The Sorcerer Nobody Asked For
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.
Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.
Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.
Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Raw Magic
Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.
Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn ability, they can unleash a never ending torrent of magic.
Unexplained Powers
Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with a seemingly endless font of power.
Creating a Sorcerer
The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?
How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend to do with it? Perhaps you feel like you’ve been given this power for some lofty purpose.
The Sorcerer
Level | Proficiency | Features | Surge Damage | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Sorcerous Origin | — | 4 | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Font of Magic, Surge of Power, Sorcerous Origin Feature | 1d4 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Esoteric Sorcery | 1d4 | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Magical Guidance | 1d4 | 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Sorcerous Origin Feature | 1d4 | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 1d4 | 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 1d4 | 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 1d6 | 5 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Efficient Sorcery | 1d6 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 1d6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 1d6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 1d6 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Sorcerous Origin Feature | 1d6 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Efficient Sorcery (2nd) | 1d6 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 1d8 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 1d8 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Sorcerous Origin Feature | 1d8 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 1d8 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Efficient Sorcery (3rd), Arcane Avalanche | 1d8 | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a Sorcerer
To create a Sorcerer, consult the following lists, which provide Hit Points, proficiencies, and the class' core features. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate. Refer to the Sorcerer Class listed in the 2014 PHB publication for general idea of starting equipment.
Class Features
As a sorcerer, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per sorcerer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 or 4 + your Constitution modifier per sorcerer level after 1st
Proficiencies
- Saving Throws: Constitution, Charisma
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: None
- Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Spellcasting
1st-Level Sorcerer Feature
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. When you gain a level in this class, you can replace one cantrip you know with a different cantrip from the Sorcerer spell list.
Known Spells. You know a number of spells equal to the number listed int the Spells Known column of the Sorcerer class table. When you gain a level in this class, you can replace one spell you know with a different spell from the Sorcerer spell list.
Spellcasting Ability. Charisma is your Spellcasting Ability for your Cleric spells.
Spellcasting Focus. You can use a arcane focus as a Spellcasting Focus for your sorcerer spells.
Sorcerous Origin
1st-Level Sorcerer Feature
Choose a sorcerous origin, which describes the source of your innate magical power detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 2nd, 6th, 14th, and 18th level.
Font of Magic
2nd-Level Sorcerer Feature
You can effortlessly draw on your own well of innate magical power.
Sorcery Points
You have a number of Sorcery Points equal to your Sorcerer level. You can spend your Sorcery Points directly to cast spells using your Flexible Casting. In addition, several other Sorcerer class features provide opportunities to use your sorcerer points.
You regain all spent Sorcery Points when you finish a long rest, and any in excess of your normal limit are lost.
Conversion
You can sacrifice spell slots to gain Sorcery Points.
As a Bonus Action on your turn, you can expend one spell slot and gain a number of Sorcery Points equal to the slot’s level.
Flexible Casting
Whenever you cast a Sorcerer spell, you can cast the spell using a spell slot normally or by expending Sorcery Points. Refer to the following table to determine the number of Sorcery Points required to cast a spell at different levels. You cannot cast spells higher than 5th level using Sorcery Points.
Sorcery Point Costs
Spell level | Sorcery Points |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
Surge of Power
2nd-Level Sorcerer Feature
You can exude a tremendous amount of power for short time. How this power manifests is dependent on your Sorcerous Origin.
On your turn, you can enter a surge of power as a Bonus Action. While surging, you gain the following benefits:
- You have advantage on Constitution checks and Constitution saving throws.
- When you cast a spell that deals damage, you gain a bonus to the damage that increases as you gain levels as a sorcerer, as shown in the Surge Damage column of the Sorcerer table.
- When you roll damage for a Sorcerer spell you cast, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Your surge lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your surge on your turn as a Bonus Action.
Once you have surged, you must finish a long rest before you can surge again.
