Sorcerer: Difference between revisions

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Long hair whipped by a conjured wind, a leonin spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.<br>
Long hair whipped by a conjured wind, a leonin spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.<br>
Crouching behind a stalagmite, a Goliath points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.<br>
Crouching behind a stalagmite, a Goliath points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.<br>
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.<br>
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.<br>
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.<br>
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.<br>
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.<br>
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Sorcerous Origin, Spellcasting || 0
| 1st || +2 || [[Sorcerer#Sorcerous Origin|Sorcerous Origin]], [[Sorcerer#Sepllcasting|Spellcasting]] || 0
|-
|-
| 2nd || +2 || Font of Magic || 300
| 2nd || +2 || [[Sorcerer#Font of Magic|Font of Magic]] || 300
|-
|-
| 3rd || +2 || Metamagic || 1,000
| 3rd || +2 || [[Sorcerer#Metamagic|Metamagic]] || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Sorcerer#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || Magical Guidance || 6,000
| 5th || +3 || [[Sorcerer#Magical Guidance|Magical Guidance]] || 6,000
|-
|-
| 6th || +3 || Sorcerous Origin Feature || 10,000
| 6th || +3 || [[Sorcerer#Sorcerous Origin Feature|Sorcerous Origin Feature]] || 10,000
|-
|-
| 7th || +3 || - || 20,000
| 7th || +3 || - || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 40,000
| 8th || +3 || [[Sorcerer#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
|-
| 9th || +4 || - || 60,000
| 9th || +4 || - || 60,000
|-
|-
| 10th || +4 || Metamagic Option || 80,000
| 10th || +4 || [[Sorcerer#Metamagic Option|Metamagic Option]] || 80,000
|-
|-
| 11th || +4 || - || 100,000
| 11th || +4 || - || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Sorcerer#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 || - || 140,000
| 13th || +5 || - || 140,000
|-
|-
| 14th || +5 || Sorcerous Origin Feature || 160,000
| 14th || +5 || [[Sorcerer#Sorcerous Origin Feature|Sorcerous Origin Feature]] || 160,000
|-
|-
| 15th || +5 || - || 180,000
| 15th || +5 || - || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Sorcerer#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || Metamagic Option || 225,000
| 17th || +6 || [[Sorcerer#Metamagic Option|Metamagic Option]] || 225,000
|-
|-
| 18th || +6 || Sorcerous Origin Feature || 250,000
| 18th || +6 || [[Sorcerer#Sorcerous Origin Feature|Sorcerous Origin Feature]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Sorcerer#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Supreme Sorcerery || 350,000
| 20th || +6 || [[Sorcerer#Supreme Sorcery|Supreme Sorcerery]] || 350,000
|}
|}


=== Class Information ===
=== Class Information ===
'''Hit Dice.''' 1d6 per Sorcerer Level.<br>
'''Hit Dice.''' 1d6 per Sorcerer Level<br>
'''1st Level Hitpoints.''' 6 + your Constitution Modifier.<br>
'''1st Level Hitpoints.''' 6 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d6 (or 4) + your Constitution Modifier per Sorcerer Level after 1st.<br>
'''Higher Level Hitpoints.''' 1d6 (increase to 4) + your Constitution Modifier per Sorcerer Level after 1st<br>
'''Armor Proficiencies.''' None.<br>
'''Armor Proficiencies.''' None<br>
'''Weapon Proficiencies.''' Daggers, Darts, Slings, Quarterstaffs, and Light Crossbows.<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], and [[Armor and Weapons#Simple Ranged Weapons|Light Crossbows]]<br>
'''Tool Proficiencies.''' None.<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Constitution and Charisma.<br>
'''Saving Throw Proficiencies.''' Constitution and Charisma<br>
'''Skill Proficiencies.''' Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.<br>
'''Skill Proficiencies.''' Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion<br>
'''Equipment.''' A Simple Weapon, an Arcane Focus, an Equipment Pack, and two Daggers.
'''Equipment.''' A [[Armor and Weapons#Simple Weapons|Simple Weapon]], an [[Armor and Weapons#Spellcasting Focuses|Arcane Focus]], an [[Equipment Packs|Equipment Pack]], and two [[Armor and Weapons#Simple Weapons|Daggers]]
<br><br>
<br><br>


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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Sorcerous Origin || 1st || You choose your subclass, and gain features at 1st, 6th, 14th, and 18th Level
| [[Sorcerer#Sorcerous Origin|Sorcerous Origin]] || 1st || You choose your subclass, and gain features at 1st, 6th, 14th, and 18th Level
|-
|-
| Spellcasting || 1st || You gain Spellcasting that uses Charisma and Learning Spells
| [[Sorcerer#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Charisma and Learning Spells
|-
|-
| Font of Magic || 2nd || You gain Sorcery Points that you can use to gain additional Spell Slots and can convert Spell Slots into Sorcery Points
| [[Sorcerer#Font of Magic|Font of Magic]] || 2nd || You gain Sorcery Points that you can use to gain additional Spell Slots and can convert Spell Slots into Sorcery Points
|-
|-
| Metamagic || 3rd || You can use your Sorcery Points to alter your Spells in a variety of ways
| [[Sorcerer#Metamagic|Metamagic]] || 3rd || You can use your Sorcery Points to alter your Spells in a variety of ways
|-
|-
| Ability Score Improvements || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
| [[Sorcerer#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
|-
| Magical Guidance || 5th || You can use Sorcery Points to reroll failed Ability Checks
| [[Sorcerer#Magical Guidance|Magical Guidance]] || 5th || You can use Sorcery Points to reroll failed Ability Checks
|-
|-
| Supreme Sorcery || 20th || You can Concentrate on two Spells at once
| [[Sorcerer#Supreme Sorcery|Supreme Sorcery]] || 20th || You can Concentrate on two Spells at once
|}
|}
<br>


==== Spellcasting ====
==== Spellcasting ====
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'''Spell Attack Bonus.''' your Charisma Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' your Charisma Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spellcasting Focus.''' An Arcane Focus<br>
'''Spell Learning Method.''' You learn one new spell every Level.
'''Spell Learning Method.''' You learn one new spell every Level
 
{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ [[Sorcerer Spells|Sorcerer Spell List]]
|-
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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| 20th || 6 || 21 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
| 20th || 6 || 21 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
|}
<br><br>
<br>


==== Sorcerous Origin ====
==== Sorcerous Origin ====
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! Name !! Complexity (1-5) !! Description
! Name !! Complexity (1-5) !! Description
|-
|-
| Aberrant Soul || 4 || You wield the power of the beyond to psionically cast magic and take on shifting twisted aberrant forms.
| [[Sorcerer#Aberrant Soul|Aberrant Soul]] || 4 || You wield the power of the beyond to psionically cast magic and take on shifting twisted aberrant forms.
|-
|-
| Clockwork Soul || 3 || You wield the power of law and order to remove randomness and replace it with perfect calculations.
| [[Sorcerer#Clockwork Soul|Clockwork Soul]] || 3 || You wield the power of law and order to remove randomness and replace it with perfect calculations.
|-
|-
| Desert Soul || 3 || You wield the power of the sands and the dunes to erode your foes' armor and embody a swirling sandstorm.
| [[Sorcerer#Desert Soul|Desert Soul]] || 3 || You wield the power of the sands and the dunes to erode your foes' armor and embody a swirling sandstorm.
|-
|-
| Divine Soul || 1  || You wield the power of the divine to both heal your allies and smite down those who would cross you.
| [[Sorcerer#Divine Soul|Divine Soul]] || 1  || You wield the power of the divine to both heal your allies and smite down those who would cross you.
|-
|-
| Draconic Soul || 1 || You wield the power of dragons to become a resilient mage, casting spells of elemental destruction.
| [[Sorcerer#Draconic Soul|Draconic Soul]] || 1 || You wield the power of dragons to become a resilient mage, casting spells of elemental destruction.
|-
|-
| Resonant Soul || 4 || You wield the power of sound and manipulate the world's ambient resonance to shake your foes to their core and ward your allies against harm.
| [[Sorcerer#Resonant Soul|Resonant Soul]] || 4 || You wield the power of sound and manipulate the world's ambient resonance to shake your foes to their core and ward your allies against harm.
|-
|-
| Shadow Soul || 4 || You wield the power of shadow to conjure zones of darkness which you draw on to fuel your abilities.
| [[Sorcerer#Shadow Soul|Shadow Soul]] || 4 || You wield the power of shadow to conjure zones of darkness which you draw on to fuel your abilities.
|-
|-
| Storming Soul || 2 || You wield the power of air and storm to soar through the skies while destroying your enemies with lightning and thunder.
| [[Sorcerer#Storming Soul|Storming Soul]] || 2 || You wield the power of air and storm to soar through the skies while destroying your enemies with lightning and thunder.
|-
|-
| Treasure Bound Soul || 3 || You wield the power of wealth and treasure to turn your foes into funds and to punish them for being greedier than you.
| [[Sorcerer#Treasure Bound Soul|Treasure Bound Soul]] || 3 || You wield the power of wealth and treasure to turn your foes into funds and to punish them for being greedier than you.
|-
|-
| Wild Magic || 4 || You wield the chaotic energy flowing through the world to burst uncontrollably with surges of wild magic when you cast spells.
| [[Sorcerer#Wild Magic|Wild Magic]] || 4 || You wield the chaotic energy flowing through the world to burst uncontrollably with surges of wild magic when you cast spells.
|}
|}
<br><br>
<br>


