Sorcerer: Difference between revisions

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'''Draconic Presence.''' Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
'''Draconic Presence.''' Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
=== Oracle Soul WIP ===
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>
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 an evocation spell from the sorcerer, warlock, or wizard spell list.
{| class="wikitable"
|+ Oracle Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Guiding Bolt, Identify
|-
| 3rd || Ashen Memory, Augury
|-
| 5th || Clairvoyance, Sending
|-
| 7th || Divination, Locate Creature
|-
| 9th || Commune, Scrying
|}
'''Ritualist.''' Starting at 1st level you have begun seeing Visions of both the past, present and future, some uncontrolled and some at will. These visions have gifted you with the ability to cast spells, some without expending even a spell slot. Starting at 1st level If a sorcerer spell you know has the ritual tag you can cast it as a ritual.
'''Fate weaver.''' At 1st level, as a bonus action on your turn after you cast a Sorcerer spell of 1st level or higher you can use a strand of the leftover magic to gaze into a creature’s potential future. A number of target's of your choice up to your Charisma Modifier (minimum 1) are interwoven with fate for the duration of the spell, or for 1 round for spells with Instant durations. Choose one of the following affects to grant for each interwoven creature:
:'''Blessed.''' The creature gains a 1d4 bonus to attack rolls, ability checks or saving throws (Choose one) until the spell ends.
:'''Baned.''' The creature must make a charisma saving throw and on a failure subtract 1d4 from attack rolls, ability checks or saving throws (Choose one) until the spell ends.
You may only have this ability active on one creature at a time, if you use it again while it is currently active on another creature the effect is instantly removed from the previous creature. In addition you can end it for free as a bonus action on a subsequent turn.<br>
If the spell's duration exceeds ten minutes and lacks concentration you must expend a sorcery point for each hour you wish for the fate weaver bonus to be maintained.
'''Prophesized.''' At 6th level your foresight has grown strong enough that you can warp fate entirely to your will. After you finish a long rest, you can choose one type of roll, such as Strength Saving Throws, Melee Weapon Attacks or Wisdom Checks. Until you finish your next long rest, all creatures within 30ft have either advantage or disadvantage (chosen at the end of the long rest) on that type of roll.
As a bonus action on your turn or as a reaction when a creature you can see within 60 feet of you makes an attack roll, ability check or saving throw you can spend a number of sorcery points up to your proficiency bonus (minimum of 2) and roll a die the size of double the sorcery points spent, this die is your prophetic die. You can choose to do this after you see the result.<br>
As a reaction (within the same restraints as stated above) or as part of the reaction you take when you create a prophetic die. You can add a bonus or penalty to the roll on an attack roll, ability check or saving throw equal to the number rolled on your prophetic die. Once you use a prophetic die to alter the total result of a roll the prophetic die is used and you cannot use this feature again unless you use a bonus action or reaction to create a new prophetic die to do so.<br>
You cannot have more than one prophetic die at a time, If you create another prophetic die before you expend the previous, the new die replaces the old and you lose the one rolled previously.
'''Omniscient.''' At 14th level, as an action you can expend 2 sorcery points to temporarily add a Divination spell of 5th level or lower to your spells known. They count as Sorcerer spells for you and you can cast them as rituals if they have the ritual tag. You lose access to any spells gained via this feature when you complete your next long rest.
'''Greater Visions.''' At 14th level, your visions have grown more accurate and your magic more powerful, you gain the following benefits:
*Whenever you use Metamagic on a divination spell you cast, you can reduce the total cost in sorcery points by 1 (Minimum of 0).
*Whenever you choose to roll a prophetic die you can now roll twice and take the highest of the two results.
*You cannot be surprised while you are conscious.
Whenever you cast a sorcerer spell that has a chance of failure (Such as Commune) reduce the cumulative chance of failure by 25%.
'''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 ===
=== Resonant Soul ===