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Animator Sorcerer Bloodline

Magic is in all things but only those with the touch of the animator are able to unlock innate arcane power, forcing the very world around them to dance and sway at their whim.

Animated Magic

At 1st level, you learn how to reach out for the innate magic within objects. All of your spells use objects to create their effects-ropes wrap around and hamper enemies with entangle, you enchant ink to temporarily brand serrating tattoos upon foes when using hunter’s mark, and when you cast shield your magic rapidly deploys a nearby broad piece of metal to protect you rather than a field of magical force.

In addition, you do not use the sorcerer spell list and choose your spells from the animator spell list.

Spellcasting Focus & Material Components. All of your sorcerer spells require an additional material component and spellcasting focus (listed by spell) upon which you express your magical power.

At the GM’s discretion other, similar items may be substituted as a spellcasting focus for your sorcerer spells. When you have no objects to animate as spellcasting focii, you are unable to cast spells.

Agile Mage Hand

Also at 1st level, you can control your mage hand cantrip with exquisite precision. You go unnoticed when retrieving or stowing one object inside a container in the possession of another creature (like a backpack or pocket) so long as you succeed on a Dexterity (Sleight of Hand) check opposed by the creature’s Wisdom (Perception) check. In addition, while using mage hand you are able to use thieves? tools from as far as 30 feet away.

New Metamagic: Animate

Starting at 3rd level, you gain Animate as one of your Metamagic options. You can use an action and spend 1 sorcery point to choose two Tiny-sized objects or one Small-sized object within 60 feet. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated object is a construct with hit points, Strength, and Dexterity determined by its size.

Its AC is equal to your spell save DC, and it uses your spell attack bonus for its attack bonus. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has darkvision 60 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. At 10th level, your animated objects gain blindsight 30 feet.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. On a successful hit, the object deals extra damage equal to your Charisma modifier (minimum 0). The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

You can spend a number of sorcery points on this metamagic equal to half your sorcerer level.

For each additional sorcery point spent, you can either animate an additional object or increase the size of object you can animate by one category, up to a maximum of Huge size.

When you reach 7th level, you can choose to burn 1 sorcery point per size category of an animated object (1 for Tiny, 3 for Medium, and so on) to bestow it with a piece of your soul that blooms into its own life essence. You do not regain burnt sorcery points when you finish a long rest until 30 days have passed. The target’s Intelligence, Wisdom, and Charisma each increase by 2d4. The target also gains the ability to speak one language you know. The awakened object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened object chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Bonus Metamagic

At 6th level, you gain a bonus Metamagic of your choice.

Table: Animate Metamagic
Size HP AC Bonus Attack Strength Dexterity
Tiny 5 +4 1d4 damage 4 15
Small 10 +3 1d8 damage 6 14
Medium 25 +2 2d6 damage 10 12
Large 50 +1 2d10 damage 14 10
Huge 100 +0 2d12 damage 18 8

Enhancing Aura

Starting at 14th level, the vestments and weapons used by you and friendly creatures within 20 feet of you gain a measure of magic. On its turn, each creature chooses either an armor they are wearing, shield they are using, or weapon they are wielding.

If a creature chooses an armor or shield, it gains a +1 bonus to AC. If a creature chooses a weapon, it gains a +1 bonus to attack and damage rolls made with that weapon.

An item that is already magical cannot be targeted by this feature.

At 20th level, the range of the aura increases to 40 feet and the bonus it grants doubles.

Shared Lifeforce

Beginning at 18th level, when you burn sorcery points to awaken an animated object, you are able to regain them after a week has passed.

Animator Spell List

The practice of animation is centered around the arcane manipulation of objects, achieving the impossible by extending one’s will into the very fabric, firmament, or fibers of the world.

Gold and Silver Dust Components. When casting a spell that uses these material components, you must spend at least 1 gp worth of dust per level of the spell slot used.

Level Spells
0th acid splash (acid flask), fire bolt (lit flame), light (lit flame), mage hand (glove), mending (target), message (ink and parchment), poison spray (toxic flower or poisonous plant), produce flame (lit flame), shillelagh (stick), shocking grasp (ferrous magnet), true strike (target weapon or cord)
1st alarm (bell), burning hands (lit flame), color spray (inks and paint), detect magic (silver or gold dust), disguise self (disguise kit), entangle (rope or vines), expeditious retreat (boots), faerie fire (silver or gold dust), false life (at least 10 silver coins), feather fall (cloak), find familiar (object of Tiny size), floating disk (shield or similar size piece of metal), fog cloud (filled waterskin or puddle), grease (1 ounce fat or oil), hunter’s mark (inks or paint), jump (cloak), longstrider (boots), mage armor (at least 10 silver coins), shield (shield), thunderwave (gunpowder)
2nd acid arrow (acid flask), arcane lock (silver or gold dust), barkskin (tree bark), blindness/deafness (black dust), continual flame (lit flame), darkness (ink or black dust), enthrall (ink, paint, or silver or gold dust), find steed (Medium-sized object), find traps (silver or gold dust), flame blade (lit flame), flaming sphere (lit flame), gentle repose (wax), heat metal (target), hold person (rope), knock (battering ram or thieves? tools), levitate (shield or similar size piece of metal), locate object (silver or gold dust), magic mouth (mask), magic weapon (target), mirror image (three hand-sized mirrors), pass without trace (black dust), scorching ray (lit flame), see invisibility (silver or gold dust), shatter (gunpowder), spider climb (climbing gear), spike growth (caltrops), spiritual weapon (target weapon), web (net and rope)
3rd animate dead (target), bestow curse (silver or gold dust), counterspell (silver or gold dust), dispel magic (silver or gold dust), fireball (lit flame), fly (cloak), hypnotic pattern (ink, paint, or silver or gold dust), lightning bolt (ferrous magnet), phantom steed (Medium-sized object), plant growth (target), protection from energy (silver or gold dust), sending (ink and parchment), speak with dead (target), speak with plants (target), stinking cloud (ounce of mustard seeds), water walk (boots)
4th black tentacles (net and rope), control water (target), fire shield (lit flame; fire only), freedom of movement (target), guardian of faith (casket), polymorph (target creature), private sanctum (target structure), stone shape (target), stoneskin (silver or gold coins), wall of fire (lit flame)
5th animate objects (target), cloudkill (ounce of castor beans), creation (silver or gold dust), dispel evil and good (silver or gold dust), flame strike (lit flame), hold monster (rope), passwall (target), seeming (disguise kit), telekinesis (target), wall of stone (target)
6th blade barrier (5 swords), chain lightning (ceramic magnet), create undead (target), find the path (silver or gold dust), guards and wards (target structure), irresistible dance (cord or rope), move earth (target), true seeing (silver or gold dust), wall of ice (bucket of water or large puddle), wall of thorns (rope or vines)
7th arcane sword (greatsword), delayed blast fireball (lit flame), fire storm (lit flame), forcecage (net), magnificent mansion (target structure), mirage arcane (target terrain), prismatic spray (inks and paint), symbol (silver or gold dust)
8th animal shapes (target creatures), control weather (vat of water), earthquake (target terrain), incendiary cloud (gunpowder and lit flame)
9th imprisonment (casket and chains), meteor swarm (meteorites and lit flame), prismatic wall (ink and paints), storm of vengeance (vat of acid, ceramic magnet, and vat of water), time stop (3 meteorites you send spinning backwards around the planet)
Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.