==== Font of Magic ====
==== Font of Magic ====
''2nd Level Sorcerer Feature''<br>
''2nd Level Sorcerer Feature''<br>
You tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.<br>
You tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.<br>
You have a number of Sorcery Points equal to your Level and regain all expended Sorcery Points when you finish a Long Rest.<br>
You have a number of Sorcery Points equal to your Sorcerer Level and regain all expended Sorcery Points when you finish a Long Rest.<br>
You can also, as a Bonus Action, transform Sorcery Points into Spell Slots up to 5th level that you can cast, these Spell Slots last until you finish a Long Rest. The following table indicates how many Sorcery Points each spell slot costs.
You can also, as a Bonus Action, transform Sorcery Points into Spell Slots up to 5th level that you can cast, these Spell Slots last until you finish a Long Rest. The following table indicates how many Sorcery Points each spell slot costs.
{| class="wikitable"
{| class="wikitable"
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*'''Heightened Spell.''' When you cast a Spell that forces a creature to make a Saving Throw to resist its effects, you can spend 3 Sorcery Points to give one target of the Spell Disadvantage on its first Saving Throw made against the Spell.
*'''Heightened Spell.''' When you cast a Spell that forces a creature to make a Saving Throw to resist its effects, you can spend 3 Sorcery Points to give one target of the Spell Disadvantage on its first Saving Throw made against the Spell.
*'''Malleable Spell.''' When you cast a Spell that has an area of effect, you can spend 2 Sorcery Points to increase the dimensions of the area created by 5ft.
*'''Malleable Spell.''' When you cast a Spell that has an area of effect, you can spend 2 Sorcery Points to increase the dimensions of the area created by 5ft.
*'''Quickened Spell.''' When you cast a spell that has a Casting Time of 1 Action, you can spend 2 Sorcery Points to change the Casting Time to 1 Bonus Action for this casting.
*'''Nonlethal Spell.''' When you cast a Spell that reduces a creature to 0 Hit Points, you can spend 1 Sorcery Point to make the Damage dealt by the Spell non-lethal
*'''Quickened Spell.''' When you cast a Spell that has a Casting Time of 1 Action, you can spend 2 Sorcery Points to change the Casting Time to 1 Bonus Action for this casting.
*'''Seeking Spell.''' If you miss on a Spell Attack Roll, you can spend 2 Sorcery Points to reroll the Attack, using the new Roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the Spell.
*'''Seeking Spell.''' If you miss on a Spell Attack Roll, you can spend 2 Sorcery Points to reroll the Attack, using the new Roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the Spell.
*'''Transmuted Spell.''' When you cast a Spell that deals a Damage Type from the following list, you can spend 1 Sorcery Point to change that Damage Type to one of the other listed Types: Acid, Cold, Fire, Lightning, Poison, Thunder.
*'''Transmuted Spell.''' When you cast a Spell that deals a Damage Type from the following list, you can spend 1 Sorcery Point to change that Damage Type to one of the other listed Types: Acid, Cold, Fire, Lightning, Poison, Thunder.
*'''Twinned Spell.''' When you cast a Spell, you can spend a number of Sorcery Points equal to the Spell’s Level to cast the Spell again as a Free Action. Any creatures affected by the first casting of the Spell are not affected by the second casting. Both instances of the spell count as a single spell for the purposes of Concentration. If the Spell is a Cantrip, it costs 1 Sorcery Point.
*'''Twinned Spell.''' When you cast a Spell, you can spend a number of Sorcery Points equal to the Spell’s Level to cast the Spell again as a Free Action. Any creatures affected by the first casting of the Spell are not affected by the second casting. Both instances of the spell count as a single spell for the purposes of Concentration. If the Spell is a Cantrip, it costs 1 Sorcery Point.
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==== Ability Score Improvements ====
==== Ability Score Improvements ====
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= Sorcerous Origins =
= Sorcerous Origins =
=== Aberrant Soul ===
== Aberrant Soul ==
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the Far Realm. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?<br>
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the Far Realm. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?<br>
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness?
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! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Psionic Spells|Psionic Spells]] || 1st || You gain free bonus Spells which you can swap out with Divination or Enchantment Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Telepathic Speech|Telepathic Speech]] || 1st || You can speak telepathically and the [[Cantrips#Mind Sliver|Mind Sliver]] Cantrip
|-
|-
| Example || 6th || Example
| [[Sorcerer#Psionic Sorcery|Psionic Sorcery]] || 6th || You can cast Psionic Spells with Sorcery Points and without Components
|-
|-
| Example || 6th || Example
| [[Sorcerer#Psychic Defense|Psychic Defense]] || 6th || You get Resistance to Psychic Damage and have Advantage at against being [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]]
|-
|-
| Example || 14th || Example
| [[Sorcerer#Aberrant Form|Aberrant Form]] || 14th || You can transform to see invisibility, fly, swim, and be squishy
|-
|-
| Example || 18th || Example
| [[Sorcerer#Warping Implosion|Warping Implosion]] || 18th || You can teleport and deal Damage to nearby foes
|}
|}
<br><br>
<br>


==== Psionic Spells ====
==== Psionic Spells ====
''1st Level Aberrant Soul Feature''<br>
''1st Level Aberrant Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Psionic 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Psionic 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Divination or an Enchantment Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Divination]] or an [[Enchantment]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Psionic Spells
|+ Psionic Spells
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! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Arms of Darkness, Dissonant Whispers
| 1st || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]], [[Level 1#Dissonant Whispers|Dissonant Whispers]]
|-
|-
| 3rd || Calm Emotions, Detect Thoughts
| 3rd || [[Level 2#Calm Emotions|Calm Emotions]], [[Level 2#Detect Thgouths|Detect Thoughts]]
|-
|-
| 5th || Hungering Darkness, Sending
| 5th || [[Level 3#Hungering Darkness|Hungering Darkness]], [[Level 3#Sending|Sending]]
|-
|-
| 7th || Black Tentacles, Hallucinatory Terrain
| 7th || [[Level 4#Black Tentacles|Black Tentacles]], [[Level 4#Hallucinatory Terrain|Hallucinatory Terrain]]
|-
|-
| 9th || Telepathic Bond, Telekinesis
| 9th || [[Level 5#Telepathic Bond|Telepathic Bond]], [[Level 5#Telekinesis|Telekinesis]]
|}
|}
<br><br>
<br>


==== Telepathic Speech ====
==== Telepathic Speech ====
''1st Level Aberrant Soul Feature''<br>
''1st Level Aberrant Soul Feature''<br>
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30ft of you. You and the chosen creature can communicate Telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma Modifier. To understand each other, you each must speak mentally in a Language the other knows.<br>
You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30ft of you. You and the chosen creature can communicate Telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma Modifier. To understand each other, you each must speak mentally in a [[Languages|Language]] the other knows.<br>
The telepathic connection lasts for a number of minutes equal to your Sorcerer Level. It ends early if you are Incapacitated, fall Unconscious, or you use this ability to form a connection with a different creature.<br>
The telepathic connection lasts for a number of minutes equal to your Sorcerer Level. It ends early if you are [[Conditions#Incapacitated|Incapacitated]], fall [[Conditions#Unconscious|Unconscious]], or you use this ability to form a connection with a different creature.<br>
You also learn the Mind Sliver Cantrip as a Sorcerer Spell which does not count against your number of Cantrips known.
You also learn the [[Cantrips#Mind Sliver|Mind Sliver]] Cantrip as a Sorcerer Spell which does not count against your number of Cantrips known.
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==== Psychic Defenses ====
==== Psychic Defenses ====
''6th Level Aberrant Soul Feature''<br>
''6th Level Aberrant Soul Feature''<br>
You gain Resistance to Psychic Damage, and you have Advantage on Saving Throws against being Charmed or Frightened.
You gain Resistance to Psychic Damage, and you have Advantage on Saving Throws against being [[Conditions#Charmed|Charmed]] or [[Conditions#Frightened|Frightened]].
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''14th Level Aberrant Soul Feature''<br>
''14th Level Aberrant Soul Feature''<br>
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 or more Sorcery Points to magically transform your body for 10 minutes. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 or more Sorcery Points to magically transform your body for 10 minutes. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
*You can see any Invisible creature within 60ft of you, provided it isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
*You can see any [[Conditions#Invisible|Invisible]] creature within 60ft of you, provided it isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
*You gain a Flying Speed equal to your Walking Speed, and you can Hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
*You gain a Flying Speed equal to your Walking Speed, and you can Hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
*You gain a Swimming Speed equal to twice your Walking Speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
*You gain a Swimming Speed equal to twice your Walking Speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
*Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5ft of movement to escape from non-magical Restraints or being Grappled.
*Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5ft of movement to escape from non-magical Restraints or being [[Conditions#Grappled|Grappled]].
<br><br>
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==== Warping Implosion ====
==== Warping Implosion ====
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<br><br><br>
<br><br><br>


=== Clockwork Soul ===
== Clockwork Soul ==
The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
<br><br>
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! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Clockwork Spells|Clockwork Spells]] || 1st || You gain free bonus Spells which you can swap out with Abjuration or Transmutation Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Restore Balance|Restore Balance]] || 1st || You can nullify Advantage and Disadvantage
|-
|-
| Example || 6th || Example
| [[Sorcerer#Clockwork Sorcery|Clockwork Sorcery]] || 6th || You can cast your Clockwork Spells with Sorcery Points and can change their targets
|-
|-
| Example || 14th || Example
| [[Sorcerer#Trance of Order|Trance of Order]] || 14th || You can transform so no Attacks against you have Advantage and all of your Attacks get at least a 10
|-
|-
| Example || 18th || Example
| [[Sorcerer#Clockwork Cavalcade|Clockwork Cavalcade]] || 18th || You can summon a spirit to heal allies, repair objects, and end Spells
|}
|}
<br><br>
<br>


==== Clockwork Spells ====
==== Clockwork Spells ====
''1st Level Clockwork Soul Feature''<br>
''1st Level Clockwork Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Clockwork 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Clockwork 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.<br>
At 7AM each day, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or a Transmutation Spell from the Sorcerer, Warlock, or Wizard Spell List.
At 7AM each day, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an [[Abjuration]] or a [[Transmutation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Clockwork Spells
|+ Clockwork Spells
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! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Alarm, Protection From Evil and Good
| 1st || [[Level 1#Alarm|Alarm]], [[Level 1#Protection From Evil and Good|Protection From Evil and Good]]
|-
|-
| 3rd || Air Strike Shield, Immovable Object
| 3rd || [[Level 2#Air Strike Shield|Air Strike Shield]], [[Level 2#Immovable Object|Immovable Object]]
|-
|-
| 5th || Dispel Magic, Protection From Energy
| 5th || [[Level 3#Dispel Magic|Dispel Magic]], [[Level 3#Protection From Energy|Protection From Energy]]
|-
|-
| 7th || Death Ward, Freedom of Movement
| 7th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Freedom of Movement|Freedom of Movement]]
|-
|-
| 9th || Greater Restoration, Wall of Force
| 9th || [[Level 5#Greater Restoration|Greater Restoration]], [[Level 5#Wall of Force|Wall of Force]]
|}
|}
<br><br>
<br>


