August 25, 2017

Relicker

Sorcerous Origin
Comments from the Finger: This has been on my todo list since the early days of the blog, and its concept has been bouncing around in my other work for just as long; you might recognize its influence in the Channeler, for example.

Relicker

The wellspring of your arcane might lies not with an eldritch bloodline or the interference of wild magic, but with a deep cache of arcane power, stored within an ancient magic item. By fate, or perhaps by the item's wishes, your soul has become entwined with this magic item, which remains always at your side, empowering your abilities and motivating your quest.

Relic Bond
Starting at 1st level, your very soul is bonded to a unique magic item, called a relic, from which you manifest your arcane might. If your relic is ever lost or destroyed, it manifests at your side when you next take a long rest. Choose one of the following options:
     Glyph Stone. Perpetually floating in an orbit about your person, this smooth stone is marked with a single ancient glyph along its side. You can use your glyph stone as an arcane focus, even though you do not need to hold it.
     The stone knows two of the following cantrips of your choice: acid splash, chill touch, light, mage hand, mending, message, minor illusion, poison spray, prestidigitation, produce flame, ray of frost, resistance, shocking grasp, spare the dying, and true strike. You can cast these cantrips as if you knew them, and they count as sorcerer spells for you.
     Additionally, starting at 2nd level, your glyph stone has 3 charges and regains all expended charges daily at dawn. The stone also learns one spell of your choice from any class’s spell list, and learns an additional spell at 3rd, 6th, 9th, and 11th levels. You can cast one of these spells without using a spell slot by expending a number of the stone’s charges equal to the spell’s cost in sorcery points, as shown on the Creating Spell Slots table.
     Relic Weapon. Though the iron of this weapon is rusted and its wood is stained with blood, an unseen power weights its swing. Your relic weapon is your choice of a battleaxe, longsword, or warhammer. Once chosen, this decision cannot be changed.
     You can use your action to summon your relic weapon to your open hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
     While you are holding your relic weapon and no other weapons, and you are not wearing armor and not carrying a shield, you gain a +3 bonus to your armor class.
     Your relic weapon has 3 charges and regains all expended charges daily at dawn. When you use the Attack action to make an attack with your relic weapon, you can spend 1 of its charges to make an attack using it as a bonus action.
     Umbral Cloak. This hooded cloak confounds the eye, seeming indistinct and difficult to focus upon. While you wear your umbral cloak, you are proficient in the Stealth skill, and can Hide as a bonus action.
     Your umbral cloak has 3 charges and regains all expended charges daily at dawn. You can use your bonus action and spend 1 of your umbral cloak's charges to cast the spell invisibility, targeting yourself, without using a spell slot or spell components. When you begin your turn while invisible, you can maintain this effect by spending a sorcery point. Otherwise, the spell ends.

Sorcerous Recharge
By 6th level, your connection to your relic has strengthened. Your relic increases to having 6 charges, and regains 1d4 + 2 expended charges daily at dawn. Additionally, you can use your action and expend any number of sorcery points to regain the same number of your relic's expended charges.

Greater Relic
At 14th level, your relic takes on an aspect of greater power. Choose one of the following features, as appropriate to your relic:
Glyph Stone
  • Of Ancient Lore. Your glyph stone learns 2 spells of your choice of 7th level or lower and 3 spells of your choice of 3rd level or lower from the wizard spell list. These spells count as sorcerer spells for you and you can cast them using your glyph stone as an arcane focus as if you knew them. 
  • Of the Dawn. Your glyph stone learns the following spells: bless, faerie fire, lesser restoration, prayer of healing, zone of truth, daylight, fireball, and divination.
  • Of Warding. Your AC increases by 1. Additionally, your glyph stone learns the following spells: mage armor, shield, blur, hold person, counterspell, dispel magic, and death ward
Umbral Cloak
  • Of Flight. While you wear your umbral cloak, you can spend 2 sorcery points to cast the fly spell as a bonus action without using a spell slot (no concentration required).
  • Of Spaces Beyond. You can use your action to reverse your umbral cloak, disappearing with your belongings into a 30-foot cube extradimensional space accessible only to you. Attacks and spells can't target you inside the space, but you can see and hear outside the space from the point you entered. Objects brought within the space remain there and can be retrieved by you later. You can exit the space as an action, reappearing within 5 feet of where you entered.
  • Of Swiftness. While you are wearing your umbral cloak, opportunity attacks made against you have disadvantage and you can take the Dash action as a bonus action. 
Relic Weapon
  • Of the Many. You can use your action to transform your relic weapon into any other weapon of your choice (though this transformation does not include ammunition). You are proficient with any form the weapon becomes while you wield it.
         When you finish a long rest, choose one of the following monster types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain a +2 bonus to damage rolls with relic weapon attacks against creatures of the chosen type until you next finish a long rest.
  • Of Retribution. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make an attack against that creature using your relic weapon.
  • Of Wounding. Hit points lost to your relic weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
         Additionally, once per turn, when you hit a creature with your relic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d8 necrotic damage for each time you've wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Artifact
At 18th level, your relic becomes an artifact. It gains two minor and one major beneficial property, either selected at random or chosen by the DM. When you gain this feature, you can also choose to gain an additional minor beneficial property as well as one minor detrimental property, selected at random.



