Frenzied (5e Subclass)

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Frenzied[edit]

Sorcerer Subclass

The yellow flame of frenzy has engulfed your mind, leaving you permanently marked. This has granted you the ability to corrupt the minds of others, at the risk of losing your own. Will you use your powers for the greater good? Or will you use them to further the flame's goal of complete, scorching cataclysm?

Frenzy Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Spells followed by an asterisk can be found here.

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 an evocation or an illusion spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st burning hands, dissonant whispers, fire bolt
3rd flame of frenzy*, howl of shabriri*
5th fear, fireball
7th phantasmal killer, unendurable frenzy*
9th frenzied burst*, inescapable frenzy*
Mark of Frenzy

Your contact with the Frenzied Flame has scarred you, altering your appearance. At 1st level, you gain proficiency with Charisma (Intimidation) checks. In addition, when making a Charisma (Intimidation) check, you can use your bonus action to expend a sorcery point and gain advantage on the check.

Destructive Blast

At 6th level, your connection to the Frenzy has become more potent. When you deal damage to at least one creature with a spell of 1st level or higher, you can ignite one of the spell's targets with a spark of the Frenzied Flame. The target must make on a Constitution saving throw, taking a number of d8s of fire damage equal to your proficiency bonus on a failed save or half as much damage on a successful one. If the target fails this saving throw, they must also succeed on a Wisdom saving throw or suffer the madness effect (found here). You can do this a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.

Chaos Incarnate

At 14th level, you are capable of releasing the ruinous power of the Flame within you. As a bonus action, you can expend 3 sorcery points to transform for 1 minute. While transformed, you gain the following benefits:

  • When you force a creature to make a saving throw against the madness effect, they have disadvantage on the roll.
  • You shed bright light in a 30 feet radius and dim light for an additional 30 feet.
  • You unleash scorching flames in a 15 feet radius. Creatures of your choice that enter this area for the first time on their turn or start their turn there must succeed on a Dexterity saving throw, taking 1d12 fire damage on a failed save or half as much on a successful one. Creatures who take damage from this must also succeed on a Wisdom saving throw or suffer the madness effect.
Catastrophic Torrent

At 18th level, the Flame's chaotic energy has fully awakened within you. As an action, you can unleash an onslaught of Frenzy, all creatures in a 30-foot radius must succeed on a Constitution saving throw or take 6d6 fire damage, be pushed 5 feet away from you and fall prone. Creatures who succeed take half damage, aren't pushed back and don't fall prone. All creatures who fail this saving throw must also succeed on a Wisdom saving throw or suffer the madness effect. Using this feature causes you to suffer the madness effect.

Once you use this feature, you can't do so again until you complete a short or long rest, unless you spend 5 sorcery points to do so again.

5.00
(one vote)

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