Sorcerer: Difference between revisions

4,796 bytes added ,  14:45, 23 August 2022
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As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.


'''Telepathic Speech.''' Starting at 1st level, 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 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
'''Psionic Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic 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>
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
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 enchantment spell from the sorcerer, warlock, or wizard spell list.
{| class="wikitable"
|+ Psionic Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Arms of Hadar, Dissonant Whispers
|-
| 3rd || Calm Emotions, Detect Thoughts
|-
| 5th || Hunger of Hadar, Sending
|-
| 7th || Black Tentacles, Summon Aberration
|-
| 9th || Telepathic Bond, Telekinesis
|}
 
'''Telepathic Speech.''' Starting at 1st level, 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 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a 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 or die or if you use this ability to form a connection with a different creature. Additionally, you gain the Mind Sliver Cantrip.


'''Psionic Sorcery.''' At 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, 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, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
'''Psionic Sorcery.''' At 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, 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, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
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=== Soul of Clockwork ===
=== Soul of Clockwork ===
The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
The cosmic force of order has suffused you with magic. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
'''Clockwork Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Clockwork 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>
At 7AM each day, 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 a transmutation spell from the sorcerer, warlock, or wizard spell list.
{| class="wikitable"
|+ Clockwork Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Alarm, Protection From Evil and Good
|-
| 3rd || Aid, Immovable Object
|-
| 5th || Dispel Magic, Protection From Energy
|-
| 7th || Freedom of Movement, Summon Construct
|-
| 9th || Greater Restoration, Wall of Force
|}


'''Restore Balance.''' At 1st level, your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
'''Restore Balance.''' At 1st level, your connection to absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.
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=== Desert Soul ===
=== Desert Soul ===
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the Wastes, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
'''Desert Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Desert 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 sorcerer, warlock, or wizard spell list.
{| class="wikitable"
|+ Desert Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Burning Hands, Create or Destroy Water
|-
| 3rd || Blur, Dust Devil
|-
| 5th || Fly, Wall of Sand
|-
| 7th || Fire Shield, Elemental Bane
|-
| 9th || Control Winds, Insect Plague,
|}


'''Dunetreader.''' Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you are naturally acclimated to extreme heat.
'''Dunetreader.''' Starting when you choose this origin at 1st level, you ignore difficult terrain created by sand, and you are naturally acclimated to extreme heat.
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Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power from the ancient War-Bringer gods.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. These Sorcerers have power from the ancient War-Bringer gods.


'''Favored by the Gods.''' Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
'''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, cleric, or wizard spell list.
{| class="wikitable"
|+ Divine Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Cure Wounds, Inflict Wounds
|-
| 3rd || Augury, Healing Spirit
|-
| 5th || Revivify, Spirit Shroud
|-
| 7th || Divination, Sickening Radiance
|-
| 9th || Dawn, Mass Cure Wounds
|}
 
'''Favored by the Gods.''' Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. You can use this feature. number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.


'''Empowered Healing.''' Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points 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.
'''Empowered Healing.''' Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points 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.
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=== Draconic Soul ===
=== Draconic Soul ===
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
'''Draconic Spells.''' At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic 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 a transmutation spell from the sorcerer, warlock, or wizard spell list.
{| class="wikitable"
|+ Draconic Spells
|-
! Sorcerer Level !! Spells
|-
| 1st || Absorb Elements, Chromatic Orb
|-
| 3rd || Dragon's Breath, Dragon Voice
|-
| 5th || Elemental Weapon, Fly
|-
| 7th || Death Ward, Elemental Bane
|-
| 9th || Freedom of the Wind, Legend Lore
|}


'''Dragon Ancestor.''' At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
'''Dragon Ancestor.''' At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
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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 Oracle's and commonly cause them to become the quirky or reclusive individuals they often are.
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 Oracle's 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 || Augury, Locate Object
|-
| 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 now cast it as a ritual.
'''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 now cast it as a ritual.