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Uncle Kittie's Unnecessary Revisions / Re: 5E Sorcerer and Warlock Subclasses
« on: March 17, 2024, 10:11:55 PM »
ANURAMANCER (Sorceror Subclass)
Anuramancers are experimenters attempting to perfect frog based magic. They also hand out Frog Familiars to those the council wishes to reward, and may the Gawds help anybody who squishes one.
EXPANDED SPELL LIST
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Anuramancy 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 a abjuration or an enchantment spell from the bard, warlock, or wizard spell list.
Sorceror Level Spells
1st: A Frog Speaks In The Darkness*, The Bad Ribbit*
3rd: All The World Is Frog*, Fortune's Favor
5th: Bestow Curse, Poison Arrow*
7th: Ray of Frog*, Shout*
9th: Contagion, Frogmorph*
FROG EYES
At 1st Level, whenever you cast a spell that requires a Saving Throw, you may Restrain one target, if it fails the Save, until the beginning of your next turn. You may do this a number of times per long rest equal to you Proficiency Bonus (Fans of Yakuza Apocalypse will get the joke).
HERE, TAKE THIS FROG
At 6th Level, you may summon a Frog as a 10 Minute ritual once per long rest. The Frog appears in an unoccupied space of your choice that you can see within 30 feet of you. The Frog Council will only let you create and assign these Frogs for individuals they deem worthy, so you can't just go around spamming them.
The Frogs are friendly to you and their new companion and obey your commands. See this creature's game statistics in the This Frog stat block, which uses your proficiency bonus (PB) in several places.
The Frog acts independently of you or it's assigned person, but it always obeys your commands (or it's new companions orders once you have assigned it, so long as they don't betray frogkind). In combat, it rolls its own initiative and acts on its own turn.
The Frogs remain until they are reduced to 0 hit points, or until you or their assignee dies.
This Frog
Tiny Celestial
Armor Class: 10 + PB
Hit Points: 4 + two times your sorcerer level
Speed: 20 ft, Climb 20 ft., Swim 20 ft.
Str: 3
Dex: 16
Con: 10
Int: 11
Wis: 14
Cha: 14
Senses: Darkvision 60 ft., passive perception 12
Languages: Common, Frog, Sylvan
Proficiency Bonus: equals your bonus
Abilities:
Commune.
Familiar.
Actions:
Ribbit. Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. radius, one target. Hit: (1d6 + PB) thunder damage.
FROG SPELLS
At 14th Level, whenever you cast a damaging spell you may spend 3 sorcery points to make the spell do frog damage instead of it's normal damage. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.
WITNESS THE FROGAGEDDON
At 18th Level, you may use up your 9th Level spell slot (which must be available to use this ability) to summon a Frawgzilla. Effectively this works like a spell (see below).
A Frog Speaks In The Darkness
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Wisdom saving throw. On a failed save, a target takes 2d6 psychic damage and is frightened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The Bad Ribbit
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Constitution saving throw. On a failed save, a target takes 2d6 thunder damage and is deafened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
All The World is Frog
2nd Level Illusion
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
The target of this spell must make a Wisdom Saving Throw on each of it's tuns for the duration of the spell, or perceive all living things (itself included) as frogs. Specifically, the exact same, endlessly staring, malevolent frog. On any round it fails, the target uses it's Action to scream while taking 2d4 psychic damage.
Poison Arrow
3rd Level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of the spell, one weapon you touch does +1d6 Poison damage when it hits. Additionally, the target must make a Constitution Save, or be Poisoned until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the extra damage increases to 3d4.
Ray of Frog
4th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of frog poison)
Duration: Instantaneous
The target of this ray must make a Constitution Save. If it fails it takes 7d6 poison, psychic or thunder damage (caster chooses when he casts the spell), and is Poisoned until the star of your next turn. If the save is successful, the target takes half damage and is not Poisoned.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Shout
4th Level Evocation
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V
Duration: Instantaneous
You unleash an ear-splitting scream (ribbit), and any creatures within range must make a Constitution Save. A failed save means taking 5d8 thunder damage, while a successful one means taking half that damage. A creature made of certain inorganic material such as stone, crystal or metal has disadvantage on this saving throw.
At Higher Levels: If cast as a 5th Level of higher spell, it does an additional d8 damage per slot level above 4th. At 6th Level or higher, creatures who fail the saving throw are also deafened.
Frogmorph
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: 1 Hour
One creature within range must make a Wisdom Save, or be turned into a harmless frog (see Monster Manual for statblock). Shapechangers automatically succeed at this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If the target fails the saving throw by 5 or more, the spell lasts until the target receives a Dispel Magic, Remove Curse, Dispel Evil and Good or a similar spell/effect. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
The Frogageddon
5th Level Conjuration
Casting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 Minute
Frawgzilla rides again, appearing at any point within range. Any creature within 1 40 foot radius of that point must make a Dexterity Save at the beginning of each of your turns. If it fails, it takes 20d6 Frog damage, and is knocked Prone. If it succeeds it takes half damage. As a Bonus Action you can move the point the spell is centered on up to 40 feet, and anything within 40 feet of the origin point as it travels must save against the damage. Note that while this technically summons a creature, that creature is invulnerable t mere mortals, and so doesn't need stats.