Esoteric Sorcery
3rd-Level Sorcerer Feature
Your magic swirls within you, and you are able to add to that pool when encountering other sources of magic.
Whenever you might find spells or sources of magic during your adventures, you may gain the power that it holds. You could discover a spell recorded on a scroll in an evil wizard's chest, a spell imprinted to a rune stone, or castable from a magic ring, or a mighty wellspring of magic surging from a place of power. These acquisitions provide you the opportunity to absorb its magic and make it your own.
When you find a sorcerer spell of 1st level or higher for which you have spell slots, you can consume the magic within the item or source of power, potentially nullifying the source. You instantly learn that spell. Spells learned this way do not count against your number of spells known.
However, you are limited to a number of spells learned this way equal to your Charisma modifier (minimum of one). If you desire to learn additional spells in this manner, you must choose and replace one of the spells you have already learned using this feature, and forget it. These spells cannot be replaced by any other means.
Ability Score Improvement
4th-Level Sorcerer Feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Magical Guidance
5th-Level Sorcerer Feature
Drawing success from the clasp of failure requires you to tap into your wellspring of raw power.
Whenever you make an ability check or an attack roll, you can spend 2 Sorcery Points to reroll the d20, but you must use the new roll. You must do this before knowing the outcome of the roll.
Efficient Sorcery
10th-Level Sorcerer Feature
Your ability to use your Font of Magic with less restriction.
Whenever you sacrifice a 1st level Spell Slot to gain 1 Sorcery Point you gain 1 extra point.
At later levels You can gain an additional Sorcery Point when sacrificing higher level spell slots. Starting at 15th level, you gain 1 extra point when sacrificing 2nd level spell slots, and at 20th level you gain 1 extra point from sacrificing 3rd level spell slots.
Arcane Avalanche
20th-Level Sorcerer Feature
As an ultimate display of raw power, you can use your innate wellspring to cast a spell of great power.
Once between long rests, you can cast a spell of 6th level or higher using your Sorcery Points using the following reference table.
Spell level | Sorcery Points |
---|---|
6th | 9 |
7th | 11 |
8th | 13 |
9th | 15 |
Sorcerous Origin
Different sorcerers claim different origins for their innate magic. Although many variations exist, some of these origins fall into the following categories.
Draconic Bloodline
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.
Dragon Ancestor
1st-level Draconic Bloodline feature
You choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry
Dragon | Damage Type |
---|---|
Black/Copper | Acid |
Blue/Bronze | Lightning |
Brass/Red/Gold | Fire |
White/Silver | Cold |
Green | Poison |
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
1st-level Draconic Bloodline feature
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge.
Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Surge of Power: Breath of the Dragon
2nd-level Draconic Bloodline feature
While surging you can take a Magic Action to evoke the powerful breath weapon of the mighty dragon. Each creature in a 30 foot cone must make a Dexterity saving throw against your spell save DC. Roll a number of d10s equal to 1 + 1/2 your Sorcerer level. On a failed save, a creatures takes that much damage, or half as much damage on a successful one. The damage type is the type associated with your Draconic Ancestry.
Once you use your breath weapon, you cannot use it again until you enter a new surge.
Surge of Power: Dragon Sight
2nd-level Draconic Bloodline feature
While surging, you gain blindsight out to 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Starting at 14th level, this blindsight extends to 60 feet.
Elemental Affinity
6th-level Draconic Bloodline feature
You affluence with your draconic heritage deepens
- You gain resistance to damage type associated with your Draconic Ancestry
- When you cast a spell that deals damage of the type associated with your Draconic Ancestry, you can add your surge damage die to one damage roll of that spell, even if you aren't surging.
- Before you roll damage for a spell you cast cast that deals damage, you can spend a number of Sorcery Points up to your Proficiency Bonus to choose an equal number of damage dice. Set the value of those dice before rolling any others.
