D&D 5E Homebrew: Terramancer Sorcerous Origin

Cover Image by Nargyle.

I love rocks.

Anyways here’s a new D&D 5E Homebrew for Sorcerers.


Terramancer Sorcery:

Toph Beifong from “ATLA” | A Terramancer protecting themselves from harm.

One with the Earth:

Starting at 1st level, the earth around the terramancer moves to protect them and their allies from harm. They gain the following benefits.

  • You know the Mold Earth cantrip and the Shield spell, these spells do not count against your number of spells known.
  • The Shield spell now has a range of 30ft instead of just self. Provided the target is no higher than 10ft above the ground. The earth below them leaps upwards to intercept the attack.

Stone Aegis:

Also at 1st level, the terramancer gains proficiency with shields.

As a 10 minute ritual you can craft a Stone Aegis. A shield made of stone around your spellcasting focus. The Stone Aegis allows you to cast spells and wield your shield in one hand. The Stone Aegis is considered a magic shield and becomes a +1,+2, and +3 shield at 6th level, 12th level, and 18th level respectively.

Additionally, you can expend and destroy this shield as a reaction for one free casting of the Shield spell. Your arcane focus is unharmed.

Earthen Shell:

Aang from “ATLA” | A Terramancer creating armor made of crystal.

Starting at 6th level, the earth forms a protective shell over the terramancer’s body automatically protecting them from harm, allowing them to remain in the thick of the fight. They gain the following effects.

  • Their Armor Class now gains a bonus equal to their Constitution Modifier. Dexterity no longer effects their Armor Class.
  • At the start of each of their turns they gain temporary hit points equal to that of their Charisma modifier. This effect does not stack. If they have a +5 Charisma bonus and took no damage the last turn they would still only have 5 THP.
  • They gain immunity to the petrification condition.

Earth Glide:

At 14th level, the terramancer can use a bonus action to burrow through nonmagical, unworked earth and stone. While doing so, they don’t disturb the marterial they move through.

As they glide they avoid attacks of opportunity and their speed increases to 60ft.

Seismic Sense:

Toph Beifong from “ATLA” | A Terramancer using their Seismic sense.

At 18th level, the terramancer gains Tremor Sense in a range of 30ft. This effect is always active meaning they cannot be surprised by any non-flying creature.

 

Primeval Strength:

At 20th level you can choose to take this Class Feature instead of Sorcerous Restortation. The Terramancer can expend a 9th level spell slot in order to cast Primeval Strength.

Primeval Strength:

Casting Time: 1 Minute
Range: Self
Component: V, S
Duration: Concentration, 1 Hour

You create a large golem made entirely of stone with you in the center. You effectively become the golem.


HP: 200

AC: 20 (Natural Armor)

STR: 26
DEX: 12
CON: 26

Resistances: Bludgeoning, Piercing and Slashing 
Immunities:
Poison
Condition Immunities: 
Exhaustion, paralyzed, Petrified, Poisoned, Unconscious.
Vulnerabilities: Thunder

TRAITS:

Siege Monster: The golem deals double damage to Objects and structures.

ACTIONS:

Multiattack: You can make two slam attacks with the golem.

Slam: Melee Weapon Attack: Charisma Mod + Prof to hit, Reach 15 ft., one target 4d8+Charisma mod bludgeoning damage.

Spellcasting: You can cast spells through the golem.

Earth Tremor: As a bonus action you can cast the spell Earth Tremor without using a spell slot.


The terramancer still exists within the golem but is immune to most damage. There are only three things that effect the terramancer.

  • If a spell cast forces you to make a mental saving throw it does not effect the golem but instead the terramancer.
  • If the mental saving throw causes damage then it effects the terramancer and not the golem.
  • If golem takes more damage than its current HP the remaining damage will transfer to the terramancer.
Tye Longshadow from Young Justice. – Like this but rocks.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about Level 20 Druid Class Features.

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Magic the Gathering Color Theory: Red

And we’re back with more lore behind the colors of Magic: The Gathering! This time, we’re going to cover Red. The absolute definition of aggro, red is fast and to the point with its style of play. With cards such as Lightning Bolt, Goblin Guide, and more recently, Chandra, Torch of Defiance, red is synonymous with aggression.

Red wants freedom. Freedom from others, freedom from authority, freedom from personal restraint. Red is the color of passion and emotion, and believes that one should never let their emotions be restrained. Red believes that everyone is on a particular journey in life, and that the only way to go through this journey successfully is to let your emotions lead you to your destination. If you want something, you don’t wait for it to come to you — You go out and get it yourself. Right now. Live in the moment, and live to your fullest. Normally, people associate red with anger and love. In regards to the color pie, that is incorrect; It is a color of all emotions. Yes, it has parts of it related to anger and love, but on the other side it also represents happiness, sadness, camaraderie… Anything that one can feel passionate about. So when I say red is an “aggressive” color, that does not inherently mean that red represents only aggression. At the end of the day, red is about recognizing what makes you passionate, and acting on it regardless of what others may think or do.

Red, mechanically, is fairly simple to relate to its beliefs. As red is a color that lives in the moment and chases down what it needs in an instant, it is obvious that it’s going to have a lot of cards focused on getting from point A to point B as fast as possible. In this case, point A being the start of a game, and point B being winning. There are 4 major mechanics I see in this ideology: Haste, card draw, First Strike/Double Strike, and direct damage.

