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==== Psionic Sorcery ====
==== Psionic Sorcery ====
''6th Level Aberrant Soul Feature''<br>
''6th Level Aberrant Soul Feature''<br>
When you cast any spell of 1st Level or higher from your Psionic 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, it requires no Verbal or Somatic Components, and it requires no Material Components, unless they are consumed by the spell. You can upcast Spells using this feature, but only up to 5th Level.
When you cast any Spell of 1st Level or higher from your Psionic 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, it requires no Verbal or Somatic Components, and it requires no Material Components, unless they are consumed by the spell. You can upcast Spells using this feature, but only up to 5th Level.
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Revision as of 18:57, 21 November 2022

Sorcerer

Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
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.
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.
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.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Sorcerous Origin, Spellcasting 0
2nd +2 Font of Magic 300
3rd +2 Metamagic 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Magical Guidance 6,000
6th +3 Sorcerous Origin Feature 10,000
7th +3 - 20,000
8th +3 Ability Score Improvement 40,000
9th +4 - 60,000
10th +4 Metamagic 80,000
11th +4 - 100,000
12th +4 Ability Score Improvement 120,000
13th +5 - 140,000
14th +5 Sorcerous Origin Feature 160,000
15th +5 - 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Metamagic 225,000
18th +6 Sorcerous Origin Feature 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Mastered Magic 350,000

Class Information

Hit Dice. 1d6 per Sorcerer Level.
1st Level Hitpoints. 6 + your Constitution Modifier.
Higher Level Hitpoints. 1d6 (or 4) + your Constitution Modifier per Sorcerer Level after 1st.
Armor Proficiencies. None.
Weapon Proficiencies. Daggers, Darts, Slings, Quarterstaffs, and Light Crossbows.
Tool Proficiencies. None.
Saving Throw Proficiencies. Constitution and Charisma.
Skill Proficiencies. Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Equipment. A Simple Weapon, an Arcane Focus, an Equipment Pack, and two Daggers.

Spellcasting

1st Level Sorcerer Feature
Spellcasting Ability. Charisma
Spell Save DC. 8 + your Charisma Modifier + your Proficiency Bonus
Spell Attack Bonus. your Charisma Modifier + your Proficiency Bonus
Spellcasting Focus. An Arcane Focus
Spell Learning Method. You learn one new spell every Level.

Spells known and spell slots per level
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 2 - - - - - - - -
2nd 4 3 3 - - - - - - - -
3rd 4 4 4 2 - - - - - - -
4th 5 5 4 3 - - - - - - -
5th 5 6 4 3 2 - - - - - -
6th 5 7 4 3 3 - - - - - -
7th 5 8 4 3 3 1 - - - - -
8th 5 9 4 3 3 2 - - - - -
9th 5 10 4 3 3 3 1 - - - -
10th 6 11 4 3 3 3 2 - - - -
11th 6 12 4 3 3 3 2 1 - - -
12th 6 13 4 3 3 3 2 1 - - -
13th 6 14 4 3 3 3 2 1 1 - -
14th 6 15 4 3 3 3 2 1 1 - -
15th 6 16 4 3 3 3 2 1 1 1 -
16th 6 17 3 3 3 2 1 1 1 1 -
17th 6 18 3 3 3 2 1 1 1 1 1
18th 6 19 3 3 3 2 1 1 1 1 1
19th 6 20 3 3 3 2 1 1 1 1 1
20th 6 21 3 3 3 2 1 1 1 1 1



Sorcerous Origin

1st, 6th, 14th, and 18th Level Sorcerer Feature
You choose one of the Sorcerous Origins in the table below that describes the source of your innate magical power.

Font of Magic

2nd Level Sorcerer Feature
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.
You have a number of Sorcery Points equal to your Level and regain all expended Sorcery Points when you finish a Long Rest.
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.

