Sorcerer: Difference between revisions

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'''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.<br>
'''Resonant Spells ====
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.
''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>
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.
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'''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.<br>
=== Frequency Attuned ====
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.
''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>
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.
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'''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.
==== Dampen and Amplify ====
:'''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.
''1st Level Resonant Soul Feature''<br>
:'''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.
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, 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.
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'''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.
==== Forceful Resonance ====
''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.
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'''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.
==== Wavelength Sensitivity ====
''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>
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.
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'''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.
==== Isolating Oscillations ====
''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.
*The creature becomes Deafened, as the oscillations change to become destructively interferent.
*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 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 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 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 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.
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.
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'''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.
==== Vibration Mastery ====
''18th Level Resonant Soul Feature''<br>
You’ve managed to master the art of controlling the vibrations around you. As a Bonus Action you can expend 6 Sorcery Points to temporarily control all oscillations of the universe around you, gaining the following benefits:
*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
*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 or be knocked Prone.
This state lasts for 1 minute or until you dismiss it early as a Bonus Action.
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