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Doomridden

Through dream, vision, hallucination, or study of esoterica, you have seen the end of all things. The doom at the end of world has revealed itself to you, and it now powers your innate magical abilities. For some doomridden sorcerers, the end comes as a firestorm, for others, a storm of thunder and pestilence consumes everything. Some of these sorcerers have seen the end of things at the hands of a deity or powerful being. Doomridden sorcerers must find their way in a world they are convinced will end. For many, this draws them to a life of adventuring, where they may quest to stop—or spur on—the arrival of the apocalypse.

Doomridden Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Doomridden 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 divination or necromancy spell from the sorcerer, warlock, or wizard spell list.
 

Doomridden Spells

Sorcerer Level Spells
1st Brimstone, Proselytize
3rd Augury, Blindness/Deafness
5th Bestow Curse, Glimpse the End
7th Blight, Servant of Doom
9th Contagion, Insect Plague

 

Calamitous

Starting at 1st level, choose one of the following facets of the apocalypse that fuels your power. You can’t choose more than one facet of the apocalypse, and your choice determines aspects of the features you gain as you gain levels in this class.
Fire and Smoke. You can use a bonus action to summon a fiery doom that lasts 1 minute. For the duration, your eyes flicker as though reflecting a roaring fire. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce fiery doom on one creature you can see within 60 feet of you. The first time you deal damage to that creature before the start of your next turn, the creature takes extra fire damage equal to your proficiency bonus. Once you activate this feature, you can’t do so again until you finish a short or long rest.
Wails and Boils. You can use a bonus action to summon a pox-ridden doom that lasts 1 minute. For the duration, you are surrounded by faint whispers and cries of pain and grief, audible to creatures within 10 feet of you. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce pox-ridden doom on one creature you can see within 60 feet of you. That creature subtracts an amount equal to your proficiency bonus from the next attack roll it makes against one creature of your choice within 60 feet of you (which can include yourself) before the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest.
Judgment. You can use a bonus action to summon a judging doom that lasts 1 minute. For the duration, your hands emit soft, red light. When you first activate the doom and at the start of each of your subsequent turns while the doom is active (no action required), you can pronounce a judging doom on one creature you can see within 60 feet of you until the start of your next turn. If that creature fails a saving throw against a spell you cast this turn, it is also frightened of you until the start of your next turn. Once you activate this feature, you can’t do so again until you finish a short or long rest.
 

Disastrous

At 6th level, your connection to the end of all things grows, enhancing your chosen facet of the apocalypse.
Fire and Smoke. When you target a creature with your pronouncement of fiery doom, it must succeed on a Dexterity saving throw against your spell save DC or be engulfed in smoke and be blinded until the start of your next turn.
Wails and Boils. When you target a creature with your pronouncement of pox-ridden doom, it must succeed on a Constitution saving throw against your spell save DC or be riddled with pus-filled boils and be poisoned until the start of your next turn.
Judgment. When you target a creature with your pronouncement of judging doom, it must succeed on a Charisma saving throw against your spell save DC or have its speed reduced to 0 until the start of your next turn as divine judgment stops it in its tracks.
 

Cataclysmic

Starting at 14th level, whenever you pronounce doom on a creature, you can expend a number of sorcery points up to your proficiency bonus. If you do, your pronouncement of doom can affect a number of additional creatures equal to that amount. In addition, if you have already activated your doom, you can spend 5 sorcery points to activate it again.
 

Apocalyptic

At 18th level, while your chosen doom is active, you can channel your apocalyptic essence into a nightmarish manifestation. Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Fire and Smoke. While this doom is active, you can use an action to emit a blast of apocalyptic fire. Each hostile creature within 15 feet of you must make a Dexterity saving throw against your spell save DC. On a failure, a creature takes 6d8 fire damage immediately, and it takes 3d8 fire damage at the start of its next turn. On a success, a creature takes half the fire damage immediately and no additional fire damage at the start of its next turn.
Wails and Boils. While this doom is active, you can use an action to send the wails and cries surrounding you outward in a sickening cacophony. Each creature within 15 feet of you must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 6d8 poison damage and is poisoned and deafened for 1 minute. On a success, a creature takes half the damage and isn’t poisoned or deafened. A poisoned and deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Judgment. While this doom is active, you can use an action to call down divine judgment on nearby creatures. Choose a number of creatures you can see within 30 feet of you equal to your proficiency bonus. Each target must make a Charisma saving throw against your spell save DC. On a failure, a creature takes 5d8 radiant damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned.


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