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'''Wind Soul.''' At 18th level, you gain immunity to lightning and thunder damage. | '''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 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. | ||
=== Soul of Treasure === | |||
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. | |||
'''Manifest Treasure.''' At 1st level, you can pull gleaming treasure from your hoard to aid you in your adventures. As a bonus action on your turn, you can summon a nonmagical object worth a number of gold pieces no more than 50 × your sorcerer level. The object can be an art object, gemstone, trinket, weapon, shield, suit of armor, or piece of adventuring gear of your choice, so long as it isn’t a piece of adventuring gear that is consumed when used. Beyond the object’s basic characteristics, you determine its appearance.<br> | |||
If the object is a weapon, shield, or suit of armor, you can choose to don or wield it as part of summoning it, and are proficient with it while you wield or wear it. Otherwise, it appears in your empty hand.<br> | |||
If an object conjured with this feature is consumed as the material component of a spell, it instead immediately disappears and the spell fails.<br> | |||
The object disappears after 1 minute, if you use this feature again, or if you dismiss it as a bonus action on your turn. You can use an action while you are touching the object to prevent it from disappearing for 1 minute.<br> | |||
'''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.<br> | |||
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 short rest. The object must either be a magic item or a nonmagical one 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 exceed- ing 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. It otherwise behaves as if summoned by your Manifest Treasure feature.<br> | |||
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.<br> | |||
Additionally, you can spend 1 sorcery point when you use your Manifest Treasure feature to summon two objects at once. This number increases to three objects at 14th level and to four objects at 18th level. | |||
'''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.<br> | |||
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.<br> | |||
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, choosing from the objects available to you from your Manifest Treasure feature, and send them flying toward targets within 60 feet of you. You conjure one 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. | |||
=== Soul of Wild Magic === | === Soul of Wild Magic === |