Font of Magic
Spell Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

You can also, as a Bonus Action, transform Spell Slots into Sorcery Points. When you do this, you expend a Spell Slot and then gain a number of Sorcery Points equal to the Spell Slot’s Level.

Metamagic

3rd Level Sorcerer Feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th Level. You can use only one Metamagic option on a Spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a Spell that forces other creatures to make a Saving Throw, you can protect some of those creatures from the Spell’s full force. To do so, you spend 1 Sorcery Point and choose a number of those creatures up to your Charisma Modifier. A chosen creature automatically succeeds on its Saving Throw against the Spell.
  • Distant Spell. When you cast a Spell that has a Range of 5ft or greater, you can spend 1 Sorcery Point to double the Range of the Spell.
When you cast a Spell that has a Range of Touch, you can spend 1 Sorcery Point to make the Range of the spell 30ft.
  • Empowered Spell. When you roll Damage for a Spell, you can spend 1 Sorcery Point to reroll a number of the Damage dice up to your Charisma Modifier. You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the Spell.
  • Extended Spell. When you cast a Spell that has a Duration of 1 minute or longer, you can spend 1 Sorcery Point to double its Duration, to a maximum Duration of 24 hours.
  • 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.
  • 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.
  • 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. If the Spell is a Cantrip, it costs 1 Sorcery Point.



Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Sorcerer Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Magical Guidance

5th Level Sorcerer Feature
You can tap into your inner wellspring of magic to try to conjure success from failure. When you fail an Ability Check, you can spend 1 Sorcery Point to reroll the Check, using the new Roll.

Supreme Sorcery

20th Level Sorcerer Feature
Your mastery over your natural power has greatly increased. You can Concentrate on two effects at once. When you fail a Constitution Saving Throw to maintain Concentration, you choose which effect you wish to lose Concentration on.

Sorcerous Origins

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?
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?

Psionic Spells

1st Level Aberrant Soul Feature
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.
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.

Psionic Spells
Sorcerer Level Spells
1st Arms of Darkness, Dissonant Whispers
3rd Calm Emotions, Detect Thoughts
5th Hungering Darkness, Sending
7th Black Tentacles, Hallucinatory Terrain
9th Telepathic Bond, Telekinesis



Telepathic Speech

1st Level Aberrant Soul Feature
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.
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.
You also learn the Mind Sliver Cantrip as a Sorcerer Spell which does not count against your number of Cantrips known.

Psionic Sorcery

6th Level Aberrant Soul Feature
When you cast any Spell of 1st Level or higher from your Psionic 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, it requires no Verbal or Somatic Components, and it requires no Material Components, unless they are consumed by the spell. You can upcast Spells using this feature, but only up to 5th Level.

Psychic Defenses

6th Level Aberrant Soul Feature
You gain Resistance to Psychic Damage, and you have Advantage on Saving Throws against being Charmed or Frightened.

Aberrant Form

14th Level Aberrant Soul Feature
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 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.
  • 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.



Warping Implosion

18th Level Aberrant Soul Feature
You can unleash your aberrant power as a space-warping anomaly. As an Action, you can teleport to an unoccupied space you can see within 120ft of you. Immediately after you disappear, each creature within 30ft of the space you left must make a Strength Saving Throw against your Spell Save DC. On a failed Save, a creature takes 3d10 Force Damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful Save, the creature takes half as much Damage and isn’t pulled.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 5 Sorcery Points to use it again.


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.

Clockwork Spells. At 1st level, 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.
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.

Clockwork Spells
Sorcerer Level Spells
1st Alarm, Protection From Evil and Good (Compelled Duel, Magnify Gravity, Command)
3rd Aid, Immovable Object (Calm Emotions, Knock, Levitate, Wrist Pocket, Locate Object, Zone of Truth)
5th Dispel Magic, Protection From Energy (Glassee, Haste)
7th Freedom of Movement, Summon Construct (March of Blades, Private Sanctum)
9th Greater Restoration, Wall of Force (Taboo, Wall of Force)

Restore Balance. At 1st level, your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bastion of Law. At 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order. At 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10. 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.

