Preface
This document provides two subclass options for the sorcerer. The Corrputed Bloodline focuses on manipulating dark energies and eldritch arcana to bolster their magical prowess, while the Faerie Soul relies on a variety of fey energies to support their companions on the battlefield.
This Is Homebrew Material
The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development and editing. They aren’t officially part of the game and aren’t permitted in D&D Adventurers League events.
It should be of note that this material is also 3rd party, meaning that it would be unwise to use this in offical campaigns or modules liscenced by Wizards of the Coast
Please remember this when attempting to use this document in your games, and as always remember to consult your DM prior to use to ensure the contents are compatible with the game being run at the table.
Enjoy.
Credits
Images:
- Tomasz Chistowski (https://www.artstation.com/artwork/zY5RD)
- Yu Cheng Hong (https://www.cuded.com/digital-art-by-yu-cheng-hong/)
The Corrupted Bloodline
When your spark of magic resonated within you, a part of it attached itself to your very being before being warped by dark forces from the ambient area. Perhaps a powerful witch - resting atop blazing coals - laid a dying curse upon the area in which you were born. Perhaps a malevolent lord desecrated the region with powerful dark magics, diabolically twisting the landscape and distorting the magics within. Whatever energies affected you, they have crept into your soul, permanently darkening your magical power.
Dark Magic
You learn additional spells when you reach certain levels in this class, as shown on the Dark Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or necromancy spell from the sorcerer, warlock, or wizard spell list.
Dark Magic Spells
Sorcerer Level | Spells |
---|---|
1st | cause fear, chill touch, false life |
3rd | darkness, Schweinatz' infernal itching* |
5th | bestow curse, grave bolt* |
7th | phantasmal killer, Schweinatz' malison* |
9th | antilife shell, dark spiral* |
Spells marked with an asterisk are from Appendix A: New Spells
Corruption
Starting at 1st level, your magics spread a vile plague of dark energy to their targets.
As a bonus action, you can curse a target for 1 minute, weakening its ability to withstand magical assault. For the duration, you deal an extra 1d6 necrotic damage to the target whenever you hit it with a spell attack. If a creature takes any of this damage on your turn, it must subtract 1d4 from the next attack roll, ability check, or saving throw it makes before the end of your next turn. You can apply this penalty to the target once on each of your turns.
Once you use this feature, you can’t do so again until you finish a long rest. When you gain your Font of Magic class feature, you can also spend 1 sorcery point to use this feature if you have no more uses remaining.
Vision of Shadows
At 1st level, the dark gift of your bloodline alters the very fabric of your magical being. You gain darkvision out to 60 feet. If you already have darkvision, its radius is increased by 60 feet.
When you gain your Font of Magic, you may spend 1 sorcery point to grant yourself the ability to see in darkness as if it were bright light, and magical darkness as if it were dim light, for 1 hour.
Grim Vitality
At 6th level, your magics protect you from the forces of death and decay. You can no longer be frightened, and you gain resistance to necrotic damage.
Persistent Corruption
Also, beginning when you reach 6th level, you regain the ability to use your Corruption class feature when you finish a short or long rest.
Umbral Shroud
At 14th level, while in an area of magical darkness, you can reduce the damage taken from each damage roll by an amount equal to your Charisma modifier (minimum of 1 point per damage roll).
Additionally, creatures that you can see within an area of magical darkness gain no benefit of cover from your spell attacks. The darkness whispers and twists your spells to seek the hearts and souls of those within.
Shadow Vampirism
Also at 18th level, the powers of darkness can take hold over your magic, sapping the strength from your victims and making it your own. When you damage a creature that is corrupted by your Corruption class feature, you gain temporary hit points equal to the damage dealt.
Additionally, when you kill a creature that is corrupted by your Corruption class feature, you can use your reaction to regain a number of sorcery points equal to your proficiency bonus.
Once you regain sorcery points using this feature, you cannot do so again until you complete a long rest.
Credit: Yu Cheng Hong
The Forest Soul
Somewhere in your lineage lies the blood of a powerful faerie queen or fey champion, sometimes laced with ancient magic that predates the world itself. Your lineage might have been graced by the presence of an Ethereal Pixie or a mighty eladrin lord, or it may have even stemmed from a prior residence from within the Fey wilds such as those beyond the Witchlight or the verdant lands of Tier na Nog. Whatever fey spark you have, it flourishes within you and glows with spirit power.
