you gain the ability to call forward the strongest divine magic available to mortals. As an action you can spend 17 sorcery points to call forward a miraculous effect, this effect can emulate the effects of any spell of 8th level or lower. This ability also has the ability to possibly accomplish effects beyond that scope, though doing so risks failing entirely, angering divine beings or causing other unintended consequences if the attempted change is too far reaching or beyond the scope of mortal magic. Once you use this ability you cannot do so again for 3d6 days.



Feytouched
Feytouched sorcerers have a close connection too the fey. For whatever reason they feel a near irresistible draw to nature, compelling them to seek out ways to strengthen this connection. Many of them are descendant from a powerful fey or simply grew up close to a place where the fey dwell.

Fairy Magic
At 1st level you learn the Minor Illusion cantrip and cast cast it as a bonus action. When you cast the spell you can choose to create both a sound and a image with the spell though both must originate from the same location. Additionally you choose one court of the fey to gain power from. You gain additional spells known based on your sorcerer level according to the Fey Spells table. You gain the Fey spells common to each court as well as spells dependent on the court you chose. These are sorcerer spells for you and do not count again your sorcerer spells known. Whenever you gain a level in this class you can replace you spell of first level or higher you learned with this feature with a Enchantment or Illusion spell from the Sorcerer, Bard, or Druid spell list.

Fey Spells


Level
Fey
Spring
Summer
Fall
Winter


1st
Faerie Fire
Goodberry
Healing Word
Disguise Self
Hideous Laughter


3rd
Suggestion
Spike Growth
Lesser Restoration
Moonbeam
Blindness/Deafness


5th
Major Image
Plant Growth
Protection from evil/good
Hypnotic Pattern
Fear


7th
Confusion
Polymorph
Freedom of Movement
Hallucinatory Terrain
Blight


9th
Modify Memory
Awaken
Reincarnate
Dominate Person
Contagion



Feytongue
At 1st level you gain the ability to speak with nature more easily. You learn how to speak Sylvan, and can always speak with animals as if under the effect of the Speak with Animals spell.

Potent Illusion
At 6th level you have the ability to imbue your illusion spells with extra power. Whenever you cast a illusion spell, you can choose to have that spell be cast with extra psychic power. Spells cast in such a way have the following benefits. Creatures have disadvantage on investigation checks to determine if a illusion the spell creates is real or not. If the illusion creates a effect that a creature perceives as dangerous it must make a Intelligence save against your spell save DC at the start of its turn when in perceives the illusion as an immediate danger, such as when being attacked by a illusory minotaur or standing in illusory lava, on a failed save the creature takes 1d8 + 1d8 per level of the spell psychic damage. A creature that succeeds realizes that the spell is an illusion and is unaffected.

You can use this feature once before you finish a short or long rest unless you spend 3 sorcery points to use it again.

Fey Wings
At 14th level you gain the ability to grow wings like fey. As a bonus action on your turn while wearing clothing or armor able to accommodate them, you can grow wings that look like your choice of insect or bird wings. These wings grant you a 60 ft. fly speed as long as you aren't wearing medium or heavy armor and aren't encumbered, and last until you dismiss them as an action.

Phantasia
At 18th level you gain the power to conjure the strongest magic of the fey lords. You creature type changes to fey and you no longer age. You gain truesight out to 120 feet. Additionally, you can use an action on your turn to cast a powerful spell on one creature you can see within 30 feet of you. That creature must succeed on Wisdom saving throw against your spell save DC. On a success they take 5d6 psychic damage as their mind rejects the magic you impose on them. On a failure they suffer one of the following effects of your choice.

The creature is incapacitated as they fall into a deathlike sleep that lasts 1d100 + 50 years or until a condition you specify when you use this feature comes to pass. A creature under this effect does not age or need sustenance of any kind.
The creature is transformed into a CR 1 or lower beast or humaniod of your choice until a condition you specify when you use this feature occurs
The creature believes one thing you tell it without question and will rationalize away any evidence to the contrary
The creature looses all memory of it's life and assumes a new identity of your choice
The creature is imposed with some other minor curse, such as needing to speak only in rymes or having to dance to walk



Once you use this feature you cannot do so again until you finish a long rest or spend 9 sorcery points to do so again.


Fiendish Soul
Many mortals are born the pawns of fiendish powers hoping to act upon the world. These are often born with a sign of fiendish influence, usually some change to their appearance along with power drawn from dark sources.