==== Restore Balance ====
==== Restore Balance ====
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==== Clockwork Sorcery ====
==== Clockwork Sorcery ====
''6th Level Clockwork Soul Feature''<br>
''6th Level Clockwork Soul Feature''<br>
When you cast any Spell of 1st Level or higher from your Clockwork Spells, you can cast it by expending a Spell Slot as normal or by spending a number of Sorcery Points equal to the Spell’s Level. If you cast the spell using Sorcery Points and it has a Duration greater than Instant, you can use a Bonus Action after the Spell is cast to change the target or point of origin for the spell to effect. You can upcast Spells you cast with Sorcery Points from this feature, but only up to 5th Level.
When you cast any Spell of 1st Level or higher from your Clockwork Spells, you can cast it by expending a Spell Slot as normal or by spending a number of Sorcery Points equal to the Spell’s Level. If you cast the spell using Sorcery Points and it has a Duration greater than Instant, you can use a Bonus Action after the Spell is cast to change the target or point of origin for the Spell to effect. You can upcast Spells you cast with Sorcery Points from this feature, but only up to 5th Level.
<br><br>
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<br><br><br>
<br><br><br>


=== Desert Soul ===
== Desert Soul ==
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
<br><br>
<br><br>
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! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Desert Spells|Desert Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Dunetreader|Dunetreader]] || 1st || You ignore sandy Difficult Terrain and Extreme Heat and get Resistance to Fire Damage
|-
|-
| Example || 1st || Example
| [[Sorcerer#Sandstorm|Sandstorm]] || 1st || You can lower the AC of one creature affected by a Spell you cast
|-
|-
| Example || 6th || Example
| [[Sorcerer#Furious Storm|Furious Storm]] || 6th || You use Sandstorm on all creatures instead of just one
|-
|-
| Example || 14th || Example
| [[Sorcerer#One With the Dunes|One With the Dunes]] || 14th || You can transform to resist being [[Conditions#Grappled|Grappled]], [[Conditions#Restrained|Restrained]], [[Conditions#Slowed|Slowed]], become squishy, move through enemies, not provoke Opportunity Attacks, take less Damage from Attacks, and reduce enemies AC when they hit you
|-
|-
| Example || 18th || Example
| [[Sorcerer#Tiwster|Twister]] || 18th || When you use One With the Dunes, you become Huge and a sandstorm, reducing the AC of enemies and deal some Damage to them whenever your turn starts or their turn starts
|}
|}
<br><br>
<br>


==== Desert Spells ====
==== Desert Spells ====
''1st Level Desert Soul Feature''<br>
''1st Level Desert Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Desert 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Desert Spells
|+ Desert Spells
Line 407: Line 415:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Burning Hands, Create or Destroy Water
| 1st || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Arms|Create or Destroy Water]]
|-
|-
| 3rd || Mirror Image, Dust Devil
| 3rd || [[Level 2#Mirror Image|Mirror Image]], [[Level 2#Dust Devil|Dust Devil]]
|-
|-
| 5th || Fly, Wall of Sand
| 5th || [[Level 3#Fly|Fly]], [[Level 3#Wall of Sand|Wall of Sand]]
|-
|-
| 7th || Cyclone, Wind Funnel
| 7th || [[Level 4#Cyclone|Cyclone]], [[Level 4#Wind Funnel|Wind Funnel]]
|-
|-
| 9th || Control Winds, Insect Plague
| 9th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Insect Plague|Insect Plague]]
|}
|}
<br><br>
<br>


==== Dunetreader ====
==== Dunetreader ====
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==== Sandstorm ====
==== Sandstorm ====
''1st Level Desert Soul Feature''<br>
''1st Level Desert Soul Feature''<br>
Just as the desert and sandstorms beat down on travelers, slowly eroding both rock and building, you too slowly wash away your foe's defense in a shower of sand. When you cast a Spell of 1st Level or higher, you can choose one target of the Spell. If you hit that target with the Spell Attack or it failed a Saving Throw imposed by the Spell, that creature must make a Constitution Saving Throw against your Spell Save DC, on a failed Save, the target has its AC reduced by 1 for 1 minute. This affect can reduce a creature's AC by a total amount equal to your Charisma Modifier, and when you reduce a creature's AC with this feature the duration of the reduction is refreshed back to 1 minute.
Just as the desert and sandstorms beat down on travelers, slowly eroding both rock and structure, you too slowly wash away your foe's defense in a shower of sand. When you cast a Spell of 1st Level or higher, you can choose one target of the Spell. If you hit that target with the Spell Attack or it failed a Saving Throw imposed by the Spell, that creature must make a Constitution Saving Throw against your Spell Save DC, on a failed Save, the target has its AC reduced by 1 for 1 minute. This affect can reduce a creature's AC by a total amount equal to your Charisma Modifier, and when you reduce a creature's AC with this feature the duration of the reduction is refreshed back to 1 minute.
<br><br>
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<br><br>
<br><br>


==== One With The Dunes ====
==== One With the Dunes ====
''14th Level Desert Soul Feature''<br>
''14th Level Desert Soul Feature''<br>
You can become as intangible as sand. As a Bonus Action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
You can become as intangible as sand. As a Bonus Action to magically transform yourself into a sand-like form. In this form, you have the following benefits:
*You can’t be Grappled, Restrained, or Slowed.
*You can’t be [[Conditions#Grappled|Grappled]], [[Conditions#Restrained|Restrained]], or [[Conditions#Slowed|Slowed]].
*You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
*You and any equipment you are wearing or carrying can move through a space as narrow as 1 inch without squeezing.
*You can move through the space of any creature, regardless of its Size.
*You can move through the space of any creature, regardless of its Size.
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*When a creature you can see hits you with an Attack, you can use your Reaction to turn to sand. Until the end of that turn, you have Resistance to all Damage.
*When a creature you can see hits you with an Attack, you can use your Reaction to turn to sand. Until the end of that turn, you have Resistance to all Damage.
*If you are hit by a Melee Attack, the creature that Attacked you has its AC reduced by 1 per your Sandstorm feature.
*If you are hit by a Melee Attack, the creature that Attacked you has its AC reduced by 1 per your Sandstorm feature.
You remain in this form for 1 minute. It ends early if you are Incapacitated, if you fall Unconscious, or if you dismiss it as a Free Action. Once you use this Bonus Action you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
You remain in this form for 1 minute. It ends early if you are [[Conditions#Incapacitated|Incapacitated]], if you fall [[Conditions#Unconscious|Unconscious]], or if you dismiss it as a Free Action. Once you use this Bonus Action you can't use it again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
<br><br>
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*Your size becomes Huge and you grow to be 30ft tall, if there is not enough space for one or both of these changes, you grow to be the maximum Size and height possible.
*Your size becomes Huge and you grow to be 30ft tall, if there is not enough space for one or both of these changes, you grow to be the maximum Size and height possible.
*Other creatures can occupy the same space as you.
*Other creatures can occupy the same space as you.
*You cannot be knocked Prone, and you gain Blindsight out to 60ft.
*You cannot be knocked [[Conditions#Prone|Prone]], and you gain Blindsight out to a Range of 60ft.
*When a creature within 5ft of you or in your space starts its turn, you can force it to make a Strength Saving Throw against your Spell Save DC, on a failure, the creature's AC is reduced by 1 per your Sandstorm feature, and you can move that creature 10ft in any direction. If it ends this movement in your space and is in the air, it remains suspended in the air until the end of its turn after which it harmlessly floats to the ground.
*When a creature within 5ft of you or in your space starts its turn, you can force it to make a Strength Saving Throw against your Spell Save DC, on a failure, the creature's AC is reduced by 1 per your Sandstorm feature, and you can move that creature 10ft in any direction. If it ends this movement in your space and is in the air, it remains suspended in the air until the end of its turn after which it harmlessly floats to the ground.
*At the start of your turn, you can force every creature of your choice within 5ft of you or in your space to make a Constitution Saving Throw. On a failed Save a creature takes 1d6 Magical Piercing Damage and 1d6 Fire Damage and has it's AC reduced by 1 per your Sandstorm Feature.
*At the start of your turn, you can force every creature of your choice within 5ft of you or in your space to make a Constitution Saving Throw. On a failed Save a creature takes 1d6 Magical Piercing Damage and 1d6 Fire Damage and has it's AC reduced by 1 per your Sandstorm Feature.
<br><br><br>
<br><br>


== Divine Soul ==
== Divine Soul ==
Line 466: Line 474:
! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Divine Spells|Divine Spells]] || 1st || You gain free bonus Spells which you can swap out with Divination or Necromancy Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Favored by the Three|Favored by the Three]] || 1st || You can buff your missed Attacks or failed Saving Throws
|-
|-
| Example || 6th || Example
| [[Sorcerer#Empowered Healing|Empowered Healing]] || 6th || You can buff nearby healing
|-
|-
| Example || 14th || Example
| [[Sorcerer#Otherworldly Wings|Otherworldly Wings]] || 14th || You can fly
|-
|-
| Example || 18th || Example
| [[Sorcerer#Unearthly Recovery|Unearthly Recovery]] || 18th || You can heal to full health
|}
|}
<br><br>
<br>