Forest Magic
You learn additional spells when you reach certain levels in this class, as shown on the Forest Magic 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.
Sorcerer Level | Spells |
---|---|
1st | vicious mockery, faerie fire |
3rd | spike growth |
5th | call lightning |
7th | giant insect |
9th | geas |
Pixie Lancet
At 1st level, you learn to use the magic of the wilds as a lancet of arcane force. This lancet becomes a special ranged weapon for you, which you are proficient with. It has a normal range of 100 feet, and no long range.
The lancet uses your Charisma modifier for its attack and damage rolls, as opposed to Strength or Dexterity for a normal weapon, and on a hit it deals 1d8 psychic damage.
When you reach 14th level in this class, if you take the Attack action and attack with the lancet, you can make an additional attack as part of that action, but it must be with this lancet and no other weapon.
Spirit Nature
The magic of your being suffuses your very body, changing you in some supernatural way into a spirit-like creature. Because of this ancient magic, you no longer need to eat or drink. Instead, you sustain yourself on the ambient magic around you.
You sup on a natural force that imbues some type of magic, be it decay, fire, water, plant life, or light. To complete a long rest, you must spend at least 1 hour within 5 feet a natural source of energy that compliments your magical being. If you sup on fire energy, for example, a nonmagical fire is considered a natural source.
If a racial trait allows you to not eat or drink (such as deathless nature, constructed resilience, or the spirit nature racial trait), you use the requirements of that trait to sustain yourself instead.
Fae Power
Also at 6th level, your Pixie lancet gains additional power. Choose one of the following properties: the lancet gains this property and becomes the new type of weapon. When determining your Fae Power, consider your spirit nature and how it may change your lancet. If your spirit nature feeds on fire, for example, you might consider choosing Pixie Fireball as your Fae Power.
If a Fae Power forces a creature to make a saving throw, it uses your Spell Save DC. Your Fae power can only be used once per turn, regardless of the number of times you can attack with your Pixie Lancet.
- Hag Shock. When you hit a creature with your lancet, it must make a Wisdom saving throw or be incapacitated until the start of your next turn.
- Pixie Fireball. When you hit a creature or object with your lancet, you can force the creature to make a Constitution saving throw or become engulfed in faerie flames. At the start of the creature's turns, it takes additional fire damage equal to your proficiency bonus. This effect lasts for a number of rounds equal to your Charisma modifier, although the affected creature can repeat the saving throw at the end of each their turns, ending the effect early on a success.
- Darkling Nova. When you hit a creature with your lancet, the creature and all other creatures or objects within 5 feet of it take 1d8 radiant damage.
- Sprite Thorns. When you hit a creature with your lancet, their speed is reduced by 10 feet for 1 minute, or until they regain at least 1 hit point. A creature's speed can only be reduced by this ability once.
Forest Friends
At 6th level, the ancient magic of your being begins to spread its roots, connecting you to more of the magic of the wilds. As an action, you can spend 3 sorcery points and cast the conjure animals spell, without using a spell slot or material components. The use of this spell is special for you: when you pick a CR range of creatures to conjure, you get to choose what is summoned.
Faerie Wings
At 14th level, your magic blossoms. What grows from you are a pair of gossamer wings, the appearance of which you decide when you gain this feature. The wings can be wreathed in faerie fire, or made of a sheet of water or ice, and patterned to look like the wings of a beetle, butterfly, hornet, or moth. These wings limit what armor or clothing you can wear, as most articles must be specially made to accommodate the new wings.
With these wings, you gain a flying speed of 30 feet, and you can hover in place without using any movement. You also produce a special powdery scale from your wings, which can be used to make special potions. When you complete a long rest, choose one 1st level spell you know that targets one creature and that takes 1 action to cast. You can create a tincture using the powder scales, which replicates the chosen spell.
A creature can use their action to drink the tincture, gaining the benefits of the spell stored within. If the spell requires concentration, the creature must concentrate. If the spell has a set of options to choose from, you must decide what option activates when the tincture is made, and it cannot be changed.
A tincture made with your powder scales remains potent until you complete your next long rest, after which it becomes an inert, tasteless mixture.
Spirit's Blessing
At 18th level, your magical spirit causes you to undergo a wild evolution: changing your physical body completely to match the magical properties of your spirit nature.