Fiendish Magic
At 1st level you gain the ability to channel unholy magic through your body. You learn the Thaumaturgy cantrip as well as 1 cantrip of your choice from the Warlock spell list. These are sorcerer spells for you and do not count towards your maximum number of cantrips known. Additionally you gain additional spells known based on your Sorcerer level based on the Fiendish spells table. These are sorcerer spells for you and do not count against your number of sorcerer spells known. Whenever you gain a level in this class you can replace a spell you gained with this feature with another Evocation or Enchantment spell from the Sorcerer, Wizard, or Warlock spell list.



Level
Spell


1st
Hellish Rebuke, Find Familiar


3rd
Flaming Sphere, Darkness


5th
Fireball, Animate Dead


7th
Dimension Door, Banishment


9th
Contact Other Plane, Scrying



Negative Flow
At 1st level you gain the ability to strike a creature with bad luck. When a creature fails a saving throw against one of your sorcerer spells you can channel negative energy into the creature. Any that creature makes a ability check, skill check, attack roll, or saving throw before the start of your next turn, you can use your reaction to roll 1d4 and subtract that from the total of the check. You must choose to roll this 1d4 before the creature rolls.

You can use this feature a number of times equal to your proficiency bonus before finishing a long rest.

Baleful Flame
At 6th level you can imbue your fire spells with unholy fire magic. Your fire spells deal half fire damage and half unholy damage which is not subject to resistance or immunity. Any creature that fails a save against one of your fire spells becomes vulnerable to fire damage until the start of your next turn if it did not have resistance or immunity, or looses any resistance or immunity to fire damage it had until the start of your next turn.

Demonic Wings
At 14th level you grow demonic wings that grant you a fly speed of 60 feet as long as you aren't wearing medium or heavy armor and aren't encumbered.

Hellfire
At 18th level you gain the power to call up unholy flames from the underworld. As an action on your turn you can cause unholy fire to erupt in a 40 radius foot sphere originating from a point you can see within 100 feet. This sphere ignores cover and damages objects it touches. Any space inside this sphere is considered difficult terrain for creatures without immunity to fire damage. This sphere persists for 1 hour, until you fall unconscious or die, or until you use an action on your turn to end it. Any creature inside of the sphere when it is created and any creature that starts its turn inside of the sphere takes 10d6 fire damage, half of this damage is unholy in nature and is not subject to resistance or immunity. As an action on your turn while this sphere persists and you are within 1 mile of it you can expand the sphere's radius by up to 40 feet.

You can use this feature once until you finish a long rest.


Starborn
Starborn is a classification of sorcerer who gain their power from the background magic that flows between worlds and into the stars. They have a deep connection to the sky and see the flow of energy in the multiverse, often having dreams or visions of other worlds. Their connection to magic is sometimes the result of crossing between worlds or a experiment from a powerful mage to access the magic of the multiverse.

Starry Magic
At 1st level you gain access to a deep well of multiversal magic power. You learn additional spells as you gain levels in sorcerer acording to the Starry Spells table. These are sorcerer spells for you and do not count against your total number of spells known. Whenever you finish a long rest you can replace one spell gained with this feature with any spell from the Sorcerer or Wizard spell list or any spell on the starry spell list of the same level as the alterations in the magic of the multiverse flow through your body.



Level
Spell


1st
Find Familiar, light


3rd
Moon Beam


5th
Counterspell


7th
Polymorph


9th
Wall of Force


11th
Sunbeam


13th
Planeshift


15th
Demiplane


17th
Gate



Ok yeah this one is stupid ill admit. Unbalanced but I wanted to make a planeswalker sorcerer and this popped into my head. Arguably this could be the only feature and it would still be good.

Starry Bolt
At 1st level you gain the ability to project radiant energy from your body. You learn the firebolt cantrip if you didn't know it already, this is a sorcerer spell for you and doesn't count against your total number of spells known. When you cast the spell you can choose to change its damage type to radiant.

Light Walk
At 6th level your ability to warp reality allows you to move between locations with ease. As a bonus action you can teleport to a unoccupied space you can see up to your movement speed away from you, you can't use this feature if you have already moved and your movement speed is reduced to 0 for the rest of the turn after you teleport this way.

You can use this feature a number of times equal to your proficiency bonus until you finish a long rest. You can also use this feature without expending a use by spending 1 sorcery point. You also regain a use of this feature whenever you cast a conjuration spell modified by metamagic.

