Epic Destiny — Legendary Warrior Sorcerer Subclass for 5th Edition
The Mis-Adventurers: An (Almost) Epic Tale is a new adult comedic fantasy adventure novel that hits a lot of the beats of a D&D campaign and the lovely disasters that can ensue. As the author, I very consciously designed the story this way, because some of the best stories I’ve ever experienced have been around the game table.
A large part of what makes D&D work so well as a storytelling avenue is its codified rules. These define things like how magic works, what weapons can do, and even resolving complex maneuvers. As an author trying to capture the proverbial magic of a TTRPG story, I knew that I’d have to codify many of the book’s events in terms of game mechanics. As such, I devised unique a new D&D subclass for each character.
Sorcerous Origin — Epic Destiny
A new subclass for D&D sorcerers
The inspiration for the Epic Destiny as a Sorcerous Origin was Cole. Epic Destiny sorcerers are fated to change the source of history. Whether combating an ancient threat or working to resurrect it, fighting comes as naturally to these sorcerers as breathing; their souls are marked in cosmic struggles as the movers and shakers of their respective times.
Epic Destiny
Some sorcerers are born under a special star sign. Others are reincarnations of prophesied heroes. Then, there are those born under an ill omen.
Regardless of means, sorcerers whose origin lies in an epic destiny take naturally to the martial arts. Instinct and the willpower to win guide their hands with weapons and armor, alike. Whether born to fame or infamy, these sorcerers’ fates are sure to guide the coarse of history.
Destined Proficiencies
When you choose this origin at 1st level, your destiny gifts you with supernatural prowess in combat. You gain proficiency with three simple or martial weapons of your choice. You also gain proficiency with light armor, medium armor, and shields.
Additionally, your unarmed strikes use a d4 for their damage.
Foretold Fortitude
At 1st level, the magic flowing through your veins enhances your physical capabilities. Your hit point maximum increases by 1, and it increases by 1 again each time you gain a sorcerer level.
Additionally, as a bonus action on your turn, you can expend a sorcerer spell slot to regain hit points. For each level of the spell slot expended, you regain hit points equal to 1d6 + your Charisma modifier.
Energy Channeling
At 6th level, you learn to channel mystical power through a weapon or your unarmed strikes. As a bonus action on your turn, you can cause energy to channel from your body, into your attacks. Perhaps your fists ignite in fire, or frost ripples over your sword. Your Energy Channeling lasts for a number of minutes equal to your Charisma modifier and can be dismissed at-will (no action required). When you channel energy into a weapon attack, the damage is considered magical for the purposes of calculating resistance and immunity to nonmagical damage.
Additionally, while this feature is activated, you add extra damage to the rolls of your weapon attacks and unarmed strikes. This damage equals your Charisma modifier, and its type is cold, fire, force, lightning, necrotic, or thunder (you choose when you activate this feature).
Extra Attack
Also beginning at 6th level, when you take the Attack action on your turn, you can attack twice, instead of once.
Ability Score Improvement
When you reach 14th level, you gain +2 to one ability score of your choice or +1 to two ability scores of your choice. At 18th level, you gain this feature a second time.
Legendary Casting
Also beginning at 14th level, you add your Charisma modifier to the damage rolls of your cantrips, and when you cast a sorcerer cantrip on your turn, you can make one weapon attack as part of the action used to cast the cantrip. You must have at least one hand free in order to use this feature.
Touch of Destiny
Beginning at 18th level, fate itself twists around you. When you make an ability check, attack roll, damage roll, or saving throw, you can spend up to 2 sorcery points, increasing the roll by 1 for each sorcery point spent. This ability increases your natural roll, potentially avoiding fumbles (should you be playing with critical failure rules) and also increasing your roll into a critical hit, up to a maximum of 20. You choose to spend these sorcery points after you see the roll, but before you know the result.
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