Choose between elemental or fey: you gain some of the traits associated with the chosen type:
- Elemental. You gain resistance to your choice of either acid, cold, fire, lightning, or thunder, and when you deal damage of the chosen type, you deal an additional 1d8 damage of the same type. You may deal this additional damage only once per turn.
- Fey. You cannot be charmed or frightened, and gain resistance to psychic damage. Additionally, if a creature attempts to charm or frighten you, you can use your reaction to force that creature to make a Wisdom saving throw against your Spell Save DC. If the creature fails its save, they are either charmed or frightened of you (your choice when you use this ability) until the end of your next turn.
Unleash Spirit
Also at 18th level, when you use your Pixie Lancet, you can tap it into your own spiritual soul, resulting in an explosion of pure energy, and a temporary incarnation of your purest self. Magical wisps of energy begin to leak off of you like smoke from burning wood, and your visage becomes a spectacle of pure fantasy.
As an action, you can unleash your spirit energy. When you do so, an explosion of magic fills a 30-foot-radius sphere centered on yourself. Each creature within the sphere must make a Constitution saving throw, or take 2d12 damage of a type you choose. The damage types you can select are acid, cold, fire, force, lightning, necrotic, radiant, or thunder, and is meant to be reflective of your spirit nature.
Afterwards, the spirit energy begins to funnel through your Pixie Lancet, transforming it into a much more potent Spirit Lance for 1 minute. If you take the attack action and attack with your lance, you can use your bonus action to fire a burst of energy through it towards a point you can see within 100 feet, which can cause one of the following effects of your choice:
- Hag Granny's Hysteria. The burst of energy erupts into a cackling cacophony, which fills a 20-foot-radius sphere centered on the target point with diabolical laughter. Each creature in the area that hears this laughter must succeed on a Wisdom saving throw or take 2d6 psychic damage and be frightened of you until the start of your next turn.
- Pixie King's Rage. The burst of energy becomes a blazing storm of searing flames, which are a color of your choosing. The flames fill a 30-foot-radius sphere centered on the target point, which spreads around corners. Each creature within the sphere must succeed on a Dexterity saving throw or take 4d6 fire damage.
- Darkling Elder's Dream of Dawn. The burst of energy becomes pure white light, which instantly sears all creatures within 30 feet of the target point. Each affected creature must succeed a Constitution saving throw or take 3d6 radiant damage and be blinded until the start of your next turn.
- Sprite Commander's Wild Rose. The burst of energy supercharges all plants within 30 feet of the target point, causing the area to become frantically overgrown with thorny underbrush. A creature takes 2d6 piercing damage for every 5 feet it moves through this area, and must spend 3 feet for every 1 foot it moves.
Once you use this feature, you cannot do so again until you complete a long rest.
Appendix A: New Spells
Dark Spiral
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You conjure a vortex of negative energy at a target point within range, creating a 15-foot-radius cylinder of darkness that is 20 feet in height. Creatures within the dark spiral must make a Constitution saving throw, taking 4d12 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
Nonmagical plant life within the affected area is instantly withered, dying at the start of your next turn, while all light created by spells of 4th level or lower is snuffed out.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an additional 1d12 necrotic damage for each slot level above 5th.
Grave Bolt
3rd-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
You launch a hissing, hurtling ribbon of pure darkness from your hand toward a target creature within range. Make a ranged spell attack. On a hit, the target takes 5d8 necrotic damage. If this spell targets an undead creature, they are instead healed a number of hit points equal to 2d8 + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage inflicted (or the amount of hit points recovered, if applicable), increases by 1d8 for each slot level above 3rd.
Schweinatz' Infernal Itching
2nd-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (The carcass of a cockroach)
- Duration: Concentration, up to 1 minute.
You curse a creature with a baleful sensation, causing them to suffer from itching, irritation, and skincrawling for the duration.
When the affected creature attempts to make an attack roll, they must first make a Constitution saving throw. On a failed save, the attack automatically misses.
The spell ends when the duration expires, or when the creature succeeds on three Constitution saving throws against the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 10 feet of each other when you target them.
Schweinatz' Malison
4th-level-enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
Calling upon dark powers, to attempt to curse a target with a baleful, malicious presence. The creature must succeed on a Charisma saving throw, or be covered in a malison.
While the creature is affected by a malison, no other creature can be friendly to it. In addition, creatures who within 60 feet of the target and that are indifferent to the target must succeed on a Wisdom (Insight) ability check against your spell save DC, or become hostile towards them. The change in disposition caused by this effect lingers even after the spell ends.