1. Notes

Beetleborn

Beetleborn

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 metallic 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.

"In the midst of battle, Taelindra was a force to be reckoned with. She moved with the grace and agility of a seasoned warrior, her razor-sharp blades cutting through the enemy ranks like butter. With each strike, her eyes glinted with a fierce determination, a burning passion that fueled her every move. Even in the face of overwhelming odds, Taelindra never faltered, her unyielding spirit pushing her ever forward towards victory."

-- Xendarro, chronicler

Features

As a beetleborn sorcerer, you possess incredible powers granted by your ancestry that allow you to encase yourself in a metallic exoskeleton, conjure powerful weapons, and gain unique abilities based on who your ancestor was. Unlike other sorcerers, you engage in physical combat more frequently, equipped with armor and weapons that make you a formidable force on the battlefield. With your razor-sharp blades, you move with the grace and agility of a seasoned warrior, cutting through enemy ranks with ease.

Flabbergasting Ancestor

At 1st level, you possess 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 modifier (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 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.

Adaptive Armor (optional)

This 1st level feature replaces the Flabbergasting Ancestor feature. You have learned to adapt to different environments and situations through the use of your Beetle Suit. When you activate your Beetle Suit feature, you may choose one of the following adaptations to gain for the duration of your Beetle Suit:

  • Aquatic Adaptation: You gain a swimming speed equal to your walking speed and can breathe underwater.
  • Arctic Adaptation: You gain resistance to cold damage and ignore difficult terrain caused by snow and ice.
  • Desert Adaptation: You gain resistance to fire damage and can travel through sand at your normal speed.
  • Forest Adaptation: You gain proficiency in Stealth and can move through non-magical difficult terrain caused by undergrowth at your normal speed.
  • Mountain Adaptation: You gain proficiency in Athletics and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Underground Adaptation: You gain darkvision up to 60 feet and can burrow through non-magical, unworked earth and stone at a speed of 10 feet.

You can choose a different adaptation each time you activate your Beetle Suit feature, or you can choose the same adaptation each time.

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

| Weapon            |  Damage         | Weight | Properties                    |

|:------------------|:---------------:|:------:|:-----------------------------:|

| 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.

Phantasmic Beetlecraft (optional)

This 18th level feature replaces the Ultimate Metal feature. Your mastery over your Beetle Suit reaches an extraordinary level, allowing you to summon a Phantasmic Beetlecraft, a magical vehicle inspired by your ancestor's phantasmic abilities. As an action, you can spend 10 Sorcery Points to summon the Phantasmic Beetlecraft, a sleek and formidable vehicle that hovers just above the ground.

This magical vehicle lasts for 1 hour, and you can dismiss it as an action. Once you summon your Phantasmic Beetlecraft. You cannot do so again until you complete a long rest.

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