Clockwork Cavalcade. At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Desert Soul WIP

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.

Desert Spells. At 1st level, 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.
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 evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Desert Spells
Sorcerer Level Spells
1st Burning Hands, Create or Destroy Water
3rd Blur, Dust Devil
5th Fly, Wall of Sand
7th Fire Shield, Elemental Bane
9th Control Winds, Insect Plague,

Dunetreader. Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you are naturally acclimated to extreme heat.

Sandstorm. Starting at 1st level, you can cause the magical sandstorm within you to manifest as a nearby twister. When you cast a spell of 1st level or higher on your turn, you can use a Bonus Action to force a Large or smaller creature within 30ft of you to make a Strength Saving Throw against your Spell Save DC, being pushed 10ft in a direction of your choice on a failed Save.
When you reach 6th level in this class, a creature that fails this Saving Throw also takes 1d8 Bludgeoning damage or 1d8 Fire damage (your choice). This damage increases when you reach certain levels in this class, increasing to 2d8 at 14th level, and 3d8 at 18th level.

Mirage. At 6th level, you learn the Mirror Image spell. If you already know this spell, you learn a different sorcerer spell of your choice. The spell doesn’t count against your number of spells known. You can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, any creature within 10 feet of you that destroys one of the spell’s illusions takes fire damage equal to half your sorcerer level, as the illusion bursts into a wave of scalding air and sand.

Desert Nomad. Beginning at 14th level, you have the ability to step into the heart of the twisters you create. Immediately after a creature is pushed by your Sandstorm feature, you can spend 2 sorcery points to teleport to the storm’s space. You can also teleport in this way if you create the storm in a space that is unoccupied. When you teleport in this way, you and any equipment you are wearing or carrying are invisible until the end of your turn.

Sand Form. At 18th level, you can become as intangible as sand. You can spend 5 sorcery points as a bonus action to magically trans- form yourself into a sand-like form. In this form, you have the following benefits:

  • You can’t be grappled.
  • 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, and difficult terrain doesn’t cost you extra movement.
  • In addition, when an attacker that 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, including against the triggering attack.
  • You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power from the ancient War-Bringer gods.

Divine Spells. At 1st level, 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.
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, or wizard spell list.

Divine Spells
Sorcerer Level Spells
1st Cure Wounds, Inflict Wounds
3rd Augury, Healing Spirit
5th Revivify, Spirit Shroud
7th Divination, Sickening Radiance
9th Dawn, Mass Cure Wounds

Favored by the Gods. Starting at 1st level, 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 total, possibly changing the outcome. You can use this feature. number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Empowered Healing. Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points 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.

Otherworldly Wings. Starting at 14th level, 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 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action. The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery. At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can’t use it again until you finish a long rest.

Draconic Soul

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Spells. At 1st level, 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.
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.

Draconic Spells
Sorcerer Level Spells
1st Absorb Elements, Chromatic Orb
3rd Dragon's Breath, Dragon Voice
5th Elemental Weapon, Fly
7th Death Ward, Elemental Bane
9th Freedom of the Wind, Legend Lore

Dragon Ancestor. At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. 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.

Draconic Resilience. As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. 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.

Elemental Affinity. Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings. At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence. Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Resonant Soul

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

Resonant Spells. At 1st level, 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.
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.

Resonant Spells
Sorcerer Level Spells
1st Thunderwave, Magnify Gravity
3rd Shatter, Silence
5th Haste, Pulse Wave
7th Destructive Resonance, Gravity Sinkhole
9th Destruction Wave, Wall of Force

Frequency Attuned. Starting at 1st level, 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 with a range equal to 10ft per Sorcerer Level that lasts until the end of your next turn. 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.
If you use this feature after casting a Resonant Spell or a Sorcerer spell that deals Thunder or Force damage, you can also immediately use the Search action as part of the same action used to cast the spell as it greatly alters and vibrations and frequencies of the world around you.

