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Sorcerer Subclass: Beetleborn Bloodline

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The Beetleborn Sorcerer is another teaser to the upcoming book, Let's Get Wyrd. A fun subclass to bring out some '90s nostalgia. The Beetleborn Bloodline allows you to play a much stronger sorcerer which focuses on powerful weapons and armor.

Sorcerer: Beetleborn Bloodline

Long ago, three children were granted amazing powers from a phantasmic being of mysterious origins. Your ancestry grants you some of these powers, allowing you to encase yourself in a mettalic exoskeleton, conjure powerful weapons, and a specialized power based on who your ancestor was.

Beetleborn Sorcerers tend to engage in physical combat much more often than a typical Sorcerer. Well equipped with powerful weapons and armor, those born to the Beetleborn bloodline are descended from at least one heroic being and have been blessed with similar powers and abilities.

Flabbergasting Ancestor

At 1st level, you posess certain abilities from your bloodline linked to you by one of three potential ancestors. Choose one of the following ancestors, gaining the abilities granted:

  • Fast Ancestor. You gain proficiency in Dexterity saving throws, and you make Dexterity skill checks with advantage. ALso when you use your Battle Suit feature, your movement speed increases by an amount of feet equal to 5 x your Charisma score (minimum 5 feet).
  • Smart Ancestor. You gain proficiency in Intelligence saving throws, and you make Intelligence skill checks with advantage. Also when you use your Battle Suit feature, you become immune to Psychic damage.
  • Strong Ancestor. You gain proficiency in Strength saving throws, and you make Strength skill checks with advantage. Also when you use your Battle Suit feature, you gain a bonus to your Strength score equal to your proficiency bonus. You cannot exceed 20 in your Strength score using this feature.

You cannot change your Flabbergasting Ancestor once you have made your choice.

Beetle Suit

Also at t 1st level, your bloodline allows you to conjure a protective suit of armor that looks like a humanoid beetle. You can activate this feature by spending 2 Sorcerery Points or one 1st level spell slot as an Action, gaining the following effects for 10 minutes:

  • Your AC is equal to 10 + your Dexterity modifier + your Charisma Modifier.
  • You have resistance to Bludgeoning, Piercing and Slashing damage from nonmagical attacks.

The color and general appearance is up to you, at your DM’s discretion. The effects of this feature end early if you lose more than half of your total hit points in one turn, or are knocked unconscious.

Signature Stinger

Starting at 6th level, you gain access to a specialized weapon. When your Beetle Suit is active, you may spend 2 Sorcery Points as a bonus action, you may summon your Signature Stinger to your hand as a bonus action. Attacks made with these weapons are considered magical for purposes of overcoming resistances. Once you choose one of the following weapons below, you cannot change your Signature Stinger.

Hunter Claw. The Hunter Claw is a powerful weapon that uses a pincer-like claw to crush foes or swing them away. The Hunter Claw deals double damage to objects and structures. Any creature hit by the Hunter Claw must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet.
Stinger Blade. The Stinger Blade is a triangular sword that extends out from your arm, which rapidly rotates when making lethal slashes. The Stinger Blade doesn’t take a free hand to use and any time you damage a creature within 5 feet of you with it, you can deal the same amount of damage to any creature standing behind them, forming a 10 foot line of damage from you.
Striker Blaster. The Striker Blaster is a small handheld weapon with four laser emitters that shoot powerful beams of energy used to restrain your opponents. You can make a ranged attack against a creature who is no more than one size category larger within 30 feet of you as an Action. The target must succeed on a Dexterity saving throw against your spell save DC or become grappled by an energy net. You may have only one target grappled in this way. The energy net is connected to you by a tether which passes through creatures and structures. The target loses the grappled condition if the distance between you becomes greater than 30 feet.

You may dismiss the weapon as a bonus action. Otherwise, it will automatically disappear when your Beetle Suit feature ends.

Signature Weapons
Hunter Claw 3d4 bludgeoning 6 lb. Special
Stinger Blade 2d4 slashing 4 lb. Finesse, reach, special
Striker Blaster 1d4 piercing 1 lb. Light, special (range 80/320)

Metallic Upgrade

At 14th level, your Beetle Suit becomes more effective at protecting you from harm. Whenever you activate your Beetle Suit feature, you gain the following upgrades:

  • Your AC unarmored AC is equal to 11 + your Dexterity modifier + your Charisma modifier.
  • You have advantage on Athletics skill checks.
  • You have proficiency on Strength saving throws.
  • Your speed increases by 10 feet.

Ultimate Metal

Beginning at 18th level, you can channel the magic of your bloodline to resist magic used against you. When you activate your Beetle Suit feature, you may spend a number of Sorcery Points up to your Charisma modifier (minimum 1) to gain resistance to a number of specific damage resistances. You can gain the following resistances using this feature: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, & thunder.

You lose these resistances when your Beetle Suit feature ends.

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File Last Updated:
March 29, 2023
This title was added to our catalog on March 28, 2023.