Sorcerer King (5e Class)

This page is incomplete and/or lacking flavor. Reason: Massively incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Sorcerer King


<!-Introduction Leader->


Creating a sorcerer king

Past_Life.jpg
a sorcerer king is an existence that's reached the apex of all living creatures. Decaspell


Quick Build

You can make a sorcerer king quickly by following these suggestions. First, intelligence should be your highest ability score, followed by constitution. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a sorcerer king you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer king level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per sorcerer king level after 1st

Proficiencies

Armor: None
Weapons: All arcane focuses
Tools: Smith’s tools, or Tinker’s tools
Saving Throws:
Skills: Choose two: Sleight of Hand, Acrobatics, Insight, Investigation, Perception, Deception, Survival, Stealth, and Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

    Table: The sorcerer king

    LevelProficiency
    Bonus
    FeaturesMana Pool
    1st+2Mana Pool, Basic Researching1 + Intelligence your modifier
    2nd+2Aura Enchantment2 + Intelligence your modifier
    3rd+2Magical Circle Placement3 + Intelligence your modifier
    4th+2Ability Score Improvement4 + Intelligence your modifier
    5th+3Gacha Roll5 + Intelligence your modifier
    6th+3Nimble Sorcerer6 + Intelligence your modifier
    7th+3Enhanced Research7 + Intelligence your modifier
    8th+3Ability Score Improvement8 + Intelligence your modifier
    9th+4Gacha Roll Improvement9 + Intelligence your modifier
    10th+4Indomitable Spirit10 + Intelligence your modifier
    11th+4Manaskin11 + Intelligence your modifier
    12th+4Ability Score Improvement12 + Intelligence your modifier
    13th+5Gacha Roll Improvement13 + Intelligence your modifier
    14th+5Last Stand14 + Intelligence your modifier
    15th+5Unfathomable Luck15 + Intelligence your modifier
    16th+5Ability Score Improvement, Intermediate Researching16 + Intelligence your modifier
    17th+6Gacha Roll Improvement17 + Intelligence your modifier
    18th+6Elemental Affinity18 + Intelligence your modifier
    19th+6Ability Score Improvement19 + Intelligence your modifier
    20th+6Gacha Roll Improvement20 + Intelligence your modifier


    Mana Pool

    Starting at 1st level, the knowledge you have accumulated allows you to become more in touch with the mystical energy that resides in your body as well as the environment known as mana. The amount of energy known as mana that you can wield is represented by how large your mana pool is. The amount of mana that you have at your disposal is determined by using the Mana Pool column of the sorcerer king table.

    You can use this energy to fuel various features, such as magic and crafting. At 1st level, you may only know Basic Spells . You Can learn spells by using spell book as reference.

    You may gain Tier 1 Spells after creating your first magic circle, Tier 2 Spells after creating your second magic circle, Tier 3 Spells after creating your third magic circle, Tier 4 Spells after creating your fourth magic circle, Tier 5 Spells after creating your fifth magic circle, Tier 6 Spells after creating your sixth magic circle, Tier 7 Spells after creating your seventh magic circle, Tier 8 Spells after creating your eighth magic circle and Tier 9 Spells after creating your ninth magic circle, and transcendent magic after creating your tenth magic circle.


    When you use mana, it is unavailable until you finish a short or long rest, at the end of a long rest you regenerate all expended mana, while once per day at the end of a short rest you may regenerate a number of mana equal to your level.

    Some of your magical features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: mana effect save DC = 8 + your proficiency bonus + your Intelligence modifier mana attack modifier = your proficiency bonus + Intelligence modifier

    How to Learn Magic

    now you might be wondering how you acquire magic to learn magical spells and skills all you have to do is reach the learning requirements which are typically included in the spell description if you meet the requirements you need to make a Intelligence modifier throw with DC throw of 10 if you fail you lose half your research points(RP) starting at first level you can pick 3 basic spells without needing to meet the requirements.

    Research Points

    as mentioned, before you need research points(RP) to learn spells but that's not all you can do with research points(RP) you can also use research points(RP) to create a new magic make an elixir recipe, blueprint for an indestructible weapon, and the list goes on

    Basic Researching

    for a novice to acquire Research Points(RP) is very simple all they have to do is use their dow time to start "Basic Researching" after 1d20 hours of doing research using the class feature basic researching you can acquire 3(1d6) research points(RP)

    Aura Enchantment

    by placing magical circles, it puts a large strain on your heart as mentioned before so most sorcerers practice Dragon Heart an aura technique that helps lessen the strain on both the heart and the body also granting a huge buff in physical ability to practice Aura Enchantment you have to sit still in a meditation stance manipulating your life force in a circle fashion in your abdomen eventually this will increase your life force by leaps and bounds after 1d20 hours of meditation you will gain 1d4 AP(aura points)

    AP Rank AP Amount Req HP bonus Con & Str bonus Speed resistance


    110+5010ft
    2100+5010ft
    3300+5010ft
    4500+10110ftphysical
    5900+10120ft
    61100+10220ftpoison
    71500+15220ft
    82000+15220ftmagical
    95000+15430ft
    1025000+20550ftfire

    <!-Class feature game rule information->

    <!-Use semi-colons for subheaders->

    <!-Subclass Feature->

    <!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, 19th, 22nd, 26th, 30th, 34th, 38th, 42nd, 46th, 50th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. At 20th level, this limit increases to 30, at 30th this limit increases to 40, at 40th this limit increases to 50th. Every time this limit increases, this feature allows you to increase any ability score by 1 additional point.