==== Divine Spells ====
==== Divine Spells ====
''1st Level Divine Soul Feature''<br>
''1st Level Divine Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Divine 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Divine 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Divination or a Necromancy Spell from the Cleric, Sorcerer, Warlock or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Divination]] or a [[Necromancy]] Spell from the [[Cleric Spells|Cleric]], [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Divine Spells
|+ Divine Spells
Line 487: Line 495:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Cure Wounds, Inflict Wounds
| 1st || [[Level 1#Cure Wounds|Cure Wounds]], [[Level 1#Inflict Wounds|Inflict Wounds]]
|-
|-
| 3rd || Augury, Healing Spirit
| 3rd || [[Level 2#Augury|Augury]], [[Level 2#Healing Spirit|Healing Spirit]]
|-
|-
| 5th || Revivify, Healing Wave
| 5th || [[Level 3#Revivify|Revivify]], [[Level 3#Healing Wave|Healing Wave]]
|-
|-
| 7th || Divination, Holy Glare
| 7th || [[Level 4#Divination|Divination]], [[Level 4#Holy Glare|Holy Glare]]
|-
|-
| 9th || Dawn, Mass Cure Wounds
| 9th || [[Level 5#Dawn|Dawn]], [[Level 5#Mass Cure Wound|Mass Cure Wounds]]
|}
|}
<br><br>
<br>


==== Favored By The Three ====
==== Favored by the Three ====
''1st Level Divine Soul Feature''<br>
''1st Level Divine Soul Feature''<br>
Divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the Roll.<br>
Divine power guards your destiny. If you fail a Saving Throw or miss with an Attack Roll, you can roll 2d4 and add it to the Roll.<br>
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==== Empowered Healing ====
==== Empowered Healing ====
''6th Level Divine Soul Feature''<br>
''6th Level Divine Soul Feature''<br>
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints a Spell restores, you can spend 1 Sorcery Point to reroll any number of those Dice once, provided you aren’t Incapacitated. You can use this feature only once per turn.
The divine energy coursing through you can empower healing spells. Whenever you or a creature of your choice within 5ft of you Rolls to determine the number of Hit Roints a Spell restores, you can spend 1 Sorcery Point to reroll any number of those Dice once, provided you aren’t [[Conditions#Incapacitated|Incapacitated]]. You can use this feature only once per turn.
<br><br>
<br><br>


==== Otherworldly Wings ====
==== Otherworldly Wings ====
''14th Level Divine Soul Feature''<br>
''14th Level Divine Soul Feature''<br>
You can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re Incapacitated, you fall Unconscious, or you dismiss them as a Bonus Action.
You can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re [[Conditions#Incapacitated|Incapacitated]], you fall [[Conditions#Unconscious|Unconscious]], or you dismiss them as a Bonus Action.
<br><br>
<br><br>


==== Unearthly Recovery ====
==== Unearthly Recovery ====
''18th Level Divine Soul Feature''<br>
''18th Level Divine Soul Feature''<br>
You gain the ability to overcome grievous injuries. As a Bonus Action when you are missing any of your Hit Points, you can regain a number of Hit Points that would bring you up to your maximum.<br>
You gain the ability to overcome grievous injuries. As a Bonus Action you can regain a number of Hit Points that would bring you up to your maximum number of Hit Points.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
Once you use this feature, you can’t use it again until you finish a Long Rest.
<br><br><br>
<br><br><br>
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! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Draconic Spells|Draconic Spells]] || 1st || You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Dragon Ancestor|Dragon Ancestor]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you learn [[Languages|Draikyaan]], and you're better at interacting with Dragons
|-
|-
| Example || 1st || Example
| [[Sorcerer#Draconic Resilience|Draconic Resilience]] || 1st || You get more Hit Points and a higher AC
|-
|-
| Example || 6th || Example
| [[Sorcerer#Elemental Affinity|Elemental Affinity]] || 6th || You deal additional Damage when you deal the Damage Type you chose in Dragon Ancestor
|-
|-
| Example || 14th || Example
| [[Sorcerer#Dragon Wings|Dragon Wings]] || 14th || You can fly
|-
|-
| Example || 18th || Example
| [[Sorcerer#Draconic Presence|Draconic Presence]] || 18th || You can [[Conditions#Frightened|Frighten]] or [[Conditions#Charmed|Charm]] nearby foes
|}
|}
<br><br>
<br>


==== Draconic Spells ====
==== Draconic Spells ====
''1st Level Draconic Soul Feature''<br>
''1st Level Draconic Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Draconic 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Draconic 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an [[Abjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Draconic Spells
|+ Draconic Spells
Line 553: Line 561:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Absorb Elements, Chromatic Orb
| 1st || [[Level 1#Absorb Elements|Absorb Elements, [[Level 1#Chromatic Orb|Chromatic Orb]]
|-
|-
| 3rd || Dragon's Breath, Demand Offering
| 3rd || [[Level 1#Dragon's Breath|Dragon's Breath]], [[Level 1#Demand Offering|Demand Offering]]
|-
|-
| 5th || Fear, Fly
| 5th || [[Level 1#Fear|Fear]], [[Level 1#Fly|Fly]]
|-
|-
| 7th || Elemental Bane, Secret Chest
| 7th || [[Level 1#Elemental Bane|Elemental Bane]], [[Level 1#Secret Chest|Secret Chest]]
|-
|-
| 9th || Legend Lore, Destructive Wave
| 9th || [[Level 1#Legend Lore|Legend Lore]], [[Level 1#Destructive Wave|Destructive Wave]]
|}
|}
<br><br>
<br>


==== Dragon Ancestor ====
==== Dragon Ancestor ====
Line 569: Line 577:
You choose one type of dragon as your ancestor. The Damage Type associated with each dragon is used by features you gain later:<br>
You choose one type of dragon as your ancestor. The Damage Type associated with each dragon is used by features you gain later:<br>
Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiant), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).<br>
Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiant), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold).<br>
You can speak, read, and write Draikyaan. Additionally, whenever you make a Charisma Check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the Check.
You also learn to speak, read, and write [[Languages|Draikyaan]]. Additionally, whenever you make a Charisma Check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the Check.
<br><br>
<br><br>


Line 575: Line 583:
''1st Level Draconic Soul Feature''<br>
''1st Level Draconic Soul Feature''<br>
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your Hit Point Maximum increases by 1 and increases by 1 again whenever you gain a Level in this class.<br>
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your Hit Point Maximum increases by 1 and increases by 1 again whenever you gain a Level in this class.<br>
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing Armor, your AC equals 13 + your Dexterity Modifier.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing [[Armor and Weapons#Armor|Armor]], your AC equals 13 + your Dexterity Modifier.
<br><br>
<br><br>


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==== Dragon Wings ====
==== Dragon Wings ====
''14th Level Draconic Soul Feature''<br>
''14th Level Draconic Soul Feature''<br>
You can use a Bonus Action to manifest a pair of draconic wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re Incapacitated, you fall Unconscious, or you dismiss them as a Bonus Action.
You can use a Bonus Action to manifest a pair of draconic wings from your back. While the wings are present, you have a Flying Speed of 30ft. The wings last until you’re [[Conditions#Incapacitated|Incapacitated]], you fall [[Conditions#Unconscious|Unconscious]], or you dismiss them as a Bonus Action.
<br><br>
<br><br>


==== Draconic Presence ====
==== Draconic Presence ====
''18th Level Draconic Soul Feature''<br>
''18th Level Draconic Soul Feature''<br>
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or terrified. As an Action, you can spend 5 Sorcery Points to draw on this power and exude an Aura of Awe or Fear (your choice) which is 60ft Moving Emanation. For 1 minute or until you lose your Concentration, every creature of your choice that starts its turn in this aura must succeed on a Wisdom Saving Throw, on a failed Save, the creature is Charmed by you (if you chose Awe) or Frightened of you (if you chose Fear) until the Aura ends. A creature that succeeds on this Saving Throw is Immune to your Aura for 24 hours.
You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or terrified. As an Action, you can spend 5 Sorcery Points to draw on this power and exude an Aura of Awe or Fear (your choice) which is 60ft Moving Emanation. For 1 minute or until you lose your Concentration on this effect, every creature of your choice that starts its turn in this aura must succeed on a Wisdom Saving Throw, on a failed Save, the creature is [[Conditions#Charmed|Charmed]] by you (if you chose Awe) or [[Conditions#Frightened|Frightened]] of you (if you chose Fear) until the Aura ends. A creature that succeeds on this Saving Throw is Immune to your Aura for 24 hours.
<br><br><br>
<br><br><br>


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Your innate magic comes from the vibrations, oscillations, and frequencies that the world produces. You have always had a keen sense of how the world, and everything within it, is always in constant motion. The pattern of the weave, the way of which people speak, the rhythm of magic, all of it come together in a rhythm, a beat, a vibration, an oscillation, or a frequency, and you have the innate ability to hear and feel those subtle vibrations and frequencies that make up the entirety of the universe. Perhaps you were musically inclined as a child or could hear ringing when natural disasters were to occur, but regardless of your background, your innate magic grows and you can attune yourself to these vibrations around you to better alter the weave and magic itself
Your innate magic comes from the vibrations, oscillations, and frequencies that the world produces. You have always had a keen sense of how the world, and everything within it, is always in constant motion. The pattern of the weave, the way of which people speak, the rhythm of magic, all of it come together in a rhythm, a beat, a vibration, an oscillation, or a frequency, and you have the innate ability to hear and feel those subtle vibrations and frequencies that make up the entirety of the universe. Perhaps you were musically inclined as a child or could hear ringing when natural disasters were to occur, but regardless of your background, your innate magic grows and you can attune yourself to these vibrations around you to better alter the weave and magic itself
<br><br>
<br><br>
{| class="wikitable"
|+ Resonant Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Sorcerer#Resonant Spells|Resonant Spells]] || 1st || You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
|-
| [[Sorcerer#Frequency Attuned|Frequency Attuned]] || 1st || When you cast Spells you get Blindsight, if you cast Thunder or Force Damage Spells or Resonant Spells you can Search for free
|-
| [[Sorcerer#Dampen and Ampllify|Dampen and Amplify]] || 1st || When Spells make noise you can increase or decrease the noise
|-
| [[Sorcerer#Forceful Resonance|Forceful Resonance]] || 6th || you can spend Sorcery Points to create a barrier of force to block Ranged Attacks
|-
| [[Sorcerer#Wavelength Sensitivity|Wavelength Sensitivity]] || 6th || You're better at Perception and can dispel Silence and effects similar to Shield with Thunder or Force Spells respectively
|-
| [[Sorcerer#Isolating Oscillations|Isolating Oscillations]] || 14th || When you deal Force or Thunder Damage you can either [[Conditions#Deafened|Deafen]] the target, give it Vulnerability to Force or Thunder Damage, or make it harder to target with Spells
|-
| [[Sorcerer#Vibration Mastery|Vibration Mastery]] || 18th || You can transform to gain Truesight, Jump better without provoking Opportunity Attacks, and knock enemies [[Conditions#Prone|Prone]]
|}
<br>