Dampen and Amplify. Beginning at 1st level you’ve learned how to subtly dampen or amplify the frequencies of vibrations around you to produce various desired effects. When you are speaking, you can choose for your voice to emit twice as much sound as it normally would, or be half as loud as it normally would. Furthermore, when casting a Sorcerer spell you can choose to Amplify it or Dampen it.

Amplify. When you Amplify a Sorcerer spell, any sound the spell produces is magnified by 2. For example, if you were to amplify Thunderwave, the spell’s thunderous boom would be audible out to 600 feet as opposed to 300 feet.
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.

Forceful Resonance. Beginning at 6th level, you’ve learned how to manipulate the vibrations and oscillations of the weave to create temporary barriers of intense vibrations. As an action, you can expend 2 sorcery points to create a 5 foot tall, 15 foot wide, and 1 foot thick barrier of vibrating energy. Alternatively you can wrap this barrier around a willing creature within 5 feet 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 because of it, they are then affected by the spell or weapon attack as if it had hit them.

Wavelength Sensitivity. Beginning at 6th level 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, and whenever you cast a spell that deals Thunder damage and it intersects with an area of the Silence spell, you can expend 1 sorcery point to have the Silence dispelled. Similarly, if you cast a spell that deals Force damage and the damage would be blocked by a magical effect akin to Shield, or a Brooch of Shielding, you can spend 1 sorcery point to bypass such an immunity.

Isolating Oscillations. Starting at 14th level, 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.

  • The creature becomes 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 is 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, they must first succeed on a Constitution Saving Throw equal to your Spell Save DC, the spell fizzles out and is unable to penetrate the barrier on a failed Save.

You can use this feature an amount of times equal to your Proficiency Bonus, regaining all uses after you complete a long rest. While you have no uses available, you can spend 2 sorcery points to use this feature again.

Vibration Mastery. Starting at 18th level, you’ve managed to master the art of controlling the vibrations around you. As a bonus action you expend 6 sorcery points to temporarily control all oscillations of the universe around you. While in this state, you have Truesight out to 120ft, you can jump a number of feet equal to your Charisma modifier times ten once per turn which does not provoke attacks of opportunity, and whenever you deal Thunder or Force Damage with a Sorcerer spell; 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 or be knocked prone. This state lasts for 1 minute or until you dismiss it early as a bonus action.

Shadow Soul

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it. 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.

Shadow Spells. At 1st level, 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.
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.

Shadow Spells
Sorcerer Level Spells
1st Arms of Hadar, Cloak of Secrets
3rd Darkvision, Shadow Blade
5th Hunger of Hadar, Vampiric Touch
7th Black Tentacles, Phantasmal Killer
9th Negative Energy Flood, Seeming

Eyes of the Dark. Starting at 1st level, you have darkvision with a range of 120 feet, if you already have Darkvision, you gain 30ft of additional range. When you reach 3rd level in this class, you learn the Darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave. Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hound of Ill Omen. At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics, it gains the following benefits:

  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
  • The hound appears in an unoccupied space of your choice within 30 feet of the target. *Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk. At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form. Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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. 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.

Storming Spells. At 1st level, 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.
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.

Storming Spells
Sorcerer Level Spells
1st Thunderwave, Witchbolt
3rd Jolt of Pain, Shatter
5th Call Lightning, Thunder Step
7th Ice Storm, Storm Sphere
9th Control Winds, Destructive Wave

Wind Speaker. The arcane magic you command is infused with elemental air. You can speak, read, and write Elemental. If you already know Elemental you learn proto-Elemental, if you already have it, you learn another language.

Tempestuous Magic. Starting at 1st level, you can use 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 10 feet without provoking opportunity attacks.

Heart of the Storm. At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide. At 6th level, you gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury. Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul. At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet 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.

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.
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.

Hoarded Spells. At 1st level, 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.
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.

