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Arboreal Sorcery

Arboreal sorcerers possess an acute connection to the natural world, often finding an affinity for fey or elemental magic. Perhaps, as a sorcerer, you have prominent fey ancestry, or maybe you ate the fruit of an enchanted tree. Arboreal sorcerers find comfort among flora and fauna and the open air, from which they draw their power.

Arborist Spells

You learn additional spells when you reach certain levels in this class, as shown on the Arborist Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer Level Spells
1st entangle, speak with animals
3rd barkskin, spike growth
5th plant growth, speak with plants
7th conjure woodland beings, grasping vine
9th commune with nature, wrath of nature

Path of Land and Sky

Beginning at 1st level, your connection to nature surpasses the average sorcerer. You learn the druidcraft cantrip, and you gain proficiency in the Nature skill if you did not have it already.

Forest Light

At 1st level, you learn to draw power directly from the feywild. You gain a pool of d6s equal to your proficiency bonus. When a creature you can see is hit with an attack, you can use a reaction to expend any number of these dice to either add the result to the attack as radiant damage, or to subtract the result from the damage of the attack, not reducing it past 0. You regain all spent dice when you complete a long rest

Nature Magic

At 6th level, you gain access to two of the following metamagic options. These do not count against the total number of metamagic you can know. You may select additional metamagic options from this table as normal.

  • Bountiful Spell: When you cast a spell with a range of self, you can spend 1 sorcery point to gain 5 temporary hit points and a +1 bonus to your AC until the spell ends.

  • Elemental Spell: When you cast a spell that deals fire, cold, thunder, or lightning damage, you may spend 1 sorcery point to ignore resistance to those elements.

  • Familiar Spell: When you cast a spell with a range of touch, you may spend 1 sorcery point to allow a willing creature within 60 feet of you to use their reaction to deliver the spell, using your spellcasting modifier if it requires an attack roll.

  • Tangle Spell: When you cast a spell that forces creatures to make a saving throw, you can spend sorcery points up to your charisma modifier to reduce the speed of that many creatures who fail the save by half for one minute.

Balm of Spring

When you reach 14th level, your connection to the light of nature widens. Your Forest Light dice become d8s, and when you complete a short rest you can spend a number of sorcery points up to your charisma modifier to regain missing Forest Light dice of an equal amount.

Forest Spirit

At 18th level, growth and life pour from you wherever you walk. As an action, you can spend 5 sorcery points as a bonus action to cause a flow of natural growth around you for 1 minute. For the duration you cannot be charmed, frightened, or magically put to sleep, all attacks against you have disadvantage, and any space you end your turn within 10 feet of becomes difficult terrain to creatures hostile to you and stays so until this feature ends. Once you use this feature you cannot do so again until you complete a long rest.

Spirit Sorcery

Spirit sorcerers are tethered to the world of the dead, drawing power from and sometimes even crossing over into it. A spirit sorcerer may be under the influence of the ghost of a powerful entity, or may have lived in a place haunted by the spirits of the dead. Spirit sorcerers are in some ways dead themselves, as those who stray past the veil of life do not do so unchanged.

Spectral Spells

You learn additional spells when you reach certain levels in this class, as shown on the Spectral Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer Level Spells
1st bane, cause fear
3rd gentle repose, invisibility
5th speak with dead, spirit guardians
7th death ward, greater invisibility
9th hallow, danse macabre

Ghostly Form

Starting at 1st level, you have begun to fade into a ethereal state. You may add your proficiency bonus to death saving throws, and you have advantage on stealth checks made in dim light and darkness.

Incorporeal Movement

Also at 1st level, you learn to pass your body through solid material. For each increment of five feet of your normal movement you take, you may choose to ignore difficult terrain and to pass through solid objects and walls. You take 1d6 force damage when you end your turn in an occupied space. If you expend all your incorporeal movement and still end your turn in an occupied space, you take the damage and are then pushed to the nearest available unoccupied space. You may use this feature a number of times equal to your charisma modifier, regaining all uses on a long rest.

Spirit Magic

At 6th level, you gain access to two of the following metamagic options. These do not count against the total number of metamagic you can know. You may select additional metamagic options from this table as normal.

  • Fade Spell: When you cast a spell, you may spend 1 sorcery point to become invisible until the start of your next turn.

  • Frightening Spell: When you cast a spell that targets a single creature, you may spend 1 sorcery point to cause that creature to become frightened of you, for 1 round, on a hit or failed save against the spell.

  • Incorporeal Spell: When you cast a spell that targets an area, you may spend 3 sorcery points to cause that spell to pass through walls. This does not affect the permeation of a spell through lead or magically warded areas.

  • Misty Spell: When you cast a spell that covers an area, you may spend 1 sorcery points to cause that area to become heavily obscured until the start of your next turn.

Improved Ghostly Form

At 14th level, your body can completely pass into an ethereal state. By concentrating for one minute, you may transition to a ghostly, incorporeal form. While in this form your creature type becomes undead, you gain immunity to all damage except force and radiant, you gain a magical fly speed of 30 feet, and can pass through solid objects as if they were difficult terrain. You cannot attack or cast spells, and are limited to interacting with the corporeal world by focusing all your energy to take the Use an Object action.

While in this form, you can cast invisibility on yourself at will without expending a spell slot. You may end this effect by concentrating for 1 minutes to return your body to its original state.

Spectral Possession

By 18th level, you gain the ability to wrest control of other creature’s bodies. You learn the spell dominate person if you did not know it already, and it does not count against the number of sorcerer spells you know.

Additionally, you may spend 3 sorcery points to cast the spell without expending a spell slot and with a range of touch, at 7th level. If you cast it in this way, the target cannot have advantage on the saving throw due to combat, and your body and equipment transform into an ethereal mist that is enveloped by the target creature, rendering you invulnerable to all damage for the duration. While concentrating on the spell in this way, you must use your action to gain precise control of the creature. When the spell ends, you reappear in an unoccupied space of your choice within 15 feet of the creature. Once you use this feature, you cannot do so again until you complete a short or long rest.

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