==== Resonant Spells ====
==== Resonant Spells ====
''1st Level Resonant Soul Feature''<br>
''1st Level Resonant Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Resonant 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Resonant 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an Abjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be an [[Abjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Resonant Spells
|+ Resonant Spells
Line 607: Line 636:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Magic Missile, Thunderwave
| 1st || [[Level 1#Magic Missile|Magic Missile]], [[Level 1#Thunderwave|Thunderwave]]
|-
|-
| 3rd || Shatter, Silence  
| 3rd || [[Level 2#Shatter|Shatter]], [[Level 2#Silence|Silence]]
|-
|-
| 5th || Pulse Wave, Thunderstep
| 5th || [[Level 3#Pulse Wave|Pulse Wave]], [[Level 3#Thunderstep|Thunderstep]]
|-
|-
| 7th || Destructive Resonance, Gravity Sinkhole
| 7th || [[Level 4#Destructive Resonance|Destructive Resonance]], [[Level 4#Gravity Sinkhole|Gravity Sinkhole]]
|-
|-
| 9th || Destruction Wave, Sonic Boom
| 9th || [[Level 5#Destructive Wave|Destructive Wave]], [[Level 5#Sonic Boom|Sonic Boom]]
|}
|}
<br><br>
<br>


==== Frequency Attuned ====
==== Frequency Attuned ====
''1st Level Resonant Soul Feature''<br>
''1st Level Resonant Soul Feature''<br>
Your senses have become awakened to the vibrations within the ground and the atmospheric magic around you; and when those oscillations have been disturbed you can immediately see the effects ripple around you. Whenever you cast a Spell of 1st Level or higher, you can choose to cause its magical effects to cause ripples into the vibrations of the universe, granting you Blindsight out to a Range equal to 10ft per Sorcerer Level that lasts until the end of your next turn.<br>
Your senses have become awakened to the vibrations within the ground and the atmospheric magic around you; and when those oscillations have been disturbed you can immediately see the effects ripple around you. Whenever you cast a Spell of 1st Level or higher, you can choose to cause its magical effects to cause ripples into the vibrations of the universe, granting you Blindsight out to a Range of a number of feet equal to 10 x your Sorcerer Level that lasts until the end of your next turn.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend 1 Sorcery Point to double the Range of this Blindsight.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. You can expend 1 Sorcery Point to double the Range of this Blindsight.<br>
If you use this feature after casting a Resonant Spell or a Sorcerer sSell that deals Thunder or Force Damage, you can also take the Search Action as part of the Action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you.
If you use this feature after casting a Resonant Spell or a Sorcerer Spell that deals Thunder or Force Damage, you can also take the Search Action as part of the Action or Bonus Action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you.
<br><br>
<br><br>


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*'''Amplify.''' When you Amplify a Sorcerer Spell, the amplitude of the sound and the distance the sound travels that the Spell produces is multiplied by two.
*'''Amplify.''' When you Amplify a Sorcerer Spell, the amplitude of the sound and the distance the sound travels that the Spell produces is multiplied by two.
*'''Dampen.''' When you Dampen a Sorcerer Spell, the Spell does not produce any sound if it normally would. A creature who can see into the Second Ward can see visible waves coming from spells that you’ve dampened that would’ve normally made sound.
*'''Dampen.''' When you Dampen a Sorcerer Spell, the Spell does not produce any sound if it normally would. A creature who can see into the Second Ward can see visible waves coming from spells that you’ve dampened that would’ve normally made sound.
<br><br>
<br>


==== Forceful Resonance ====
==== Forceful Resonance ====
''6th Level Resonant Soul Feature''<br>
''6th Level Resonant Soul Feature''<br>
You’ve learned how to manipulate the vibrations and oscillations of khaagaazh to create temporary barriers of intense vibrations. As an Action, you can expend 2 Sorcery Points to create a 5ft tall, 15ft wide, and 1ft thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5ft of you, where the barrier moves with the creature. The barrier lasts for 1 minute, or until you end it early by dismissing it as an Action. Any Ranged Weapon or Spell Attack that must pass through the barrier has Disadvantage, and if the creature rolls a 1 on the Attack Roll, the Attack is reflected, causing the creature who made the Attack to be hit by it.
You’ve learned how to manipulate the vibrations and oscillations of khaagaazh to create temporary barriers of intense vibrations. As an Action, you can expend 2 Sorcery Points to create a 5ft tall, 15ft wide, and 1ft thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5ft of you, where the barrier moves with the creature. The barrier lasts for 1 minute, or until you end it early by dismissing it as an Action. Any Ranged Weapon or Spell Attack that passes through the barrier has Disadvantage, and if the creature rolls a 1 on the Attack Roll, the Attack is reflected, causing the creature who made the Attack to be hit by it.
<br><br>
<br><br>


==== Wavelength Sensitivity ====
==== Wavelength Sensitivity ====
''6th Level Resonant Soul Feature''<br>
''6th Level Resonant Soul Feature''<br>
You’ve become much more sensitive to the various waves and frequencies around you, and you know how to better shape and break them. You can add your Charisma Modifier to any Wisdom (Perception) Checks you make, as well as to your Passive Perception.<br>
You’ve become much more sensitive to the various waves and frequencies around you, and you know how to better shape and break them. You add your Charisma Modifier your Wisdom (Perception) Checks.<br>
Additionally, whenever you cast a Spell that deals Thunder Damage, and the Spell's area overlaps with the area of the Silence Spell, you can expend 1 Sorcery Point to dispel the Silence Spell. Similarly, if you cast a spell that deals Force Damage and the Damage would be reduced by a magical effect akin to the Shield Spell, or a Brooch of Shielding, you can spend 1 Sorcery Point to ignore that magical effect.
Additionally, whenever you cast a Spell that deals Thunder Damage, and the Spell's area overlaps with the area of the [[Level 2#Silence|Silence]] Spell, you can expend 1 Sorcery Point to dispel the Silence Spell. Similarly, if you cast a spell that deals Force Damage and the Damage would be reduced by a magical effect akin to the [[Level 1#Shield|Shield]] Spell, or a Brooch of Shielding, you can spend 1 Sorcery Point to ignore that magical effect.
<br><br>
<br><br>


==== Isolating Oscillations ====
==== Isolating Oscillations ====
''14th Level Resonant Soul Feature''<br>
''14th Level Resonant Soul Feature''<br>
You’ve learned how to expertly alter those vibrations of the world, to completely isolate creatures in magical ways. When you deal Force or Thunder Damage with a Sorcerer Spell of 1st Level or higher, you can force the sound-waves and oscillations of the universe to be altered around one creature that you had dealt Damage to in one of the following ways until the end of their next turn.
You’ve learned how to expertly alter those vibrations of the world, to completely isolate creatures in magical ways. When you deal Force or Thunder Damage with a Spell of 1st Level or higher, you can force the sound-waves and oscillations of the universe to be altered around one creature that you had dealt Damage to in one of the following ways of your choice until the end of their next turn:
*The creature becomes Deafened, as the oscillations change to become destructively interferent.
*The creature becomes [[Conditions#Deafened|Deafened]], as the oscillations change to become destructively interferent.
*The creature gains Vulnerability to Thunder or Force Damage (your choice), as the oscillations change to become constructively interferent.
*The creature gains Vulnerability to Thunder or Force Damage (your choice), as the oscillations change to become constructively interferent.
*The creature is Slowed, as the oscillations around them become discordant and difficult to pass through.
*The creature is [[Conditions#Slowed|Slowed]], as the oscillations around them become discordant and difficult to pass through.
*You strip the oscillations of atmospheric magic that surrounds the creature temporarily. Any creature that attempts to affect the targeted creature with a Spell or when the affected creature attempts to cast a Spell, it must first succeed on a Constitution Saving Throw against your Spell Save DC, the spell fails and is unable to penetrate the barrier on a failed Save.<br>
*You strip the oscillations of atmospheric magic that surrounds the creature temporarily. Any creature that attempts to affect the targeted creature with a Spell or when the affected creature attempts to cast a Spell, it must first succeed on a Constitution Saving Throw against your Spell Save DC, the Spell fails and is unable to penetrate the barrier on a failed Save.<br>
You can use this feature an amount of times equal to your Proficiency Bonus, regaining expended uses after you finish a Long Rest, unless you expend 2 Sorcery Points to use it against.
You can use this feature an amount of times equal to your Proficiency Bonus, regaining expended uses after you finish a Long Rest, unless you expend 2 Sorcery Points to use it against.
<br><br>
<br><br>
Line 659: Line 688:
*You gain Truesight out to a Range of 120ft
*You gain Truesight out to a Range of 120ft
*You can Jump a number of feet equal to your 10 times your Charisma Modifier once per turn which does not provoke Opportunity Attacks
*You can Jump a number of feet equal to your 10 times your Charisma Modifier once per turn which does not provoke Opportunity Attacks
*Whenever you deal Thunder or Force Damage with a Sorcerer Spell of 1st Level or higher, each creature of your choice within 60ft of you takes Thunder or Force damage equal to your Sorcerer Level and must succeed on a Strength Saving Throw against your Spell Save DC or be knocked Prone.
*Whenever you deal Thunder or Force Damage with a Sorcerer Spell of 1st Level or higher, each creature of your choice within 60ft of you takes Thunder or Force damage equal to your Sorcerer Level and must succeed on a Strength Saving Throw against your Spell Save DC or be knocked [[Conditions#Prone|Prone]].
This state lasts for 1 minute or until you dismiss it early as a Bonus Action. You can use this Bonus Action once until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
This state lasts for 1 minute or until you dismiss it early as a Bonus Action. You can use this Bonus Action once until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.
<br><br><br>
<br><br><br>
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The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
<br><br>
<br><br>
{| class="wikitable"
|+ Shadow Features
|-
! Features !! Level !! Quick Explanation
|-
| [[Sorcerer#Shadow Spells|Shadow Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Illusion Spells
|-
| [[Sorcerer#Eyes of the Dark|Eyes of the Dark]] || 1st || You get Darkvision
|-
| [[Sorcerer#Shape the Shadows|Shape the Shadows]] || 1st || You summon Dark Spots as a Bonus Action or when you cast a Spell
|-
| [[Sorcerer#Shadowed Vitality|Shadowed Vitality]] || 1st || You can remove a Dark Spot to reduce your Damage
|-
| [[Sorcerer#Dance of Darkness|Dance of Darkness]] || 6th || You can remove Dark Spots to Damage enemies or help allies
|-
| [[Sorcerer#Viscous Void|Viscous Void]] || 14th || You Dark Spots are Difficult Terrain, are bigger, and you can have more of them
|-
| [[Sorcerer#Shades and Shadws|Shades and Shadows]] || 18th || All the ways you use your Dark Spots improve
|}
<br>