Changelog: 8/25/17: Greater Relic: Glyph Stone: Of Ancient Lore allows you to cast the known spells yourself, and the other two no longer include spells of 5th level or higher
Greater Relic: Umbral Cloak: Of Flight: no concentration required
Relic Bond: Relic Weapon: AC bonus only applies if you don't wear armor
8/26/17: Greater Relic: Umbral Cloak: Of Spaces Beyond: Space changed to a 30-foot cube

25 comments:

  1. I love it. Perfect alongside the Artifact Paladin.

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    1. Hm, might even be a good multiclass.

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    2. Both CHA bases casters with a focus on magic items. You could divine smite through the rusty Relic Sword

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  2. So, as far as I know, you can only use sorcery points to cast spells of 5th level or lower, and beyond that, a 4th level spell costs 6 points. Is there a point to having spells above 4th level on your glyph, or am I missing something?

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    1. Oh! That's a revision error. I reworked the way that the Glyph Stone worked and I don't think I merged the changes all the way. Give me a few minutes to do that.

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  3. As much as it would be nice to be able to cast the fly spell with out spending a slot for the umbral cloak of flight, it has limited function since fly is a concentration spell. At level 14 there are better options for flying that don't take up concentration making that choice the weaker of the 3. What would make that choice shine would be if it didn't take concentration when you cast the spell, kind of like the cloak is concentrating for you.

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    1. Yeah, I agree with that. Good suggestion!

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    2. So you can be Doctor Strange? Sold.

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  4. This comment has been removed by the author.

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  5. How do charges work at level 6? The base relic has 3 charges which recharge at dawn, whereas when you get to level 6 your relic then goes to 6 charges and regains 1d4+2 at dawn.
    Which one takes precedence, all at dawn from the relic, or 1d4+2 at dawn from level 6?

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    1. At 6th level, your artifact has 6 charges and regains 1d4 + 2. The recharge rate isn't a downgrade, either: notice that the minimum number of charges you can regain at 6th level (3) is the same number of charges you would have regained earlier.

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  6. Better name would be Reliquarian.

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    1. We thought about that and the name "Antiquarian". The reason I settled on Relicker is that these other names sound relatively tame -- they sound like historians or museum curators, whereas the intent here is someone whose soul is bonded to a magic item, which is their sole source of arcane power. They should sound more dangerous, because they actually are.

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  7. Please create a Re-licker subclass. One who licks that which has already been licked.

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  8. (I accidentally deleted my comment.)

    Do the Relic Weapon and Umbral Cloak count as Arcane Focus'(foci)? If not then the relic weapon isn't as useful as the other two which don't take up your hands and stop you from using a staff if you want the AC bonus. Also a 60 ft. radius extra-dimensional space at level 14 is ridiculous. Sure you can't take another one in there but why would you ever need to, considering the shear volume of it. I'm guessing it's a cylinder because that makes the most sense. I'm wondering how high the ceiling is on it; if not the given 60 feet. You could take entire treasure hoards almost completely unnoticed with only a sack and your cloak.

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    1. I don't think that's true about the relic weapon posing a problem for spellcasting. After all, these weapons are versatile, so you have a free hand to perform somatic components and use materials.

      As for the extradimensional space, I chose 60 feet somewhat arbitrarily. 14th level is definitively high-level to me, so its safe to think big with this sort of thing. Though, I can reduce this to a 30-foot radius, or even a 15-foot cube if this proves to be a balance issue.

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    2. At that level you're likely to have bags of holding, and one level later wizards get demiplane. Having a 60 foot demiplane doesn't seem too powerful.

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    3. The power of this ability is being able to vanish from combat, and be completely untouchable, as an action. On balance, the storage space is just a little benefit.

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    4. To be fair M.'s Magnificent Mansion is a similar if not more powerful effect at around the same level and its max is 70x70x10 with an extra 10 ft cube. And Demiplane is similar and is a 30ft cube so I guess its not that op. Also can we get an answer on whether its a cube or cylinder or whatever and how high it is. Radius doesn't describe 3d spaces very well.

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    5. Since this was ambiguous, I've switched it to a 30-foot cube.

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  9. Great work! Complicated, but definitely worth it. Sorcerers are my favourite class, and I'd love to play one of those. It does seem to be more powerful than most other sorcerers, but I"m fine with that :)

    The relic sword giving +3 to ac seems too powerful; that's an ac of 16+ dex with mage armor, and works when wearing heavy armor (due to multiclassing). Maybe allow attacking woth charisma instead?

    One last thing: You told me that getting artifact properties wasn't fitting (too random?) for the Oath of the Seeker capstone. Just saying.

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    1. The hope is that this is only powerful because of the choices, not because an individual build is too powerful.

      The +3 to AC is basically to satisfy the fact that the relic weapon encourages a very MAD build -- you need Strength for the weapon, Charisma for you spells, and Dex to get your AC above 16. You're probably going to have to deal with pretty subpar AC unless you can somehow get all those stats very high. (That being said, I /am/ going to keep this from working with armor -- that's not an intended interaction.)

      IIRC, the Oath of the Seeker's capstone would have had different artifact properties happening every time you used the capstone, which struck me as being very annoying to play, since you would have had to pull out the DMG every time to roll new artifact properties. This gives you a static set of properties to cut that down.

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  10. I'm not seeing what that charges of the glyphstone are used for

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  11. So when you choose your relic at 1st level are you stuck with that option? or can you change it whenever you finish a long rest?

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    1. Once you choose your Relic, you are stuck with it

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