A couple of weeks ago I tried a subclass inspired by Planescape for the sorcerer.
Since then, I have been able to incorporate the comments offered by the community, as well as play the tests with the player who asked me to make this character possible for her. For a bit of context, our campaign has become a kind of adventure for planar rangers. We have an evocation assistant, a forester from Horizon Walker and now the sorcerer from LoP. We started the campaign at 5th level and since then we have progressed to 9th. The initial goal of the subclass was to provide another front-line option other than Hexblade that is more defensive when the Hexblade is offensive.
For this we have simplified the central function, The shadow of serenity to offer the same CA bonus while exchanging the ability to make creatures vulnerable to damage by a few Hellish Rebuke castings.
I still worry about the actual wording of certain features to maintain consistency with the published materials, as well as the overall balance of the Subclass at the highest levels.
The pain lady pattern
You made a silent pact with the Lady of Pain and her cage. As a shadow of His serenity, you have been accused of maintaining the balance between the planes and preserving the privacy of the Lady. As part of this agreement, you have the following restrictions and benefits:
You should never disclose the nature of your covenant, even under penalty of death.
You must protect Dabu and the city of Sigil, and never cause harm.
Alcohol and other intoxicants do not have a diminished effect on the pain you feel. On the contrary, their tolerance to pain has increased twice that of most mortal creatures.
You can understand the strange visual language of Dabu, but you can not communicate using it.
Expanded spell list
1st: Shield, inflict Wounds.
2nd: Cloud of daggers, silence.
3rd: Blinking, Life Transfer.
4th: stone skin, death room
5th: binding planar, Geas
The shadow of serenity
Starting at the first level, you can like an action project a sinister shadow that hides your enemy form within a 10-foot radius centered on you for 8 hours, which gives you several benefits:
You gain a bonus to your CA equal to half of your Charisma modifier,
rounded down (minimum of +1) while your shadow is active.
In reaction to being hit by a creature within your aura, you can
launches a version of the Hellish Rebuke spell. The level of the spell is
equivalent to the amount of Serenity & # 39; s Shadow charges that
spend. This spell can not exceed the 5th level (6d10) and you must have
The ability to cast the spell to the corresponding corresponding.
level. The damage by this reaction is considered a magical touch.
and use your spell to save DC.
You can spend 1 charge of Serenity & # 39; s Shadow to take the Hide or
Undock the action as a bonus action.
- While the Shadow is active, you can add your domain bonus to
Dexterity (stealth controls).
The Shadow of Serenity has a number of charges equal to your wizard level +1. Once the Duration of the Shadow ends, you end it soon as an action, or if you use all the Serenity Shadow charges, you must finish a long rest to use the Shadow again.
At level 10, the aura of the shadow grants CA bonus to the allies within the range equal to half of your Charisma modifier rounded down (minimum of +1). The radius of the Serenity Shadow expands to 30 feet.
At level 14, the shadow aura gives you twice the Dexterity skill bonus (stealth controls) and allows allies on your radio to take the Unlink or Hide action as a bonus action.
On the sixth level, your body has adapted to recover from frightful injuries. You have an advantage in saving death shots. Also, if you have hit points equal to or less than half of your maximum hit points, you can use an additional action to throw a Hit Die to recover hit points, the number of hit points retrieved is equal to the Hit die roll. given more your Charism. modifier
At level 14, you can cast the plane change spell once without using a spell slot or material components as long as you address Sigil. You can use this function to travel to another place if you own the cost of the material component and the spell slot does it normally. In reaction to the plane change spell cast by another creature, you can counteract that spell immediately by using a level 7 spell slot. Once you use this function, you must finish a long rest before using it again.
Lady of Pain Patron Eldritch Invocations
Prerequisites: Lady of Pain Patron
The radius of the Shadow feature of your Serenity expands 30 feet. Also, while the shadow is active, you can cast the Dark spell by spending 3 charges from the Shadow of Serenity.
Berk & # 39; s Bain
Prerequisites: Level 5, Lady of Pain Patron
You are becoming more cruel to your enemies, since you now have a critical hit with an attack roll of 19 or 20, while the Serenity Shadow feature is active, in addition, if you are not, you acquire the ability of Intimidation .
Prerequisites: Level 10, Patron of the Lady of Pain, Covenant of the Leaf
You have learned to foster a fear of abnormal and persistent pain in your enemies.
Once per turn, you can inflict additional psychic damage of 5d6 on a creature that you hit with an attack if you have an advantage on the attack roll. The attack must use your covenant weapon.
You do not need an advantage in the attack roll if another enemy of the target is within 5 feet of it, that enemy is not incapacitated and you have no disadvantage in the attack roll.
I thought you were dead for sure!
Prerequisites: Level 12, Lady of Sorrow Patron
Injuries are a daily occurrence in your line of work, allowing you to obtain more information about anatomy and medicine. You gain skill in medicine ability, in addition, when you use the Separation function, you can now add twice the Charisma Modifier and you can reattach a cut limb by holding a cut body part (other than your head) in the place where it fell. Once you use this function to reposition a limb, you can not use it again until you have finished a long rest.
The maze of the lady
Prerequisites: Level 18, Lady of Pain Patron
You gain mastery of the specific dimensions of the pocket in which the Lady of Pain fills Berks who dislike it. You can cast the maze spell once without using a spell slot. The labyrinth seems to be a circular series of platforms, roads and portals. The labyrinth can also be cast on a group of willing creatures, just like your Charisma modifier. The objects and inanimate objects that remain in the labyrinth will remain there. If the maze is used in this way, you must complete a DC 20 Intelligence test to finish the spell before. Once this Invocation has been used for any of the functions, you must take a long break to regain access to the maze.