Sorcerer: Difference between revisions

7,048 bytes added ,  19:21, 12 September 2022
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! Sorcerer Level !! Spells
! Sorcerer Level !! Spells
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| 1st || Guiding Bolt, Identify,
| 1st || Guiding Bolt, Identify
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|-
| 3rd || Ashen Memory, Augury
| 3rd || Ashen Memory, Augury
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'''Truth Teller.''' At 18th level your expertise in seeing the future, past and present has gifted you with an almost permanent awareness of events yet to come. You learn both the True Seeing and Foresight Spells. In addition you can use an action to cast each of them once (changing the casting time to an action if it is not already) without expending a spell slot when you do so their duration is changed to 1 minute for this casting and you must concentrate in order to maintain the spell effect. You regain the ability to cast them this way when you finish a long rest. When you gain this feature if you already know one or more of these spells you can learn an additional spell from the sorcerer spell list instead.
'''Truth Teller.''' At 18th level your expertise in seeing the future, past and present has gifted you with an almost permanent awareness of events yet to come. You learn both the True Seeing and Foresight Spells. In addition you can use an action to cast each of them once (changing the casting time to an action if it is not already) without expending a spell slot when you do so their duration is changed to 1 minute for this casting and you must concentrate in order to maintain the spell effect. You regain the ability to cast them this way when you finish a long rest. When you gain this feature if you already know one or more of these spells you can learn an additional spell from the sorcerer spell list instead.
=== 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.<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.
{| class="wikitable"
|+ Resonant Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Thunderwave, Magnify Gravity
|-
| 3rd || Shatter, Silence
|-
| 5th || Haste, Pulse Wave
|-
| 7th || Freedom of Movement, 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.<br>
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 ===
=== Shadow Soul ===