==== Shadow Spells ====
==== Shadow Spells ====
''1st Level Shadow Soul Feature''<br>
''1st Level Shadow Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Shadow 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Shadow 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Illusion Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuratin]] or an [[Illusion]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Shadow Spells
|+ Shadow Spells
Line 677: Line 727:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Arms of Darkness, Bane
| 1st || [[Level 1#Arms of Brokhziqiel|Arms of Brokhziqiel]], [[Level 1#Bane|Bane]]
|-
|-
| 3rd || Pass Without Trace, Silence
| 3rd || [[Level 2#Pass Without Trace|Pass Without Trace]], [[Level 2#Silence|Silence]]
|-
|-
| 5th || Bestow Curse, Hungering Darkness
| 5th || [[Level 3#Bestow Curse|Bestow Curse]], [[Level 3#Hungering Darkness|Hungering Darkness]]
|-
|-
| 7th || Greater Invisibility, Shadow of Moil
| 7th || [[Level 4#Greater Invisibility|Greater Invisibility]], [[Level 4#Shadow of Moil|Shadow of Moil]]
|-
|-
| 9th || Enervation, Negative Energy Flood
| 9th || [[Level 5#Enervation|Enervation]], [[Level 5#Negative Energy Flood|Negative Energy Flood]]
|}
|}
<br><br>
<br>


==== Eyes of the Dark ====
==== Eyes of the Dark ====
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''1st Level Shadow Soul Feature''<br>
''1st Level Shadow Soul Feature''<br>
You gain the abilities to shape the darkness around you. As an Action you can draw Dim Light out of Dim Light or Darkness within 30ft of you, when you do so, you create a Dark Spot, a 10ft Cube of non-magical Dim Light. This Dark Spot must be touching the Dim Light or Darkness you previously chose.<br>
You gain the abilities to shape the darkness around you. As an Action you can draw Dim Light out of Dim Light or Darkness within 30ft of you, when you do so, you create a Dark Spot, a 10ft Cube of non-magical Dim Light. This Dark Spot must be touching the Dim Light or Darkness you previously chose.<br>
Additionally, when you cast a Spell of 1st Level or higher, you can create a Dark Spot in the area of the spell or in the space of a target of the Spell.<br>
Additionally, when you cast a Spell of 1st Level or higher, you can create a Dark Spot in the area of the Spell or in the space of a target of the Spell.<br>
You can have a number of active Dark Spots equal to your Proficiency Bonus, and a Dark Spot dissipates after 1 minute. If you create a Dark Spot that would cause your total number of active Dark Spots to be greater then your maximum, you must choose one Dark Spot to dissipate.
You can have a number of active Dark Spots equal to your Proficiency Bonus, and a Dark Spot dissipates after 1 minute. If you create a Dark Spot that would cause your total number of active Dark Spots to be greater then your maximum, you must choose one Dark Spot to dissipate.
<br><br>
<br><br>
Line 710: Line 760:
You gain the following ways to use your Dark Spots:
You gain the following ways to use your Dark Spots:
*You can dissipate a Dark Spot as a Bonus Action to force each creature that was in the Dark Spot to make a Charisma Saving Throw, on a failed Save those creatures take 2d6 Psychic Damage.
*You can dissipate a Dark Spot as a Bonus Action to force each creature that was in the Dark Spot to make a Charisma Saving Throw, on a failed Save those creatures take 2d6 Psychic Damage.
*When a creature in a Dark Spot fails a Saving Throw, you can dissipate the Dark Spot to allow that creature to reroll that Saving Throw.
*When a creature in a Dark Spot fails a Saving Throw, you can dissipate that Dark Spot as a Reaction to allow that creature to reroll that Saving Throw.
<br><br>
<br>


==== Viscous Void ====
==== Viscous Void ====
Line 726: Line 776:
*When a creature rerolls a Saving Throw because of your Dance of Darkness feature, that creature has a bonus to the Saving Throw equal to your Charisma Modifier.
*When a creature rerolls a Saving Throw because of your Dance of Darkness feature, that creature has a bonus to the Saving Throw equal to your Charisma Modifier.
*When a creature in one of your Dark Spots hits on an Attack Roll, you can dissipate that Dark Spot as a Reaction to deal Psychic Damage to the target of the Attack equal to your Charisma Modifier + your Proficiency Bonus.
*When a creature in one of your Dark Spots hits on an Attack Roll, you can dissipate that Dark Spot as a Reaction to deal Psychic Damage to the target of the Attack equal to your Charisma Modifier + your Proficiency Bonus.
<br><br><br>
<br><br>


== Storming Soul ==
== Storming Soul ==
Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.<br>
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
<br><br>
<br><br>
{| class="wikitable"
|+ Storming Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Sorcerer#Storming Spells|Storming Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
|-
| [[Sorcerer#Wind Speaker|Wind Speaker]] || 1st || You learn [[Languages|Elemental]]
|-
| [[Sorcerer#Tempestuous Magic|Tempestuous Magic]] || 1st || When you cast a Spell you can fly without provoking Opportunity Attacks
|-
| [[Sorcerer#Heart of the Storm|Heart of the Storm]] || 6th || When you cast a Lightning or Thunder Spell, you can deal Lightning or Thunder Damage to nearby enemies
|-
| [[Sorcerer#Storm Guide|Storm Guide]] || 6th || You can control the weather
|-
| [[Sorcerer#Storm's Fury|Storm's Fury]] || 14th || You can deal Damage, push away, and knock [[Conditions#Prone|Prone]] foes that hurt you
|-
| [[Sorcerer#Wind Soul|Wind Soul]] || 18th || You can fly and let your allies fly
|}
<br>


==== Storming Spells ====
==== Storming Spells ====
''1st Level Storming Soul Feature''<br>
''1st Level Storming Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Storming 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Storming 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Storming Spells
|+ Storming Spells
Line 742: Line 813:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Fog Cloud, Thunderwave
| 1st || [[Level 1#Fog Cloud|Fog Cloud]], [[Level 1#Thunderwave|Thunderwave]]
|-
|-
| 3rd || Shatter, Warding Wind
| 3rd || [[Level 2#Shatter|Shatter]], [[Level 2#Warding Wind|Warding Wind]]
|-
|-
| 5th || Fly, Lightning Bolt
| 5th || [[Level 3#Fly|Fly]], [[Level 3#Lightning Bolt|Lightning Bolt]]
|-
|-
| 7th || Freedom of Movement, Storm Sphere
| 7th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Storm Sphere|Storm Sphere]]
|-
|-
| 9th || Control Winds, Fingers of Lightning
| 9th || [[Level 5#Control Winds|Control Winds]], [[Level 5#Fingers of Lightning|Fingers of Lightning]]
|}
|}
<br><br>
<br>


==== Wind Speaker ====
==== Wind Speaker ====
''1st Level Storming Soul Feature''<br>
''1st Level Storming Soul Feature''<br>
The arcane magic you command is infused with elemental air. You can speak, read, and write Elemental. If you already know Elemental.
The arcane magic you command is infused with elemental air. You learn to speak, read, and write [[Languages|Elemental]].
<br><br>
<br><br>


==== Tempestuous Magic ====
==== Tempestuous Magic ====
''1st Level Storming Soul Feature''<br>
''1st Level Storming Soul Feature''<br>
As a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a Spell of 1st Level or higher. Doing so allows you to Fly up to 10ft without provoking Opportunity Attacks.
As a Bonus Action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a Spell of 1st Level or higher. Doing so allows you to Fly a number of feet equal to 5 x your Proficiency Bonus without provoking Opportunity Attacks.
<br><br>
<br><br>


Line 779: Line 850:
==== Storm’s Fury ====
==== Storm’s Fury ====
''14th Level Storming Soul Feature''<br>
''14th Level Storming Soul Feature''<br>
When you are hit by a Melee Attack, you can use your Reaction to deal Lightning Damage to the attacker equal to your Sorcerer Level. The attacker must also make a Strength Saving Throw against your Spell Save DC. On a failed Save, the attacker is pushed in a straight line up to 20ft away from you and is knocked Prone.
When you are hit by a Melee Attack, you can use your Reaction to deal Lightning Damage to the attacker equal to your Sorcerer Level. The attacker must also make a Strength Saving Throw against your Spell Save DC. On a failed Save, the Attacker is pushed a number of feet away from you equal to 5 x your Proficiency Bonus and is knocked [[Conditions#Prone|Prone]].
<br><br>
<br><br>