Hoarded Spells
Sorcerer Level Spells
1st Distort Value, Identify
3rd Arcane Lock, Locate Object
5th Incite Greed, Remove Curse
7th Fabricate, Secret Chest
9th Creation, Legend Lore

Worth Its Weight At 1st level, 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 the creature into a statue made of copper. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. At higher levels the value of the transformation increases, at 6th level the creature transforms into silver, at 14th level into gold, and at 18th level into platinum.

All that Glitters. Also at 1st level, 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 sorcerer 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.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Ethereal Vault. Beginning at 6th level, you can add valuable items you come across to your bound hoard, transporting and storing them into a pocket dimension. You can bond with an object you are touching by performing a ritual over the course of 1 hour, which can be done during a rest. The object must either be a magic item or worth at least 50 gold pieces. At the end of the ritual, you magically bond to the object and store it in a pocket dimension, which can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The ritual fails if you attempt to bond with an object that would overload the pocket dimension. While you are bound to an object, you can summon or dismiss it as a bonus action on your turn.
When you summon an object, you can choose to sever your bond to it. If you die, all of your bonds are severed, and the contents of the pocket dimension appear at your feet.

Endless Inventory. Also at 6th level, you ignore the weight of items you are carrying either directly or indirectly.

Price of Greed.Beginning at 14th level, you learn the bestow curse spell, which counts as a sorcerer spell for you but doesn’t count against your number of sorcerer spells you know.
As an action, you can touch an object and cast bestow curse 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 of the spell as normal if it requires concentration. You can designate any creatures you choose when you cast the spell, and the spell ignores them. When a creature not designated by you comes into contact with the object, it becomes targeted by the bestow curse spell stored in the object. If the object is a weapon, a creature becomes targeted by the spell if it is hit by an attack made with it. If the object is a shield or suit of armor that is being worn, a creature becomes targeted by the spell if it grapples its wearer or hits its wearer with a melee attack while within 5 feet of it.
You can only store a bestow curse spell in one object at a time. If you use this feature to store the spell in a second object, the spell stored in the first object ends.

Boundless Hoard. At 18th level, you can manifest vast treasures from those bound to you, raining them down upon your foes. As a bonus action on your turn, you can spend up to 5 sorcery point to conjure objects from your bound hoard, and send them flying toward targets within 60 feet of you. You conjure one tiny object per sorcery point spent, and can direct the objects at one target or several. Make a ranged spell attack for each object. On a hit, the target takes 2d8 force damage, and the object disappears.

Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through the fey forest, the chaos, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Wild Spells. At 1st level, 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.
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 evocation or a transmutation spell from the bard, druid, and wizard spell list, or from the uncommon spells.

Wild Spells
Sorcerer Level Spells
1st Arcane Ammunition, Chaos Bolt
3rd Flock of Familiars, Magic Mischief
5th Blink, Haste
7th Confusion, Polymorph
9th Destructive, Reincarnate

Wild Magic Surge. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. After you cast a spell with a level of 1st level or higher, you roll a d20. On a 1, you roll on the Wild Magic Surge Table. If you don’t activate the Surge, then the range of activation increases by 1 until you activate the Surge.

Wild Magic Table
d100 Effect
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.
5-6 A gibbering mouth chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
7-8 You cast Fireball as a 3rd-level spell centered on yourself.
9-10 You cast Magic Missile as a 5th-level spell.
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 Confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
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.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell 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
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Citadel until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
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 (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. 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 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
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 Magic Missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is 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 for the spell’s duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast Mirror Image.
87-88 You cast Fly on a random creature within 60 feet 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.
91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-100 You regain all expended sorcery points.

Tides of Chaos. Starting at 1st level, 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. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck. Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 1 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos. At 14th level, 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 number, or both numbers.

Exploding Spells. Beginning at 18th level, 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

Characters

Alduin, the Gold Dragonwrought, Storming Soul Sorcerer