Sorcerous Ascension
At 20th level, you gain a 10th level spell slot and a 10th level spell.
If you use the spell slot to regain sorcery points, you regain it on a long rest. If you use it to cast a spell, you regain it in 3+1d12 days.
10th Level Spells
Blood of the Ancients
10th level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Draconic Sorcerer
You tap into your draconic bloodline, creating an explosion of energy before ascending into your latent dragon form. All creatures in an area 60 feet around you must make a Dexterity saving throw, or take 10d6 damage of your bloodline's type.
You then transform into an ancient dragon of your bloodline. Your game statistics are replaced by the statistics of an ancient red or gold dragon, other than the breath weapon, which changes to an element that matches your ancestry. You retain your alignment and Intelligence, Wisdom, and Charisma scores if they are higher. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the dragon. If the dragon has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.
You assume the hit points and hit dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source. When you transform, your equipment also transforms to suit your dragon form. During this spell's duration, you can use your action to re-assume your regular form.
Guiding Hand of Chaos
10th level divination
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
- Classes: Wild Magic Sorcerer
Every time you cast a spell of 1st level or higher, you make a roll on the Wild Magic Surge table.
Any time you would roll for a surge, you may hand pick one effect, and focus the surge upon any creature or object you can see within 120 feet of you. You may choose to omit any creatures from being affected by a Wild Magic Surge.
You cannot pick one effect more than once a minute this way.
Judgment
10th level evocation
- Casting Time: 1 action
- Range: Sight
- Components: V
- Duration: Instantaneous
- Classes: Divine Soul Sorcerer
You soar into the air in a brilliant beam of light, up to 1 mile above where you stand. All creatures that you can see are individually judged, and dealt 10d10 radiant damage or healing, depending on your choice. Afterwards, you reappear where you stood in a flash of light.
Shadow of Oblivion
10th level illusion
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a wisp of shadow)
- Duration: Concentration, up to 10 minutes
- Classes: Shadow Sorcerer
With a wave of the hand, you and all willing creatures within range are drawn into an illusory shadow realm of your design, that emanates from you and moves with you. Each hostile creature in range must make a Wisdom saving throw the first time it enters your realm on a turn or begins its turn there. On a failure, they take 3d10 psychic damage and perceive your shadow realm as magical darkness where you and your allies are invisible and heavily obscured, and they are blinded. This effect lasts until the end of their next turn. On a success, they take half damage and are not affected.
While in your realm, you can cast any illusion spell of 5th level or lower as a single action without expending a spell slot or using concentration, as if you were standing in any point within your shadows. These illusions all end when this spell does, and cannot exist outside of your shadow realm.
Thunder God's Wrath
10th level conjuration
- Casting Time: 1 action
- Range: 1,000 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Storm Sorcerer
You conjure forth a furious storm cloud within range, 20 feet on a side at its largest, that can serve as a magical mount for up to 100 creatures. You command the cloud mentally (no action required by you) as it flies through the skies at a speed of 150 feet. It heavily obscures and creates difficult terrain over any space it occupies, and each hostile creature that enters its space for the first time on a turn or starts its turn there must make a Constitution saving throw. A creature takes 2d10 cold damage on a failed save, and half as much on a success.
At the beginning of each round, the storm cloud can fire a bolt of lightning at one creature of your choice within a mile. It must make a Dexterity saving throw or take 1d100 lightning damage, or half as much on a successful one.
Mindswarm
10th level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 10 minutes
- Classes: Aberrant Mind Sorcerer
Untethering your mind, you externalize part of your psyche into seven fragments of power. These fragments take on translucent shapes of your choosing, and float in place where you summon them.
As a bonus action, you can command one fragment to move up to 60 feet and create one of the following effects:
Skullburst. The fragment flies toward a creature within 120 feet before exploding, attacking its mind. Make a spell attack. On a hit, the target takes 12d10 psychic damage, and must make a Wisdom saving throw. On a failure, you gain perfect control of the creature on their next turn. If the creature is immune to being charmed, you only gain control of its body.
Soul Anchor. The fragment takes on another creature's concentration, allowing them to concentrate on something else. Concentration ends if the fragment is used in any other way, or until you transfer concentration back as a bonus action.
Psychic Shield. The fragment dissipates, projecting a warding field in an area 30 feet around itself. The field has 100 hit points, intercepting damage dealt to creatures of your choice within it. If damage would bring the field's hit points to 0, the creatures take any remaining damage.
Sublime Harmony
10th level divination
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a latticed crystal)
- Duration: 10 minutes
- Classes: Clockwork Soul Sorcerrer
In a flash of awareness, you and up to six friendly creatures of your choice that you can see within range are linked in perfect harmony.
All linked creatures can communicate telepathically with one another, and use the mental ability scores and proficiencies of any other linked creature in place of its own.
In addition, while linked in this way, a creature gains access to the spell lists and features of all other linked creatures. If a spell or feature requires a resource such as a spell slot or a limited use of a feature, another linked creature can use a reaction to make that resource available for use.
Finally, if one linked creature takes damage, any other linked creature can use its reaction to take up to half of the damage dealt, up to its current hit points.