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    Ogre in the Playground

    Join Date
    Jul 2013

    Default Re: D&D Subclass Contest III: So You Don't Have To

    It looks like I'm not the only one who thought immediately of the upcoming Ravnica book...

    Mutagenic Sorcerer

    Biomantic Magic
    Created as an experiment by the Simic Scientific community, Your warped understanding of life forces allows you to learn spells normally associated with the Druid class. When your spellcasting feature let you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list, other than Healing Spirit. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, when you perform the Help action, increase the range of aiding a creature by 10 ft times your proficiency modifier (minimum 20 ft).

    Graft Cytoplasm
    Starting at level 3, You also gain the ability to augment your allies abilities using your metamagic abilities.
    When you use the help action, you can instead attach cytoplasm to that creature instead of providing advantage. This Cytoplasm can be spent to graft the normal metamagic effects on spells that creature casts, but also gives a bonus on martial attacks (below).
    You can use a bonus action to change your sorcery points into Cytoplasm, or turn Cytoplasm back into sorcery points. When the cytoplasm is grafted onto another creature using the help action, it lasts for 1 minute before dissolving into dust.
    • Careful (1) - When an attack is made, the creature can spend the Cytoplasm to ignore half cover or three-quarters cover, and doubles the proficiency bonus on hit.
    • Distant (1) - The creature can spend the Cytoplasm to gain "attacking at long range doesn't impose disadvantage on ranged attack rolls this turn, and your melee attack rolls gain reach this turn".
    • Empowered (1) - The creature can spend the Cytoplasm to gain "when you roll damage for a weapon attack, you can reroll the damage dice and use either total" this turn
    • Heightened (3) - The creature can spend the Cytoplasm to impose disadvantage on the first ability check or saving throw made on the target they attack or on which they use a class feature.
    • Quickened (2) - The creature can spend the Cytoplasm to make an additional attack as a bonus action or increase their initiative location by 1d6
    • Subtle (1) - The creature can use the Cytoplasm to transform all weapon damage into force damage this turn
    • Twin (2) - The creature can spend the Cytoplasm to create a duplicate of that creature. It acts as a Mirror Image spell, but creates only 1 duplicate.
    In addition, you can only use metamagic on spells you cast from the druid list of level 4 or lower.

    Plasm Capture
    Starting at level 6, you add the counterspell spell to your spells known, if it is not there already. When you cast Counterspell, and successfully end a spell in this way, you gain Cytoplasm equal to the spell level ended. Cytoplasm gained in this way can't be turned into sorcery points, and fade away after a long rest. You can use this feature once per short rest.

    Grow Hydropon
    Starting at level 14, once per long rest, you can use an action and spend 5 cytoplasm to conjure a hydropon, a magical plant in a 5 foot cube in a space you can see. If you're in combat roll, initiative for the plant. The plant cannot move, and lasts for 1 minute. While you are within 5 feet of the plant, the plant will spend its action to help you in one of the following ways:
    • Heals you 2d6 hit points, or heal 1d6 hit points on another creature of your choice within 5 feet of the plant.
    • Restore 2 sorcery points
    • Gain advantage on the next ability check or saving throw you make
    At the end of the duration, the Hydropon dissolves into dust.

    Cytoplast Manipulator
    Starting at level 18, your ability to manipulate magic through cytoplasm is complete:
    • When you cast a spell with the range of self, you may target an allied creature with cytoplasm grafted to them instead. That ally must be within 60 feet of you
    • When you cast a spell with a range of touch, an ally with cytoplasm attached can deliver the spell as if it had cast the spell. That ally must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
    • When you use your Help action to attach cytoplasm on creatures hostile to you, that creature has -2 to Wisdom saving throws against charm effect by you for each cytoplasm attached to it.
    Last edited by Vogie; 2018-10-17 at 01:09 PM.
    Always looking for critique of my 5E homebrew!

    Quote Originally Posted by Bjarkmundur View Post
    ... does this stuff just come naturally to you? Do you even have to try anymore xD
    Quote Originally Posted by Man_Over_Game View Post
    Vogie is the sh**. I don't really have anything to contribute to the topic, just wanted to point that out.