Sorcerer: Difference between revisions

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| [[Sorcerer#Psionic Spells|Psionic Spells]] || 1st || You gain free bonus Spells which you can swap out with Divination or Enchantment Spells
| [[Sorcerer#Psionic Spells|Psionic Spells]] || 1st || You gain free bonus Spells which you can swap out with Divination or Enchantment Spells
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| [[Sorcerer#Telepathic Speech|Telepathic Speech]] || 1st || You can speak telepathically and the Mind Sliver Cantrip
| [[Sorcerer#Telepathic Speech|Telepathic Speech]] || 1st || You can speak telepathically and the [[Cantrips#Mind Sliver|Mind Sliver]] Cantrip
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| [[Sorcerer#Psionic Sorcery|Psionic Sorcery]] || 6th || You can cast Psionic Spells with Sorcery Points and without Components
| [[Sorcerer#Psionic Sorcery|Psionic Sorcery]] || 6th || You can cast Psionic Spells with Sorcery Points and without Components
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| [[Sorcerer#Psychic Defense|Psychic Defense]] || 6th || You get Resistance to Psychic Damage and have Advantage at against being Charmed and Frightened
| [[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]]
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| [[Sorcerer#Aberrant Form|Aberrant Form]] || 14th || You can transform to see invisibility, fly, swim, and be squishy
| [[Sorcerer#Aberrant Form|Aberrant Form]] || 14th || You can transform to see invisibility, fly, swim, and be squishy
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==== 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]].
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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.
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| [[Sorcerer#Furious Storm|Furious Storm]] || 6th || You use Sandstorm on all creatures instead of just one
| [[Sorcerer#Furious Storm|Furious Storm]] || 6th || You use Sandstorm on all creatures instead of just one
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| [[Sorcerer#One With the Dunes|One With the Dunes]] || 14th || You can transform to resist being Grappled, Restrained, Slowed, become squishy, move through enemies, not provoke Opportunity Attacks, take less Damage from Attacks, and reduce enemies AC when they hit you
| [[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
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| [[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
| [[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
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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.
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''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.
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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.
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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.
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==== 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.
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| [[Sorcerer#Draconic Spells|Draconic Spells]] || 1st || You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
| [[Sorcerer#Draconic Spells|Draconic Spells]] || 1st || You gain free bonus Spells which you can swap out with Abjuration or Evocation Spells
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| [[Sorcerer#Dragon Ancestor|Dragon Ancestor]] || 1st || You choose a type of Dragon and corresponding Damage Type to gain Resistance to, you learn Draikyaan, and you're better at interacting with Dragons
| [[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
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| [[Sorcerer#Draconic Resilience|Draconic Resilience]] || 1st || You get more Hit Points and a higher AC
| [[Sorcerer#Draconic Resilience|Draconic Resilience]] || 1st || You get more Hit Points and a higher AC
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| [[Sorcerer#Dragon Wings|Dragon Wings]] || 14th || You can fly
| [[Sorcerer#Dragon Wings|Dragon Wings]] || 14th || You can fly
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| [[Sorcerer#Draconic Presence|Draconic Presence]] || 18th || You can Frighten or Charm nearby foes
| [[Sorcerer#Draconic Presence|Draconic Presence]] || 18th || You can [[Conditions#Frightened|Frighten]] or [[Conditions#Charmed|Charm]] nearby foes
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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.
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''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.
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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.
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==== 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 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 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.
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| [[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#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
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| [[Sorcerer#Isolating Oscillations|Isolating Oscillations]] || 14th || When you deal Force or Thunder Damage you can either Deafen the target, give it vulnerability to Force or Thunder Damage, or make it harder to target with Spells
| [[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
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| [[Sorcerer#Vibration Mastery|Vibration Mastery]] || 18th || You can transform to gain Truesight, Jump better without provoking Opportunity Attacks, and knock enemies Prone
| [[Sorcerer#Vibration Mastery|Vibration Mastery]] || 18th || You can transform to gain Truesight, Jump better without provoking Opportunity Attacks, and knock enemies [[Conditions#Prone|Prone]]
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''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 add your Charisma Modifier your Wisdom (Perception) Checks.<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.
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''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 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:
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.
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*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.
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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.
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| [[Sorcerer#Storming Spells|Storming Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
| [[Sorcerer#Storming Spells|Storming Spells]] || 1st || You gain free bonus Spells which you can swap out with Conjuration or Evocation Spells
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| [[Sorcerer#Wind Speaker|Wind Speaker]] || 1st || You learn Elemental
| [[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#Tempestuous Magic|Tempestuous Magic]] || 1st || When you cast a Spell you can fly without provoking Opportunity Attacks
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| [[Sorcerer#Storm Guide|Storm Guide]] || 6th || You can control the weather
| [[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 Prone foes that hurt you
| [[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
| [[Sorcerer#Wind Soul|Wind Soul]] || 18th || You can fly and let your allies fly
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==== 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.
The arcane magic you command is infused with elemental air. You learn to speak, read, and write [[Languages|Elemental]].
<br><br>
<br><br>


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==== 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 away from you a number of feet equal to 5 x your Proficiency Bonus 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>
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| [[Sorcerer#Endless Inventory|Endless Inventory]] || 6th || You can carry an infinite amount
| [[Sorcerer#Endless Inventory|Endless Inventory]] || 6th || You can carry an infinite amount
|-
|-
| [[Sorcerer#Price of Greed|Price of Greed]] || 14th || You get the Bestow Curse Spell and can store a curse in an object
| [[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
| [[Sorcerer#Boundless Hoard|Boundless Hoard]] || 18th || You can throw a ton of random small objects at enemies
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==== 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>
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==== 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 and 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>


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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 13-14 || You cast the Confusion Spell centered on yourself.
| 13-14 || You cast the [[Level 4#Confusion|Confusion]] Spell centered on yourself.
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| 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.
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| 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.
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| 19-20 || You cast Grease centered on yourself.
| 19-20 || You cast [[Level 1#Grease|Grease]] centered on yourself.
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| 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.
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| 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.
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| 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
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| 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.
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|-
| 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.
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| 39-40 || You regain 2d10 Hit Points.
| 39-40 || You regain 2d10 Hit Points.
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| 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.
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| 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.
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| 45-46 || You cast Levitate on yourself.
| 45-46 || You cast the [[Level 2#Levitate|Levitate]] Spell on yourself.
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| 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.
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| 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.
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| 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.
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| 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.
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| 61-62 || For the next minute, you shout when you speak.
| 61-62 || For the next minute, you shout when you speak.
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| 63-64 || You cast Fog Cloud centered on yourself.
| 63-64 || You cast [[Level 1#Fog Cloud|Fog Cloud]] centered on yourself.
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| 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.
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| 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.
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| 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.
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| 71-72 || You gain Resistance to all Damage for the next minute.
| 71-72 || You gain Resistance to all Damage for the next minute.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
|-
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| 85-86 || You cast Mirror Image.
| 85-86 || You cast the [[Level 2#Mirror Image|Mirror Image]] Spell.
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| 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.
|-
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| 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.
|-
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| 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.
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| 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.
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| 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.