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'''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.<br> | '''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.<br> | ||
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or a necromancy spell from the sorcerer | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Divine Spells | |+ Divine Spells | ||
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=== Oracle's Soul === | === Oracle's Soul === | ||
Oracles often lacking the training of wizards and the protection from deities of Clerics find their future sight to be overwhelming and uncontrollable. These visions can have traumatic effects on young | Oracles often lacking the training of wizards and the protection from deities of Clerics find their future sight to be overwhelming and uncontrollable. These visions can have traumatic effects on young Oracles and commonly cause them to become the quirky or reclusive individuals they often are. | ||
'''Oracle Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Oracle 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> | '''Oracle Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Oracle 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> | ||
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| 1st || Guiding Bolt, Identify, | | 1st || Guiding Bolt, Identify, | ||
|- | |- | ||
| 3rd || Augury | | 3rd || Ashen Memory, Augury | ||
|- | |- | ||
| 5th || Clairvoyance, Sending | | 5th || Clairvoyance, Sending | ||
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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. | 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. | 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.<br> | |||
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list. | |||
{| class="wikitable" | |||
|+ 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. | '''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. | ||
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Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. | Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being. | ||
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. | Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats. | ||
'''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.<br> | |||
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list. | |||
{| class="wikitable" | |||
|+ Storming Spells | |||
|- | |||
! Sorcerer Level !! Spells | |||
|- | |||
| 1st || Thunderwave, Witchbolt | |||
|- | |||
| 3rd || Gust of Wind, 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. | '''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. | ||
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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. | ||
''' | '''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.<br> | ||
Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a divination spell from the sorcerer, warlock, or wizard spell list. | |||
{| class="wikitable" | |||
|+ 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.<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. | 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 | '''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.<br> | ||
When you summon an object, you can choose to sever your bond to it. If you die, | 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> | all of your bonds are severed, and the contents of the pocket dimension appear at your feet.<br> | ||
'''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.<br> | '''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> | ||
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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. | 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 | '''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 Soul === | === Wild Magic Soul === | ||
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. | 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.<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 evocation or a transmutation spell from the bard, druid, and wizard spell list, or from the uncommon spells. | |||
{| class="wikitable" | |||
|+ Wild Spells | |||
|- | |||
! Sorcerer Level !! Spells | |||
|- | |||
| 1st || Arcane Ammunition, Chaos | |||
|- | |||
| 3rd || Flock of Familiars, Nathair's 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 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. |