World Magic Sorcerer

by NovaDominus

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World Magic

Born with a unique connection to the earth, World Magic sorcerers are capable of harnessing the earth's life force. They utilize this energy to reinforce their bodies, protecting themselves while also being capable of unleashing their stored energy for potentially devastating strikes.

Terrene Magic

1st level World Magic feature


You learn additional spells when you reach certain levels in this class, as shown on the World Magic 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 an transmutation or evocation spell from the sorcerer, warlock or wizard spell list.

Sorcerer Level Spells
1st Gift of Alacrity, Armor of Agathys
3rd Aid, Fortune's Favor
5th Vampiric Touch, Pulse wave
7th Guardian of faith, Shadow of Moil
9th Destructive Wave, Circle of Power

Earthly Enhancement

1st level World Magic feature


You can use the earth's life force to enhance your natural abilities.


Whenever you gain temporary hit points, you gain an additional amount of temporary hit points equal to half your sorcerer level, rounding up, + your Charisma modifier (minimum of 1). These additional temporary hit points are lost when whatever feature that granted those temporary hit points ends. While you have temporary hit points your AC increases by an amount equal to your Constitution Modifier.


Additionally, your unarmed strikes count as melee weapons for the purposes of spellcasting. You can roll a d8 in place of the normal damage of your unarmed strikes and you can use your spellcasting ability instead of strength for the attack and damage rolls of unarmed strikes. This damage increase to 2d8, 3d8 then 4d8 when you reach 5th, 11th and 17th level in this class.

Worldly Might

1st level World Magic feature


Harnessing the power of the earth you can bolster your physical strength.


You can spend a bonus action to have your lifting, pushing and carrying capabilities (described in chapter 7 of the player's handbook) and Strength (Athletics) checks be determined by your spellcasting ability in place of your strength for 1 hour. You can do this a number of times per day equal to your half your Charisma modifier (minimum of 1).

Alluvium Reinforcement

6th level World Magic feature


When you cast a spell of 1st level or higher you gain a number of temporary hitpoints equal to the level of the spell cast. These temporary hit points are special as they add to your total temporary hit points instead of replacing them. These special temporary hitpoint do not grant additional hitpoints as described in the earthly enhancement feature.


In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tellurian Overcharge

14th level World Magic Feature


When you gain temporary hit points while already having temporary hit points, you may use a reaction and spend 2 sorcery points to add these temporary hit points instead of replace them.


In addition, when you land an unarmed strike against a target you can sacrifice all your temporary hit points to deal additional force damage equal to the amount of temporary hit points sacrificed.


You may also sacrifice all your temporary hit points to unleash a wave of energy on all enemies in a 60ft cone as a bonus action. All creatures must make a dexterity saving throw or take damage equal to the amount of temporary hit points sacrificed as force damage. This is very taxing on the user and after using this technique they have disadvantage on ability checks and attack rolls and have their move speed halved until the end of their next turn.


Tenser's transformation is added to the sorcerer's spell list and you can choose to learn or replace a spell with it when you get this feature.

Terrestrial Mastery

18th level World Magic Feature


Your control and mastery over the world's energy allows you to temporarily halt the flow of time. As an action you may stop time giving you two additional turns in a row during which you can use actions and move as normal. Spell and attacks that target other creatures do not resolve until time resumes.


You also gain the ability concentrate on another spell when you use this feature. Maintaining concentration on more than one spell is very strenuous and comes with the following detriments:

  • You have disadvantage on all concentration saving throws.
  • At the end of each turn, you must make a concentration saving throw.
  • When you make a concentration saving throw, you must make one concentration save per spell being concentrated on.

Once you use this feature, you can't do so again until 1d4+1 days have passed, unless you spend 13 sorcery points to use it again.

 

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