Sorcerous Origin: The Cataclysm

by Thudnfer

Search GM Binder Visit User Profile

Sorcerous Origin: The Cataclysm

Many a warlord has taken tithes of children to fuel a war or feud, but those who show magical potential are trained even more ruthlessly to make them living weapons of war. Swords are useless, armour is dead weight and their fellow soldiers are little more than an annoyance.

Cataclysmic Magic

At 1st level, your birthright of desolation manifests in destructive magic.

You learn additional spells when you reach certain levels in this class, as shown on the Cataclysm 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.

Cataclysm Spells
Sorcerer Level Spells
1st bane, zephyr strike
3rd shatter, spiritual weapon
5th call lightning, erupting earth
7th storm sphere, wall of fire
9th plated veil*, steel wind strike

Bloodthirsting Aegis

Starting at 1st level when you choose this class option, your magic can surge in an effort to protect you. Whenever you take damage, you can expend a spell slot to reduce the damage by 1d10 for each level of the spell slot consumed.

Only spell slots gained from your sorcerer levels can be used in this way.

Symbol of Conquest

Starting at 6th level, your magic is more destructive than any other's. When you cast a spell that has an area of effect, you can spend 1 Sorcery Point to modify the spell's area depending on what type of area the spell creates.

Area Type Effects
Cone The length increases by 5 feet
Cube The dimensions of the cube increases by 5 feet
Line The length increases by 10 feet
Sphere/Radius The radius increases by 5 feet

You can apply these effects more than once to a spell, although you must spend a Sorcery Point for each additional effect.

In addition, while concentrating on a sorcerer spell, you gain a +1 bonus to your AC. At 14th level, this bonus increases to +2.

Horde Walker

Beginning at 14th level, your defensive power grows when fueled by magic. Whenever you cast a spell, you subtract your proficiency bonus from all damage you take (except for psychic damage) until the start of your next turn.

In addition, whenever you use your Combat Casting ability, your speed increases by 5 feet until the end of your next turn.

Utter Dominion

At 18th level, you can wade into a war and come out unscathed. You gain resistance to bludgeoning, slashing and piercing damage. You can also use your Combat Casting ability without expending a spell slot, acting as though you expended a 1st level spell slot.

In addition, whenever you roll initiative, you can immediately cast a spell, regardless of your position in the turn order. The spell must have a range of self and must have a casting time of either 1 action or 1 bonus action.

Art Credit

"Burning Forest" by Ed Laag

plated veil can be found in Thudnfer's Spell Workshop