Anuramancers are experimenters attempting to perfect frog based magic. They also hand out Frog Familiars to those the council wishes to reward, and may the Gawds help anybody who squishes one.
EXPANDED SPELL LIST
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Anuramancy 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 a abjuration or an enchantment spell from the bard, warlock, or wizard spell list.
Sorceror Level Spells
1st: A Frog Speaks In The Darkness*, The Bad Ribbit*
3rd: All The World Is Frog*, Fortune's Favor
5th: Bestow Curse, Poison Arrow*
7th: Ray of Frog*, Shout*
9th: Contagion, Frogmorph*
FROG EYES
At 1st Level, whenever you cast a spell that requires a Saving Throw, you may Restrain one target, if it fails the Save, until the beginning of your next turn. You may do this a number of times per long rest equal to you Proficiency Bonus (Fans of Yakuza Apocalypse will get the joke).
HERE, TAKE THIS FROG
At 6th Level, you may summon a Frog as a 10 Minute ritual once per long rest. The Frog appears in an unoccupied space of your choice that you can see within 30 feet of you. The Frog Council will only let you create and assign these Frogs for individuals they deem worthy, so you can't just go around spamming them.
The Frogs are friendly to you and their new companion and obey your commands. See this creature's game statistics in the This Frog stat block, which uses your proficiency bonus (PB) in several places.
The Frog acts independently of you or it's assigned person, but it always obeys your commands (or it's new companions orders once you have assigned it, so long as they don't betray frogkind). In combat, it rolls its own initiative and acts on its own turn.
The Frogs remain until they are reduced to 0 hit points, or until you or their assignee dies.
This Frog
Tiny Celestial
Armor Class: 10 + PB
Hit Points: 4 + two times your sorcerer level
Speed: 20 ft, Climb 20 ft., Swim 20 ft.
Str: 3
Dex: 16
Con: 10
Int: 11
Wis: 14
Cha: 14
Senses: Darkvision 60 ft., passive perception 12
Languages: Common, Frog, Sylvan
Proficiency Bonus: equals your bonus
Abilities:
Commune.
Familiar.
Actions:
Ribbit. Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. radius, one target. Hit: (1d6 + PB) thunder damage.
FROG SPELLS
At 14th Level, whenever you cast a damaging spell you may spend 3 sorcery points to make the spell do frog damage instead of it's normal damage. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it.
WITNESS THE FROGAGEDDON
At 18th Level, you may use up your 9th Level spell slot (which must be available to use this ability) to summon a Frawgzilla. Effectively this works like a spell (see below).
A Frog Speaks In The Darkness
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Wisdom saving throw. On a failed save, a target takes 2d6 psychic damage and is frightened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The Bad Ribbit
1st Level Evocation
Casting Time: 1 Action
Range: Self (10 foot radius)
Components: V, S
Duration: Instantaneous
Each creature in the spells area must make a Constitution saving throw. On a failed save, a target takes 2d6 thunder damage and is deafened until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
All The World is Frog
2nd Level Illusion
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
The target of this spell must make a Wisdom Saving Throw on each of it's tuns for the duration of the spell, or perceive all living things (itself included) as frogs. Specifically, the exact same, endlessly staring, malevolent frog. On any round it fails, the target uses it's Action to scream while taking 2d4 psychic damage.
Poison Arrow
3rd Level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
For the duration of the spell, one weapon you touch does +1d6 Poison damage when it hits. Additionally, the target must make a Constitution Save, or be Poisoned until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the extra damage increases to 3d4.
Ray of Frog
4th Level Evocation
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (a drop of frog poison)
Duration: Instantaneous
The target of this ray must make a Constitution Save. If it fails it takes 7d6 poison, psychic or thunder damage (caster chooses when he casts the spell), and is Poisoned until the star of your next turn. If the save is successful, the target takes half damage and is not Poisoned.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Shout
4th Level Evocation
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V
Duration: Instantaneous
You unleash an ear-splitting scream (ribbit), and any creatures within range must make a Constitution Save. A failed save means taking 5d8 thunder damage, while a successful one means taking half that damage. A creature made of certain inorganic material such as stone, crystal or metal has disadvantage on this saving throw.
At Higher Levels: If cast as a 5th Level of higher spell, it does an additional d8 damage per slot level above 4th. At 6th Level or higher, creatures who fail the saving throw are also deafened.
Frogmorph
5th Level Transmutation
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: 1 Hour
One creature within range must make a Wisdom Save, or be turned into a harmless frog (see Monster Manual for statblock). Shapechangers automatically succeed at this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If the target fails the saving throw by 5 or more, the spell lasts until the target receives a Dispel Magic, Remove Curse, Dispel Evil and Good or a similar spell/effect. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.
The Frogageddon
5th Level Conjuration
Casting Time: 1 Action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 Minute
Frawgzilla rides again, appearing at any point within range. Any creature within 1 40 foot radius of that point must make a Dexterity Save at the beginning of each of your turns. If it fails, it takes 20d6 Frog damage, and is knocked Prone. If it succeeds it takes half damage. As a Bonus Action you can move the point the spell is centered on up to 40 feet, and anything within 40 feet of the origin point as it travels must save against the damage. Note that while this technically summons a creature, that creature is invulnerable t mere mortals, and so doesn't need stats.