Empowerment (5e Subclass)
Empowerment
Sorcerer Subclass
You were selected by a powerful entity to be their champion in this world. They have channeled their raw power into you to be used as you see fit. You may have been chosen by a god of fire, a powerful wizard, or an eldritch deity. The manifestation of your powers may reflect the entity you were chosen by, however the basics of empowerment are the same.
- Empowered Cantrips
At first level when you choose this origin your cantrips overflow with energy, causing your spells to become empowered. Whenever you hit with a damaging cantrip roll a number of d4 depending on your level, on a 4 you get an Overcharge point. You lose one Overcharge points every x seconds depending on your level. until you don't have any left. You may spend your overcharge points to make your next damaging spell be cast as if the spell slot used was one level higher for each overcharge points spent that way.
Sorcerer Level | D4 Rolled per Cantrip | Overcharge point duration |
---|---|---|
1st | 1 D4 rolled | 18 seconds (3 turns) |
6th | 2 D4 Rolled | 30 seconds (5 turns) |
11th | 3 D4 Rolled | 48 seconds (8 turns) |
16th | 4 D4 Rolled | 60 seconds (10 turns) |
- Sorcerer's Channeling
At 6th level you learn how to channel your raw power for a variety of uses. You may use an action on your turn to start channeling, every turn you spend channeling you must expend one Sorcery Point. At 18th level, you may spend a number of points up to your Charisma Modifier (Minimum One). Every turn you're Channeling successfully gives you a number of Overcharge Points equal to the number of Sorcery Points spent. While channeling you are considered concentrating on a spell. On any turn while channeling, you may instead use your action (no sorcery points required) to spend all your Overcharge Points and choose an effect for your channeling.
When you get this skill you can select two uses for your Channeling, you may select additional uses at 9th, 14th, and 18th levels.
- Unibeam
You create a beam of pure energy 5 feet wide and 80 feet long. Choose a target within 80 feet of you that you know the position of. That target makes a Dex saving throw against your Spell Save DC. On failure the target takes 1d12 Force Damage per Overcharge points spent and is knocked back to the maximum range of the spell. On Failure the target takes half damage and isn't knocked back. Any creature in the path of the beam takes damage equal to your charisma mod. At 14th level the range becomes 300 feet. At 18th level the damage becomes 2d12.
- Multibeam
You fire a number of beams equal to the amount of Overcharge points spent. Make a separate attack roll for each beam on targets within 60 feet of you that you know the location of. On hit the target takes 1d10 force damage + Charisma Mod. On miss the target takes damage equal to half the amount of Overcharge points spent. At 14th level the range becomes 120 feet. At 18th level the damage becomes 2d10 + Charisma Mod.
- Spirit Bomb
You concentrate your energy into a sphere of pure energy 5 feet in diameter that rests above your head. You may target a space you can see within 100 feet of you and throw the ball at it. A creature in that space makes a Constitution save against your spell save DC. On failure the target takes 1d12 force damage for each Overcharge points spent, nothing on success. All creatures within a 15 foot radius centered on the point chosen must make a Dex Saving throw. On failure a target takes 1d8 force damage for each Overcharge points spent and is knocked to the edge of the radius. On success the target takes half damage and is not knocked back. At 14th level the radius of the blast increases by 5 feet per two Overcharge Points expended. At 18th level the radius damage increases to 2d8.
- Infusion
You infuse yourself with your raw sorcerous energy, granting you increased stats for the duration. For every two Overcharge points spent, you gain +1 to your spell attack modifier and save DC for 1 minute. This bonus caps at +5. At 14th level you may also target another creature within range of touch. Physical fighters may take a bonus to attack rolls and physical save DC instead spell attack and spell save DC. At 18th level you also gain this bonus to Con, Str and Dex Saves.
- Protection
You channel your power into yourself and nearby allies. For every Overcharge points spent you may choose a target within 30 feet of you including yourself. Each target gains advantage on death saving throws, and 1d8 temporary hit points for 1 minute. If you choose the same target twice, they additionally gain resistance to force damage and an additional 1d8 temporary hit points. Any further points expended on the same target simply add another 1d8 temporary hit points. At 14th level, the temporary hit dice become 1d10, and at 18th level they become 1d12.
- Transportation
You channel your energy into the soles of your feet, gaining a flying, swimming or burrow speed equal to 10x the amount of Overcharge points spent in feet. Additionally you may walk on water and lava as if they were a solid surface. This lasts for an amount of minutes equal to your charisma Modifier (minimum 1). At 14th level you may also target another creature within range of touch to receive the same bonus. At 18th level this bonus lasts an amount of hours equal to your charisma Modifier (minimum 1).
- Teleportation
You channel your energy into the etherial plane, transporting yourself through it for a brief instant. You may teleport up to 10x the amount of Overcharge points spent in feet in any direction. If this would place you inside an object such as a wall, or inside a creatures space, you are instead teleported to the closest free square. At 14th level you may touch another creature and they are teleported with you. You may target a hostile creature by making a melee spell attack against them, if it hits they are teleported with you. At 18th level you may teleport a second time as a bonus action within 1 minute, or double your initial teleport distance.
- Overpowering
At 14th level, your spells and cantrips allow you to recover some of their spent energy on a Critical Hit. Whenever you roll a 20 on the attack roll of a cantrip or spell, you gain 1 Overcharge Point. You cannot gain Overcharge points from attack rolls of your Sorcerer's Channeling.
- Ultimate Channeling
At 18th level, you gain the ability to convert your sorcery points to Overcharge Points more effectively. Each time you channel, you may choose to expend a number of sorcery points up to your Charisma Modifier as opposed to the required one point. For each point spent this way, you gain an Overcharge Point.
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