==== Wind Soul ====
==== Wind Soul ====
''18th Level Storming Soul Feature''<br>
''18th Level Storming Soul Feature''<br>
You gain Immunity to Lightning and Thunder Damage, you also cannot be Deafened.<br>
You gain Immunity to Lightning and Thunder Damage, you also cannot be [[Conditions#Deafened|Deafened]].<br>
You also gain a Flying Speed of 60ft. As an Action, you can reduce your Flying Speed to 30ft for 1 hour and choose a number of creatures within 30ft of you equal to 3 + your Charisma Modifier. The chosen creatures gain a Flying Speed of 30ft for 1 hour. You can reduce your Flying Speed this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
You also gain a Flying Speed of 60ft. As an Action, you can reduce your Flying Speed to 30ft for 1 hour and choose a number of creatures within 30ft of you equal to 3 + your Charisma Modifier. The chosen creatures gain a Flying Speed of 30ft for 1 hour. You can reduce your Flying Speed this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
<br><br><br>
<br><br><br>


== Treasure Bound Soul ==
== Treasure Bound Soul ==
One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor’s treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.<br>
One of your ancestors left behind a vast fortune, stowed away in some hidden corner of the world, and protected it from would-be thieves and treasure hunters through layer upon layer of wards and curses. The magic of your ancestor's treasure has seeped into your bloodline, manifesting itself within you as arcane power that shimmers like gold, both a blessing and a curse.<br>
Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value.
Whether they were a canny noble, a daring pirate, or a hoarding dragon, the magic that your ancestor imbued within their hidden treasure is irrevocably bound to you, allowing you to reach into their hoard and temporarily pluck from it objects of incredible variety and value.
<br><br>
<br><br>
{| class="wikitable"
|+ Treasure Bound Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Sorcerer#Hoarded Spells|Hoarded Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Divination Spells
|-
| [[Sorcerer#Worth its Weight|Worth its Weight]] || 1st || When you kill creatures with Spells you turn them into a valuable figurine
|-
| [[Sorcerer#All that Glitters|All That Glitters]] || 1st || You can become golden to make enemies not want to hurt you
|-
| [[Sorcerer#Ethereal Vault|Ethereal Vault]] || 6th || You can store objects in an extra-dimensional space
|-
| [[Sorcerer#Endless Inventory|Endless Inventory]] || 6th || You can carry an infinite amount
|-
| [[Sorcerer#Price of Greed|Price of Greed]] || 14th || You get the [[Level 3#Bestow Curse|Bestow Curse]] Spell and can store a curse in an object
|-
| [[Sorcerer#Boundless Hoard|Boundless Hoard]] || 18th || You can throw a ton of random small objects at enemies
|}
<br>


==== Hoarded Spells ====
==== Hoarded Spells ====
''1st Level Treasure Bound Soul Feature''<br>
''1st Level Treasure Bound Soul Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Hoarded 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Hoarded 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or a Divination Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or a [[Divination]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Hoarded Spells
|+ Hoarded Spells
Line 802: Line 894:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Identify, Zrib's Searing Coins
| 1st || [[Level 1#Identify|Identify]], [[Level 1#Zrib's Searing Coins|Zrib's Searing Coins]]
|-
|-
| 3rd || Locate Object, Wristpocket
| 3rd || [[Level 2#Locate Object|Locate Object]], [[Level 2#Wristpocket|Wristpocket]]
|-
|-
| 5th || Discovery Torch, Incite Greed
| 5th || [[Level 3#Discovery Torch|Discovery Torch]], [[Level 3#Incite Greed|Incite Greed]]
|-
|-
| 7th || Maroon, Secret Chest
| 7th || [[Level 4#Maroon|Maroon]], [[Level 4#Secret Chest|Secret Chest]]
|-
|-
| 9th || Creation, Legend Lore
| 9th || [[Level 5#Creation|Creation]], [[Level 5#Legend Lore|Legend Lore]]
|}
|}
<br><br>
<br>


==== Worth Its Weight ====
==== Worth its Weight ====
''1st Level Treasure Bound Soul Feature''<br>
''1st Level Treasure Bound Soul Feature''<br>
You can transform your foes into solid equity. When you reduce a creature to 0 Hit Points with a Spell of 1st Level or higher, you can use your Reaction to transform that creature into a Tiny figurine made of Copper that weighs 5lbs.<br>
You can transform your foes into solid equity. When you reduce a creature to 0 Hit Points with a Spell of 1st Level or higher, you can use your Reaction to transform that creature into a Tiny figurine made of Copper that weighs 5lbs.<br>
Line 823: Line 915:
*1 Pound of Gold is worth 50GP
*1 Pound of Gold is worth 50GP
*1 Pound of Platinum is worth 5PP, or 500GP
*1 Pound of Platinum is worth 5PP, or 500GP
<br><br>
<br>


==== All That Glitters ====
==== All that Glitters ====
''1st Level Treasure Bound Soul Feature''<br>
''1st Level Treasure Bound Soul Feature''<br>
You can attempt to entrance a creature by appealing to its greed. When a creature you can see targets you with an Attack or harmful Spell, you can use your Reaction to cause yourself to momentarily shine as if made of gold. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature becomes Charmed by you until the end of your next turn, and must choose a new target or lose the Attack or spell. While the creature is Charmed in this way, it can’t willingly move away from you.<br>
You can attempt to entrance a creature by appealing to its greed. When a creature you can see targets you with an Attack or harmful Spell, you can use your Reaction to cause yourself to momentarily shine as if made of gold. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature becomes [[Conditions#Charmed|Charmed]] by you until the end of your next turn, and must choose a new target or lose the Attack or spell. While the creature is [[Conditions#Charmed|Charmed]] in this way, it can’t willingly move away from you.<br>
You can use this feature a number of times equal to your Charisma Modifier, regaining all expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Charisma Modifier, regaining all expended uses when you finish a Long Rest.
<br><br>
<br><br>
Line 844: Line 936:
==== Price of Greed ====
==== Price of Greed ====
''14th Level Treasure Bound Soul Feature''<br>
''14th Level Treasure Bound Soul Feature''<br>
You learn the Bestow Curse Spell, which counts as a Sorcerer Spell for you but doesn’t count against your number of Spells known.<br>
You Learn the [[Level 3#Bestow Curse|Bestow Curse]] Spell, which counts as a Sorcerer Spell for you and doesn’t count against your number of Spells known.<br>
As an Action, you can touch an object and cast the Bestow Curse Spell on it. When you cast the Spell in this way, it has no effect, and the Spell is instead stored in the object until it is triggered or the Spell ends. You must maintain Concentration on the Spell as normal.<br>
As an Action, you can touch an object and cast the [[Level 3#Bestow Curse|Bestow Curse]] Spell on it. When you cast the Spell in this way, it has no effect, and the Spell is instead stored in the object until it is triggered or the Spell ends. You must maintain Concentration on the Spell as normal.<br>
When a creature comes in contact with the object, or when the object is used to Attack a creature and it hits, you can use your Reaction to transfer the Bestow Curse to that creature, causing that creature to become the new target of the Spell.
When a creature comes in contact with the object, or when the object is used to Attack a creature and it hits, you can use your Reaction to transfer the [[Level 3#Bestow Curse|Bestow Curse]] Spell to that creature, causing that creature to become the new target of the Spell.
<br><br>
<br><br>


Line 863: Line 955:
! Features !! Level !! Quick Explanation
! Features !! Level !! Quick Explanation
|-
|-
| Example || 1st || Example
| [[Sorcerer#Wild Spells|Wild Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
|-
|-
| Example || 1st || Example
| [[Sorcerer#Wild Magic Surge|Wild Magic Surge]] || 1st || When you cast a Spell, there's an ever increasing chance that you create a random chaotic effect
|-
|-
| Example || 1st || Example
| [[Sorcerer#Tides of Chaos|Tides of Chaos]] || 1st || You can gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, but next time you cast a Spell you have a Wild Magic Surge
|-
|-
| Example || 6th || Example
| [[Sorcerer#Bend Luck|Bend Luck]] || 6th || You can add or subtract from nearby checks by expending a Sorcery Point
|-
|-
| Example || 14th || Example
| [[Sorcerer#Controlled Chaos|Controlled Chaos]] || 14th || You roll twice and use any number of the results when you Wild Magic Surge
|-
|-
| Example || 18th || Example
| [[Sorcerer#Exploding Spells|Exploding Spells]] || 18th || You're Spells have exploding Damage Rolls
|}
|}
<br><br>
<br>


==== Wild Spells ====
==== Wild Spells ====
''1st Level Wild Magic Feature''<br>
''1st Level Wild Magic Feature''<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Wild 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.<br>
You learn additional Spells when you reach certain Levels in this class, as shown on the Wild 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.<br>
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a Conjuration or an Evocation Spell from the Sorcerer, Warlock, or Wizard Spell List.
Whenever you finish a Long Rest, you can replace one Spell you gained from this feature with another Spell of the same Level. The new Spell must be a [[Conjuration]] or an [[Evocation]] Spell from the [[Sorcerer Spells|Sorcerer]], [[Warlock Spells|Warlock]], or [[Wizard Spells|Wizard]] Spell List.
{| class="wikitable"
{| class="wikitable"
|+ Wild Spells
|+ Wild Spells
Line 886: Line 978:
! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
|-
|-
| 1st || Chaos Bolt, Grease
| 1st || [[Level 1#Chaos Bolt|Chaos Bolt]], [[Level 1#Grease|Grease]]
|-
|-
| 3rd || Enlarge/Reduce, Magic Mischief
| 3rd || [[Level 2#Enlarge/Reduce|Enlarge/Reduce]], [[Level 2#Magic Mischief|Magic Mischief]]
|-
|-
| 5th || Blink, Gaseous Form
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Gaseous Form|Gaseous Form]]
|-
|-
| 7th || Confusion, Polymorph
| 7th || [[Level 4#Confusion|Confusion]], [[Level 4#Polymorph|Polymorph]]
|-
|-
| 9th || Reincarnate, Sun Flower
| 9th || [[Level 5#Reincarnate|Reincarnate]], [[Level 5#Sun Flower|Sun Flower]]
|}
|}
<br><br>
<br>