First off is haste, which is fairly simple to understand. In Magic, as well as many other card games, there is this thing called “summoning sickness”, which basically means a creature cannot attack the turn it’s summoned. Creatures with haste bypass summoning sickness, and can attack the turn they’re played. Haste represents red’s want to go out and do what it needs to right away, as opposed to preparing at all. Red lives in the moment, and the moment doesn’t involve waiting around.

Card draw with red is very different from card draw with blue. In blue, as I mentioned in this article, card draw represents the search for knowledge, where as in red, card draw comes with a price: Most of the time, when you draw a card, you must also discard a card along with it. This is because of Red’s mentality towards accomplishing its goals. If something you have in the moment isn’t helping you, throw it away and get something better. You need to win right now, and what you currently have isn’t accomplishing that.

First Strike and Double Strike are probably the hardest abilities to explain in Magic. When two cards fight each other, they deal their damage to each other at the same time. If a card has first strike, it means that when it fights another card, it deals its damage first, and if the damage is enough to kill, the opposing card does NOT deal its damage to the card with First Strike, because it dies before it can do that. Double Strike is when a card attacks with First Strike, and then attacks a second time at the same time as the opposing card. Basically, it does its damage twice in one attack.

How does this relate to red? Quite simply, it relates to red’s “shoot first, ask questions later’ mentality. Red is impulsive. Red acts on what it feels right from the get-go, so of course it’s going to be the one to swing first. As for double strike, well, who says it stops swinging after the first attack? That’s not how you win a fight.

Finally. there’s direct damage. Do I really have to explain this one? What’s a more efficient way of winning the game than hitting your opponent in the face or blowing up a creature that’s in your way? The answer: Literally nothing. Like I’ve been saying, red wants to get things done, and get them done quick. Direct damage is the purest example of this.

In relation to its other beliefs, there is one sub-theme of red that it touches upon: love. But not love in the romantic sense people tend to use it as. According to red, love is caring for anyone who is important to you. Family, friends, romance, pets, anything. If they’re important to you, to any degree, they’re worth keeping in your life. End of discussion. Red tends to get abilities that focus on camaraderie, such as Battalion, Bloodrush, and Battle Cry, and flavor in cards like Cathartic Reunion, shown above.

Well, that’s red in a nutshell. As always, I’ll leave you with the card I think represents red as a whole: Lightning Bolt, The Best Card in Magic™. I’ve mentioned it a couple of times in this article, simply because it’s too important and iconic NOT to be talked about. Lightning Bolt is simple and to the point: 1 mana, deal 3 damage to target creature or player. It can take out a creature early in the game for more damage, hit your opponent’s face for 3, or help take down a bigger creature none of yours can. Its goal is to help you finish the job as fast as possible, just like red wants to do. It’s also just a generally amazing card and if you’re in red you absolutely play it 100% of the time.

D&D 5E: Inquisitor, Anti-Mage, Paladin Subclass

One of the things that always bothered me about many D&D worlds was how rampant magic tends to run. Heroes tend to go from novice to master magician in only a few years time. Magic is extremely powerful. Where is the fear? Where is their check? Enter the Inquisitor.

Inquisitors are based on the real world equivalent by the same name. The men of the Church who would go around and destroy things they considered unholy whether they be text or people themselves.

Magic in many worlds are sort of viewed as an equivalent to science. So the Inquisitor coming to destroy arcane documents fits well thematically.

Inquisitors can play a interesting role in many worlds:

  • Maybe a party member is an inquisitor and they have to deal with a fellow party member who is a caster of the arcane. Will they let their fear of the arcane prevent them from doing the greater good?
  • Maybe a major antagonist is an Inquisitor. They could potentially spread anti-arcane propoganda across the entire world. Making your mages feel unsafe wherever they go. Your players could argue with the Inquisitor stating the hiprocracy of the Inquisitor cast spells of their own.
  • Inquisitors could make an interesting opponent for a heavy mage group as they might need to resort to other means to win a confrontation. Maybe the fighter switches to a more defensive role attempting to keep the Inquisitor away from his spellcasting allies.

I hope this class really sells that idea and allows for a true check of the arcane. Leave critique here in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews, here’s one about a more Pious Bard.

Oath of the Inquisitor:

High Ranking Inquisitor | Art by: Wes Schnieder

Oath Spells:

Paladin Level: Spells:
3rd Detect Magic, Identify
5th Silence, See Invisibility
9th Counterspell, Dispel Magic
13th Fire Shield, Locate Creature
17th Circle of Power, Dispel Evil and Good

Channel Divinity:

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Martial Counterspell: When a target casts a spell within your melee attack range you can spend your Channel Divinity and reaction to immediately interrupt the their casting (wasting their spell slot and action) and take an attack of opportunity.

Focus Rupture: As an action, you can make a special attack with an attack bonus equal to your Intelligence or Charisma modifier(choose one). If the attack lands any spell the target was concentrating on is immediately ended.

Inquisitor reflecting on the night’s events. | Art by : Kim Junghun

Aura of Null:

Beginning at 7th level you and allies within 10 feet gain a bonus to saving throws vs spells equal to your Charisma or Intelligence modifier.(Choose one) This effect does stack with Aura of Protection.

Eternal Watchman:

Beginning at 15th level, whenever you use your Divine Sense feature you also gain the effects of the Detect Magic spell. This does not use up a spell slot.

Arcane Eradicator:

At 20th level, as an action, you can emmit an aura of anti-magic. You gain the following effects for 1 minute.

  • You emmit an aura of silence in a 30ft radius centered on yourself. This is effectively the Silence spell but it cannot be dispelled.
  • You can use your Channel Divinity effects any number of times.
  • When you cast the Dispel Magic spell it is considered to be cast at an 8th level.