Anywhere but here
At 14th level you gain the ability to recklessly teleport yourself and other willing creatures. As a bonus action on your turn or as a reaction taken when you or any friendly creature you can see takes damage or to yourself being reduced to 0 HP, you can teleport yourself and a number of willing or incapacitated creatures you can see within 60 feet up to your charisma modifier to a random location. The location need not be convenient but is always at least not immediately dangerous. If you are on your home plane of existence you will be teleported to a place on the same plane of existence, if you aren't the place can be anywhere on the same plane of existence or any other plane of existence. Once you use this feature you cannot do so again for 2d6 days.

Jericho's Horn
At 18th level you gain the ability to rip open portals with reckless abandon. You can spend 9 sorcery points to open a portal to any location you know the name and general vicinity of no matter which plane of existence it is on. No power short of divine intervention can prevent you from creating a portal to a location in this manner. These portals can be any size up to 40 feet tall and 40 feet wide and persist for an hour or until you use this feature again or use your action to close it. Using this feature creates a loud noise audible for half a mile from both ends of the portal.


Heroic Bloodline
You are descendant from some heroic lineage, such as that of a powerful paladin, a dragon slayer, a clan of warriors, or something similar. You have a knack for combat and knowledge of the ways of battle.

Heroic Magic
At 1st level you gain the ability to channel magical energy into combat. You gain additional spells known based on your sorcerer level according to the War Spells table. These are sorcerer spells for you and don't count against your total number of sorcerer spells known. Whenever you gain a level in sorcerer you can replace a spell gained from this feature with another Evocation or Enchantment spell from the Paladin or Ranger spell list.


Level
Spells


1st
Shield, Heroism


3rd
Branding Smite, Magic Weapon


5th
Spirit Guardians, Haste


7th
Freedom of Movement, Wall of Fire


9th
Animate Objects, Hold Monster



Honestly this is one i might reconsider giving a bonus spell list seeing as putting proficiencies here might be easier to design around but eh.

Ancestral Weapon
At 1st level you gain the power to summon a magical weapon which bares the marks of your legacy. As a bonus action you can conjure a weapon to your hand that serves as a extension of your natural magical abilities. This weapon can be any martial melee weapon of your choice. You are proficient with it and it lasts until you dismiss it as a bonus action, until you die, or until you end your turn while you aren't holding it. If you are holding a magical weapon when you conjure this weapon you can have that magic weapon vanish, imbuing its properties onto your conjured weapon until it vanishes, causing the magic weapon to reappear within 5 feet of you. While you are holding this weapon you gain the following benefits.

While you aren't wearing armor or using a shield your AC equals 10 + your Charisma modidifer + your Dexterity modifier
Whenever you deal damage to a creature with your weapon, you can use your bonus action to gain temporary hit points equal to the damage you dealt, this last until the weapon leaves your hand
You have proficiency in Athletics and Acrobatics checks


Yeah i'll admit this is a good dip for the temp HP but not as Insane as it might look at first. Unarmored AC is, IMO, overvalued. Yes it makes good stat rolls very powerful but with average stats you end up at 16 AC and it doesn't go up fast. A paladin is gonna want plate armor more, a hexblade has medium already, though a bard might consider it honestly. But at the same time, very few clerics dip monk so eh. And the temp HP eats a ba which most people want for damage so i'm not sure. Kinda want to playtest this actually to see how it holds up in play.

Arcane Assault
At 6th level you gain the ability to weave magic into weapon attacks seamlessly. When you use your action to cast a Sorcerer cantrip, you can make a weapon attack as part of the same action.

Sorcerous Smite
At 14th level you imbue your weapons with arcane might. Your weapon attacks deal an additional 1d8 force damage.

Valhalla Calling
At 18th level you have the power to summon the might of your ancestors. As an action you can summon phantasmal specters of warriors past around you. For 1 minute whenever you make a weapon attack your cast a sorcerer cantrip that targets a single creature you can channel that through those specters to have that weapon attack or cantrip target any number of creatures you can see within 30 feet. If your weapon attack or cantrip requires an attack roll you make a separate attack roll for each creature you target.

CopperElfCleric
2022-05-20, 02:28 AM
I would go Sorcerer 10/ Cleric 10/ Mystic Theurge 10 of whatever deity. So essentially you're a 20th level arcane caster and a 20th level divine caster. Pretty powerful stuff.

Jervis
2022-05-20, 11:35 AM
I would go Sorcerer 10/ Cleric 10/ Mystic Theurge 10 of whatever deity. So essentially you're a 20th level arcane caster and a 20th level divine caster. Pretty powerful stuff.

I prefer Illumian wizard 1/archivist 2/ MT 10. Just pray the game doesn’t go past 12 you you need to start making some very weird build choices.