==== Wild Magic Surge ====
==== Wild Magic Surge ====
Line 908: Line 1,000:
| 1-2 || Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent Rolls.
| 1-2 || Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent Rolls.
|-
|-
| 3-4 || For the next minute, you can see any Invisible creature if you have line of sight to it.
| 3-4 || For the next minute, you can see any [[Conditions#Invisible|Invisible]] creature if you have line of sight to it.
|-
|-
| 5-6 || A Gibbering Mouther controlled by the DM appears in an unoccupied space within 5ft of you, then disappears 1 minute later.
| 5-6 || A Gibbering Mouther controlled by the DM appears in an unoccupied space within 5ft of you, then disappears 1 minute later.
|-
|-
| 7-8 || You cast the Fireball Spell centered on yourself.
| 7-8 || You cast the [[Level 3#Fireball|Fireball]] Spell centered on yourself.
|-
|-
| 9-10 || You cast the Magic Missile Spell at 5th Level.
| 9-10 || You cast the [[Level 1#Magic Missile|Magic Missile]] Spell at 5th Level.
|-
|-
| 11-12 || Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
| 11-12 || Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
|-
|-
| 13-14 || You cast the Confusion Spell centered on yourself.
| 13-14 || You cast the [[Level 4#Confusion|Confusion]] Spell centered on yourself.
|-
|-
| 15-16 || For the next minute, you regain 5 Hit Points at the start of each of your turns.
| 15-16 || For the next minute, you regain 5 Hit Points at the start of each of your turns.
Line 924: Line 1,016:
| 17-18 || You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
| 17-18 || You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
|-
|-
| 19-20 || You cast Grease centered on yourself.
| 19-20 || You cast [[Level 1#Grease|Grease]] centered on yourself.
|-
|-
| 21-22 || Creatures have Disadvantage on Saving Throws against the next Spell you cast in the next minute that would force a Saving Throw.
| 21-22 || Creatures have Disadvantage on Saving Throws against the next Spell you cast in the next minute that would force a Saving Throw.
|-
|-
| 23-24 || Your skin turns a vibrant shade of blue. A Remove Curse Spell or similar Spells can end this effect.
| 23-24 || Your skin turns a vibrant shade of blue. A [[Level 3#Remove Curse|Remove Curse]] Spell or similar Spells can end this effect.
|-
|-
| 25-26 || An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) Checks that rely on sight
| 25-26 || An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) Checks that rely on sight
Line 942: Line 1,034:
| 35-36 || Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older.
| 35-36 || Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older.
|-
|-
| 37-38 || 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are Frightened of you. They vanish after 1 minute.
| 37-38 || 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are [[Conditions#Frightened|Frightened]] of you. They vanish after 1 minute.
|-
|-
| 39-40 || You regain 2d10 Hit Points.
| 39-40 || You regain 2d10 Hit Points.
|-
|-
| 41-42 || You turn into a potted plant until the start of your next turn. While you are a plant, you are Incapacitated and are Vulnerable to all Damage, except Psychic Damage which you are Immune to. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
| 41-42 || You turn into a potted plant until the start of your next turn. While you are a plant, you are [[Conditions#Incapacitated|Incapacitated]] and are Vulnerable to all Damage, except Psychic Damage which you are Immune to. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
|-
|-
| 43-44 || For the next minute, you can teleport up to 20ft as a Bonus Action.
| 43-44 || For the next minute, you can teleport up to 20ft as a Bonus Action.
|-
|-
| 45-46 || You cast Levitate on yourself.
| 45-46 || You cast the [[Level 2#Levitate|Levitate]] Spell on yourself.
|-
|-
| 47-48 || A Unicorn controlled by the DM appears in a space within 5ft of you, then disappears 1 minute later.
| 47-48 || A Unicorn controlled by the DM appears in a space within 5ft of you, then disappears 1 minute later.
Line 956: Line 1,048:
| 49-50 || You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
| 49-50 || You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
|-
|-
| 51-52 || A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the Arcane Ammunition and Magic Missile Spells.
| 51-52 || A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the [[Level 1#Arcane Ammunition|Arcane Ammunition]] and [[Level 1#Magic Missile|Magic Missile]] Spells.
|-
|-
| 53-54 || You are Immune to being intoxicated by alcohol for the next 5d6 days.
| 53-54 || You are Immune to being intoxicated by alcohol for the next 5d6 days.
Line 968: Line 1,060:
| 61-62 || For the next minute, you shout when you speak.
| 61-62 || For the next minute, you shout when you speak.
|-
|-
| 63-64 || You cast Fog Cloud centered on yourself.
| 63-64 || You cast [[Level 1#Fog Cloud|Fog Cloud]] centered on yourself.
|-
|-
| 65-66 || Up to three creatures you choose within 30ft of you take 4d10 Lightning Damage.
| 65-66 || Up to three creatures you choose within 30ft of you take 4d10 Lightning Damage.
|-
|-
| 67-68 || You are Frightened of the nearest creature until the end of your next turn.
| 67-68 || You are [[Conditions#Frightened|Frightened]] of the nearest creature until the end of your next turn.
|-
|-
| 69-70 || Each creature within 30ft of you becomes Invisible for the next minute. The Invisibility ends on a creature when it attacks or casts a Spell.
| 69-70 || Each creature within 30ft of you becomes [[Conditions#Invisible|Invisible]] for the next minute. The [[Conditions#Invisible|Invisibility]] ends on a creature when it attacks or casts a Spell.
|-
|-
| 71-72 || You gain Resistance to all Damage for the next minute.
| 71-72 || You gain Resistance to all Damage for the next minute.
|-
|-
| 73-74 || A random creature within 60ft of you becomes Poisoned for 1d4 hours.
| 73-74 || A random creature within 60ft of you becomes [[Conditions#Poisoned|Poisoned]] for 1d4 hours.
|-
|-
| 75-76 || You glow with bright light in a 30ft Moving Emanation. Any creature that ends its turn within 5ft of you is Blinded until the end of its next turn.
| 75-76 || You glow with Bright Light in a 30ft Moving Emanation. Any creature that ends its turn within 5ft of you is [[Conditions#Blinded|Blinded]] until the end of its next turn.
|-
|-
| 77-78 || You cast Polymorph on yourself. If you fail the Saving Throw, you turn into a Sheep.
| 77-78 || You cast [[Level 4#Polymorph|Polymorph]] on yourself. If you fail the Saving Throw, you turn into a Sheep.
|-
|-
| 79-80 || Illusory butterflies and flower petals flutter in the air within 10ft of you for the next minute.
| 79-80 || Illusory butterflies and flower petals flutter in the air within 10ft of you for the next minute.
Line 990: Line 1,082:
| 83-84 || Each creature within 30ft of you takes 1d10 Necrotic Damage. You regain Hit Points equal to the total Necrotic Damage dealt.
| 83-84 || Each creature within 30ft of you takes 1d10 Necrotic Damage. You regain Hit Points equal to the total Necrotic Damage dealt.
|-
|-
| 85-86 || You cast Mirror Image.
| 85-86 || You cast the [[Level 2#Mirror Image|Mirror Image]] Spell.
|-
|-
| 87-88 || You cast Fly on a random creature within 60ft of you.
| 87-88 || You cast the [[Level 3#Fly|Fly]] Spell on a random creature within 60ft of you.
|-
|-
| 89-90 || You become Invisible for the next minute. During that time, other creatures can’t hear you. The Invisibility ends if you Attack or cast a Spell.
| 89-90 || You become [[Conditions#Invisible|Invisible]] for the next minute. During that time, other creatures can’t hear you. The [[Conditions#Invisible|Invisibility]] ends if you Attack or cast a Spell.
|-
|-
| 91-92 || If you die within the next minute, you immediately come back to life as if by the Reincarnate Spell.
| 91-92 || If you die within the next minute, you immediately come back to life as if by the [[Level 5#Reincarnate|Reincarnate]] Spell.
|-
|-
| 93-94 || Your size increases by one Size category for the next minute.
| 93-94 || Your Size increases by one Size Category for the next minute.
|-
|-
| 95-96 || You and all creatures within 30ft of you gain Vulnerability to Piercing Damage for the next minute.
| 95-96 || You and all creatures within 30ft of you gain Vulnerability to Piercing Damage for the next minute.
Line 1,006: Line 1,098:
| 99-100 || You regain all expended Sorcery Points.
| 99-100 || You regain all expended Sorcery Points.
|}
|}
<br><br>
<br>


==== Tides of Chaos ====
==== Tides of Chaos ====
''1st Level Wild Magic Feature''<br>
''1st Level Wild Magic Feature''<br>
You can manipulate the forces of chance and chaos to gain Advantage on one Attack Roll, Ability Check, or Saving Throw. Once you do so, you must finish a Long Rest before you can use this feature again.<br>
You can manipulate the forces of chance and chaos to gain Advantage on one Attack Roll, Ability Check, or Saving Throw. Once you do so, you must finish a Long Rest before you can use this feature again.<br>
After you cast a Sorcerer Spell of 1st Level or higher, the DM can have you roll on the Wild Magic Surge Table to regain the use of this feature immediately.
If you have no uses of this feature remaining and cast a Sorcerer Spell of 1st Level or higher, you roll on the Wild Magic Surge Table and regain the use of this feature immediately.
<br><br>
<br><br>


Line 1,021: Line 1,113:
==== Controlled Chaos ====
==== Controlled Chaos ====
''14th Level Wild Magic Feature''<br>
''14th Level Wild Magic Feature''<br>
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge Table, you can roll twice and use either, or both results number.
You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge Table, you can roll twice and use neither, either, or both results number.
<br><br>
<br><br>


==== Exploding Spells ====
==== Exploding Spells ====
''18th Level Wild Magic Feature''<br>
''18th Level Wild Magic Feature''<br>
The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.
The harmful energy of your spells intensifies. When you roll Damage for a Spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the Damage.
<br><br><br>
<br><br><br>


== Characters ==
= Characters =


[[Alduin]], the Gold Dragonwrought, Storming Soul Sorcerer
[[Alduin]], the Gold Dragonwrought, Storming Soul Sorcerer