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View Full Version : D&D 5e/Next The Guppymancer (Sorcerer Subclass)



Bhu
2023-08-26, 05:25 PM
GUPPYMANCER
Guppymancers summon astral guppies. Or something. They may be Fey or some sort of extra-dimensional critter, but whatever they are, they're well known for their singing. Some say they're the spawn of the Dire Goldfish, and some say their formed from a strange cosmic deity that was discorporated. No one is really sure, and the Guppies aren't fessing up. Each fish the Guppymancer summons sings a different song, and each song is helpful in it's own way. Plus the fish have other benefits, and their whimsical nature makes pranks or subterfuge easy. Now if you can just convince them that when it comes to conversation, everything has a time and a place. When trying to sneak past a Beholder, it is not the time for the fish to suddenly roll up on it and scream "BOOPED YOUR LITTLE NOSE!"

EXPANDED SPELL LIST
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Guppymancy 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 abjuration or an enchantment spell from the bard, warlock, or wizard spell list.

Spell Level Spells
1st: Dissonant Whispers, Tasha's Hideous Laughter
3rd: Calm Emotions, Enthrall
5th: Mass Healing Word, Sending
7th: Compulsion, Freedom of Movement
9th: Dream, Mislead


FISH CROWN
At 1st Level, whenever you cast an Abjuration spell, a magical field of force in the form of a goldfish bowl appears over you're head. It lasts for the maximum duration of the spell you cast, and casting further spells doesn't always prolong the force bubble. For example, if your spell has a duration of 8 Hours, the bubble lasts 8 hours, and unless a spell is cast that extends the duration further than the time you have left when you cast the spell, it has no effect. For example if you have 4 hours left, casting a 1 Hour spell does nothing. If you have a Minute left, and cast a 1 Hour spell, your bubble lasts an hour from the casting of that spell. If the spell has a duration of Concentration, the bubble still lasts for the maximum possible duration of that spell. While the bubble lasts, you do not need to breath, and it keeps out smoke or other gasses (you are immune to airborne diseases and poisons that require inhaling). You also have Advantage on any Saving Throw to avoid being Blinded or Deafened.

SPAM GUPPIES
At 6th Level, whenever you cast a spell or cantrip, you summon a Mystic Guppy. The Guppies appear in an unoccupied spaces of your choice that you can see within 30 feet of you.

The Guppies are friendly to you and your companions and obey your commands. See this creature's game statistics in the Mystic Guppy stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Guppies share your initiative count, but they take their turn immediately after yours. The only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one of your fishes to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Guppies can take any action of their choice, not just Dodge.

The Guppies manifest for 1 Minute, until they are reduced to 0 hit points, or until you die. The maximum number of Guppies you can have in existence at any one time is equal to your Proficiency Bonus.

Mystic Guppy
Small Monstrosity
Armor Class: 10 + PB
Hit Points: 4 + two times your sorcerer level
Speed: Fly 30 ft
Str: 3
Dex: 16
Con: 10
Int: 11
Wis: 14
Cha: 14
Senses: Darkvision 60 ft., passive perception 12
Languages: Common, Primordial
Proficiency Bonus: equals your bonus
Abilities:
Anaerobic. The guppy doesn't need to breath.
Flyby. The guppy doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Actions:
Sing. Ranged Spell Attack: your spell attack modifier to hit, reach 10/30 ft., one target. Hit: (1d6 + PB) psychic damage. The target must make a Saving Throw against your Spell Save DC, or suffer an additional effect, depending on what kind of song the fish sings:

Bad Song: The target is Incapacitated for 1 round.

Fad Song: The target is Charmed for 1 round.

Glad Song: Unlike the other songs this affects you. You add the result of a d6 die roll to any roll you make in the next round of your choice.

Mad Song: The target is Frightened of you for 1 round.

Sad Song: The target is Poisoned for 1 round.

Shad Song: The target is Restrained for 1 round.

TRICKSY FISHIES
At 14th Level, whenever you cast a spell you may cast it from your location, or the location of one of your Mystic Guppies. As A Bonus Action, you may switch spaces with any of your fish.

HARMONY
At 18th, whenever you cast a spell with a verbal component, the fishes can sing along without using an Action. Each fish sings a different song, so only one can sing with you at a time. Each Fish may sing once per Long Rest. If the Fish sings, you may use any one Metamagic Option you know for free (it must normally cost no more than one sorcery point), and if the target is within range it also suffers the fishes Sing attack as well.