```metadata title: Caromancy Sorcerer description: >- A new sorcerous origin for molding one's own flesh to the whims of their innate magic. tags: - caromancy - sorcerer - gore - melee systems: - 5e renderer: V3 theme: 5ePHB ``` ```css .page #example + table td { border:1px dashed #00000030; } .page { padding-bottom : 1.1cm; } ``` {{frontCover}} # CaroMancy ___ ## A New Sorcerous Origin {{banner HOMEBREW}} ![background image](https://www.mtgpics.com/pics/art/fdn/325.jpg){position:absolute,bottom:0%,left:0%,height:100%} \page # Sorcerous Origins: Caromancy Your sorcerous power stems from an arcane bond between your will and your physical form. Perhaps your ancestors practiced ancient rituals of corporeal transmutation, or you experienced a transformative encounter that revealed the secrets of reshaping the body. As a Caromancer, you wield the raw power of transmutation, forging weapons and defenses from your very being. Whether your magic manifests as elegant constructs or visceral transformations, you command the arcane potential of the flesh to overcome any obstacle. : {{note #### Flavor your flesh: Many features within this class are intentionally left vague when describing the specifics of how your flesh constructs are crafted. Whether you would prefer to dive deep into the body horror, or keep things tame with hair magic, how the features of this class manifest is a personal choice that you discuss with your DM. }} #### Caromancy Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Caromancy 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. ##### Caromancy Spells Table | Sorcerer Level | Spells | |:---------------:|:------------------------------------------| | 1st | *ensnaring strike, wrathful smite* | | 3rd | *blur, barkskin* | | 5th | *crusader's mantle, blinding smite* | | 7th | *staggering smite, grasping vine* | | 9th | *negative energy flood, steel wind strike*| : ### Essence Reaver At 1st level, you gain the ability to create a weapon from your own essence. As an action, you can summon a non-magical melee weapon of your choice into your free hand. The weapon must lack the Two-Handed or Heavy properties. You are proficient with this weapon, and it uses your Charisma modifier for attack and damage rolls. The weapon lasts until you summon a new one or finish a long rest. Attacks made with your Essence Reaver are considered magical for overcoming resistance and immunity to nonmagical attacks and damage. If the weapon has the Thrown property and is used to make a ranged attack, it returns to your hand immediately after the attack is resolved. When you hit a creature with a melee attack using your Essence Reaver, you can expend one of your Hit Dice to add the result to the weapon’s damage roll. : ### Veil of Vitality Additionally, at 1st level, you gain the ability to strengthen the very fibers of your being. As a bonus action, you can sacrifice a number of hit points up to your Charisma modifier + your sorcerer level (minimum of 1). You gain temporary hit points equal to twice the amount sacrificed. While this feature is active and you are below your hit point maximum, whenever you deal melee damage with your Essence Reaver, you can convert temporary hit points into regular hit points equal to the damage dealt. This conversion applies to any temporary hit points you have, regardless of their source, and cannot restore hit points above your hit point maximum. You can use this feature once, and it lasts for up to 10 minutes. You regain the ability to use it when you finish a short or long rest. Starting at 2nd level, you can spend 2 sorcery points to use this feature again. : ### Blood Fury At 6th level, your mastery over your Essence Reaver deepens. Once per turn, when you cast a spell using your Metamagic feature, you can make an attack with your Essence Reaver weapon as part of the same action. Additionally, your Essence Reaver weapon gains a +1 bonus to attack and damage rolls. This bonus increases to +2 at 10th level, and +3 at 14th level in this class. : ### Vigor through Veins Also at 6th level, you learn to siphon the vigor of your foes. As an action, you unleash a wave of tendrils around you. Within a 15ft radius, choose a number of creatures up to your proficiency bonus. Those creatures must make a Constitution saving throw against your spell save DC. They take 2d10 + your Charisma Modifier necrotic damage, half as much on a success. You gain an amount of temporary hitpoints equal to the amount of damage dealt. You can use this feature a number of times equal to your proficiency bonus. : {{imageMaskCorner23,--offsetX:50%,--offsetY:-72%,--rotation:0 ![](https://www.mtgpics.com/pics/art/con/135.jpg){height:35%,top:65%,left:50%} }} {{footnote Sorcerer Origins: Caromancy}} {{pageNumber 1}} \page ### Malleable Form Starting at 14th level, the manipulation of your corporeal form has become second nature. While your Veil of Vitality is active, you gain the following benefits: - At the start of each of your turns, your body changes shape to adapt, allowing you to gain a fly speed, climb speed, or swim speed of 60 feet. This speed lasts until the start of your next turn. - Whenever a creature hits you with a melee attack, you can use your reaction to impale them with spikes, dealing 2d8 magical piercing damage. You then gain temporary hit points equal to the damage dealt. : ### Sinew and Steel At 14th level, your mastery over the Essence Reaver reaches its peak. When summoning your Essence Reaver weapon, you can now ignore all restrictions on its properties. You can summon weapons with the Two-Handed or Heavy properties, and you can also summon ranged weapons. When you summon a ranged weapon, it lacks the loading property, and its ammunition is conjured from your body. Each piece of ammunition costs you 1d4 hit points to create. : \column ### Dichotomy of Flesh At 18th level, your mastery over flesh transcends the limits of your own body. As an action, you can target any number of creatures within 30 feet of you, granting the following effects: - Allied creatures gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. They also gain temporary hit points equal to your sorcerer level. - Enemy creatures must make a Constitution saving throw against your spell save DC. On a failed save, they gain vulnerability to bludgeoning, piercing, and slashing damage until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest, or you expend 5 sorcery points to use it again. : {{descriptive #### Thanks for Reading! You can find more of my work at [u/ghost2rm](https://www.reddit.com/user/ghost2rm/). \ All the art you saw in this homebrew is owned by Wizards of the Coast. Be sure to check out and support the artist behind the card work used in this project: - Zezhou Chen (Cover Art): ["Vengeful Bloodwitch"](https://www.mtgpics.com/card?ref=fdn325) - Pete Venters (Page 1 Image): ["Bone Saw"](https://www.mtgpics.com/card?ref=brr007) - Caio Monteiro (Page 2 Image): ["Arterial Alchemy"](https://www.mtgpics.com/card?ref=voc023) }} {{imageMaskEdge1,--offset:5%,--rotation:0 ![](https://www.mtgpics.com/pics/art/voc/023.jpg){height:50%,top:50%,left:0%} }} {{footnote Sorcerous Origins: Caromancy}} {{pageNumber 2}}