Subclass

Poor Little Rich Sorcerer

I used to think that the rich and powerful were just like us common folk until I watched season one of The Crown. For one they're much duller. But we worship the rich and powerful, especially the old money. Not just the Windsors; the Kennedys, the Rockefellers, the Trumps. We build up this mythos around their opulence and glitz and offer the keys to the world to them in gratitude for their presence and in return we get nothing good.

I know this seems like this post is winding towards a communist rant. But seizing the means of productions honestly feels like a lot of work so I'll just bloviate and then pivot to DnD instead. The Origins of Affluence subclass was designed around this idea that being born into wealth offers you endless resources that almost feel magical. And in return, to maintain that magic you must also cling to the wealth that makes it possible.

Perhaps your great great grandfather struck gold in the Mines of Phandelver or your Great Grandmother inherited a small seaside parchment that was secretly rich with pearls. However your family became powerful, you reap the benefits of that power and can wield it as a focus for your magic.

With this subclass, you're granted a Bloodline Deposit, some sort of trinket or raw material that is representative of how your lineage first became rich and powerful. Your Bloodline Deposit grants you a mastery over a specific damage type. As you level up you can increase the damage of certain spells and increase your resistance to that damage type.

In addition, you can leverage your privilege to use Me First, granting you first dibs on initiative order and Visceral Repulsion allowing you to push away poor filthy enemies who dare to get too close to someone of your echelon.

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Sorcerer: Origin of Affluence

"I got my power the old-fashioned way. I inherited it."

Sorcerers are often thrust into turbulence and trouble due to circumstances outside of their control and Sorcerers of the Origin of Affluence are no different. You can trace your ancestry back to titans of industry or clever heroes who've earned riches through bravery and wit. Over generations, your bloodline has been fundamentally altered by the riches of your ancestors granting you the privileges of affluential magic.

Me First

Beginning at 1st level, you feel confident that you are the most equipped individual to handle most situations of conflict. When rolling initiative, you can choose to add your proficiency modifier to your roll. Additionally, if your initiative is higher than all other party members, you gain advantage on your first attack roll.

Beginning at 1st level, when you sustain damage equal to your Bloodline Deposit Damage Type, you can expend Sorcery Points to reduce the damage dealt. For each sorcery point spent, you can reduce the damage dealt by 1d4.


Bloodline Deposit

You have an uncanny connection with one of the materials listed below under Bloodline Materials. Perhaps it was the first valuable material your ancestors mined or has some other arcane connection to your family's wealth. Beginning at 1st level, you inherit a deposit of this material which becomes a spell-casting focus. The deposit can take the form of a heavy ornate coin, a carved piece of stone, or any other appearance that you choose. The deposit weighs no more than 20 pounds and has a value of 1,000 gold.

You must subtract your proficiency bonus from all spell attack rolls while the deposit is more than 30 feet away from you, 

You feel attuned to this deposit when apart from it. You can spend 1 sorcery point to locate the deposit. You can discern what plane it's on and the distance and general direction (north, east, south, west) of the deposit if it's on the same plane as you. If the deposit cannot be recovered, it takes 1d4 days x your Charisma modifier (minimum of 1) to conjure up a new deposit in your hand.

Bloodline Materials Table
Deposit Damage Type
Gold Psychic
Silver Thunder
Ruby Fire
Sapphire Cold
Pearl Necrotic
Emerald Acid
Diamond Force


Bloodline Resistance

Beginning at 1st level, when you sustain damage equal to your Bloodline Deposit Damage Type, you can expend 2 Sorcery Points to reduce the damage dealt by half.


Power of the Deposit

Your Deposit is associated with a unique damage type. While within 5 feet of your deposit, when you cast a spell that deals damage of that type, you can spend Sorcery Points to increase the damage. For every 2 Sorcery Points expended, you may add an additional d10 of that damage type to your spell damage.


Bound to Opulence

Beginning at 6th level, while you are within 5 feet of your deposit, you can spend sorcery points to gain temporary hit points. You can use a bonus action to spend up to your half your Sorcerer level in Sorcery Points (rounding down). For each Sorcery Point spent you gain 2 temporary hit points. 

While you have at least one temporary hit point from this feature you're also immune to the damage type of your deposit. If you leave 5 feet of your deposit, you immediately lose your temporary hit points. After you gain temporary hit points you cannot use this feature again until you complete a long rest.


Visceral repulsion

Beginning at 14th level, you are so in touch with your affluent bloodline that you are able to hone your visceral repulsion to creatures of less repute into a magical force.

When a large or smaller creature starts its turn within 5 feet of you, it must make a dexterity saving throw against the sorcerer's spell save DC. On a failed save,  you may choose one of two options: either the creature is pushed 20 feet in a straight line away from the you, or you propel yourself 20 feet in a straight line away from the creature. If either you or the creature impact with an immovable object you take 1d4 force damage for every 5 feet you traveled. When moved in this way, a creature does not expend any of its standard movement.


Frozen Assets

Beginning at 18th level, you find that your life and your wealth are innately protective of one another. 

While within 5 feet of your deposit, as an action you can spend 6 sorcery points to evoke a protective magic from your deposit. You become magically petrified, composed of the same material as your deposit. When you end a turn petrified in this way, you regain 4d6 hit points.

Additionally,  whenever a creature makes a ranged or melee attack against you, each creature within 15 feet of you must make a dexterity saving throw against your Spell Save DC. On a failed save, that creature takes 3d8 damage. The type of damage is determined by Deposit type.

The petrification automatically ends after 5 rounds (30 seconds.) As a bonus action, you can dispel the petrification. Until the start of your next turn, your movement speed is reduced by half.


No items found.

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