    When gaining an ability score increase, you may opt to lose a +2 from this bonus. In return, you gain a feat of your choice.

    <!-Class Feature->

    <!-Class feature game rule information->

    \

    How to Make a Magic Circle

    as you probably have read by now magic circles are extremely important in this class, I would argue more important than levels so how do you create them it's very simple as long as you have enough mana and time it is possible.so to create a magic circle this is typically something that's a long prosses how it works is you slowly focus magic in your heart when enough is stored you can attempt to place a magic circle the problem is if you store to much mana to fast your heart could explode due to the extreme strain to your heart. The amount of mana you can store in your heart without strain is equal to your con + int + amount of magic circles for every long rest

    Natural DC?

    what is natural dc this is the dc you use if you attempt to make a magic circle while having the perfect amount of magic stored but you can attempt to make a magic circle with extra or less mana if you have up to 5 times the mana needed to create a magic circle you can lower the DC by 5 same for the opposite

    Repercussion for Failing

    as you probably figured if you fail controlling such large amounts of mana to make a circle it could end up back firing dealing tons of necrotic damage and making it impossible to use magic for 1 d4 hours worst case scenario it could possibly leave you out of commission for days


    MagicCircle ManaReq NaturalDC FailDamage
    1251010hp
    2601020hp
    3901030hp
    41401240hp
    52001250hp
    62501460hp
    73201470hp
    84001690hp
    958017120hp

    Basic Spells

    Aura of Water

    Cost: 3 mana

    Duration 10 minutes

    By using the surrounding moisture in the air you create a shield of water around you granting +1 ac temporarily this ability does not stack

    Learning req

    RP 2 RP


    Vision Surge

    Cost: 2 mana

    Duration 10 minutes Focusing mana in your eyes allow for a boost in your perception allowing you to see further and increasing your passive wis score by 1 temporarily this effect does not stack

    Learning req

    RP 3 RP


    Arcane-fire Whip

    Cost: 5 mana

    range 50+ ft

    Using a deep understanding of fire and mana you have gained the ability tor create chains of fire you can use these chains in two different ways offensively by slashing them directly doing 1d12 fire magical damage or using them to restrict an opponent's movements if they fail a dex saving throw

    Learning req

    RP 2 RP


    Magic missile

    Cost: 1+ mana

    Range 45 ft

    Magic missile a basic spell use by most fledgling spell casters can make up to 3 magic missiles at once each costing an additional mana

    Learning req

    RP 1 RP


    Force of Life

    Cost: 5 mana

    Range 45 ft

    By inducing a creatures naturals ability to heal they can regain 1d4 hp plus their con mod

    Learning req

    RP 2 RP


    Anger bolt

    Cost: 10 mana

    Range 45 ft circle radius

    By giving into your furry very unlike the common sorcerer you let your mana go rampaging in a electric manner every creature within the range needs to make a dex saving throw on failure they take 2d12 force damage

    Learning req

    RP 5 RP


    Freezing blast

    Cost: 12 mana

    Range 60 ft

    Summon forth 5 icicles if successfully hits opponent you deal 1d4 for each icicle that lands one automatically land you can roll 1d4 to see how many additionally icicles lands all damage done by freezing blast is ice magical type damage

    Learning req

    RP 8 RP


    Calm of Pride

    Cost: 5 mana

    Range 45 ft

    If you or your allie are in a mental distressing state you can envelope the creature with mana strengthening their will giving them a chance to erase the frightened or charmed state

    Learning req

    RP 1 RP


    Heat absorption

    Cost: 1 level of exhaustion

    Range touch

    When any type of fire energy is directed at you as a reaction you can negate 1d6 damage

    Learning req

    RP 3 RP

    Spell Book

    Basic Spells

    • Teir 1
    • Teir 2
    • Teir 3
    • Teir 4
    • Teir 5
    • Teir 6
    • Teir 7
    • Teir 8
    • Teir 9
    • Transcendent rank

    magical circle placement

    magic circles extra hp extra mana magic imbued attacks Features
    11d62d8
    21d82d12
    31d102d12+2d6
    41d122d12+d6
    51d122d20+d6
    61d102d20+d10
    71d82d20+2d6
    81d83d20+1d12
    91d204d20
    Level Proficiency Bonus Features mana pool
    21+7blank21 + int
    22+7blank22 + int
    23+7blank23 + int
    24+7blank24 + int
    25+8blank25 + int
    26+8blank26 + int
    27+8blank27 + int
    28+8blank28 + int
    29+9blank29 + int
    30+9blank30 + int
    31+9blank31 + int
    32+9blank32 + int
    33+10blank33 + int
    34+10blank34 + int
    35+10blank35 + int
    36+10blank36 + int
    37+11blank37 + int
    38+11blank38 + int
    39+11blank39 + int
    40+11blank40 + int
    41+12blank42 + int
    42+12blank44 + int
    43+12blank46 + int
    44+12blank48 + int
    45+13blank50 + int
    46+13blank52 + int
    47+13blank54 + int
    48+13blank56 + int
    49+14{blank58 + int
    50+14blank60 + int

    Multiclassing


    Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

    0.00
    (0 votes)

    Back to Main Page 5e Homebrew Classes

    This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.