Draconic Presence
14th-level Draconic Bloodline feature
As a Bonus Action or concurrently when you enter your surge of power, you can spend 5 Sorcery Points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute or until you unconscious, each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw against your Spell Save DC or be Frightened of your until the start of their next turn. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Surge of Power: Dragon's Eminence
18th-level Draconic Bloodline feature
When you enter your Surge of Power, you can choose to take on the form of a dragon. If you do, you gain the following:
- Your surge lasts up to 10 minutes instead of 1.
- None, some, or all of your equipment merges into your draconic form (your choice), and you sprout dragon wings granting you a 60 foot fly speed.
- Your Breath of the Dragon increases to a 60 foot cone.
- Your size increases by 1 step.
- You gain dragon scales increasing your AC to 19, if it was less than that.
- You gain advantage on Strength checks and saving throws.
- You gain the 2 following Legendary Actions, which you are proficient with. You can only take 1 Legendary Action between each of your turns, and after another creature ends their turn. Alternatively, you can use your action to make 2 Claw attacks on your turn.
Legendary Actions
- Claw. This melee attack uses your Charisma modifier for the attack and damage modifier. On hit, you deal 2d10 slashing damage.
- Fly. You can move up to 1/2 your speed.
Storm Sorcery
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
Wind Speaker
1st-level Storm Sorcery feature
The arcane magic you command is infused with elemental air.
You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Additionally, you learn the gust cantrip which does not count against your number of cantrips known.
Attenuating Tempest
1st-level Storm Sorcery feature
The might of the storm does not easily subside, which dampens harm done to you.
You gain a pool of d4s equal to 1 + 1/2 your sorcerer level (round up). When you take damage, you can use a Reaction and expend any number of d4s up to your proficiency bonus, roll them, and reduce the amount of damage you take by the sum total.
You regain all expended dice after finishing a long rest.
Surge of Power: Wind Soul
2nd-level Storm Sorcery feature
While surging, you have a flight speed of 5 feet times your proficiency bonus and can hover.
As a Bonus Action, immediately before or after you cast a spell of 1st level or higher, you cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 10 feet without provoking opportunity attacks. This movement does not consume your speed.
Surge of Power: Storm’s Fury
2nd-level Storm Sorcery feature
While surging, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes up to 2 creatures of your choice that you can see within 60 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
Heart of the Storm
6th-level Storm Sorcery feature
You gain resistance to lightning and thunder damage. Additionally, whenever you cast an instantaneous spell that deals fire, cold, acid, or poison damage, you can spend 1 Sorcery Point to convert that damage to lightning or thunder damage. Additionally, when you deal lightning or thunder damage you can spend 1 Sorcery Point to have that damage ignore damage resistance.
Storm Guide
6th-level Storm Sorcery feature
You gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a Bonus Action.
If it is windy, you can use a Bonus Action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.
Eye of the Storm
14th-level Storm Sorcery feature
You gain greater control over the raging storm that swells within.
As a Magic Action, you can create a 30-foot-radius sphere of raging air centered on you for up to 10 minutes, you fall unconscious, or you decide to end it (no action required). You are immune to all the negative effects created by the sphere, as you are the eye of this storm. You can designate any number of creatures to also be immune to the effects of this sphere.
Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage.
Additionally, while the sphere persists, it has the following effects:
- The sphere’s space is considered difficult terrain.
- Heavy winds disperse gases and vapors.
- Ranged attacks targeting you gain disadvantage.
- Casting the gust cantrip against a target within the sphere causes the gust to bloom into a large blast of wind, the spell also effects all targets within 5 feet of the original target and if the targets are pushed, they are pushed up to 20 feet instead of 5 feet.
- When you are hit by a melee attack, you can use your Reaction (which you can do concurrently with your Attenuating Tempest Reaction) to force the attacker make a Strength saving throw against your Sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 30 feet away from you. If you are surging, the attacker also takes 2d12 lightning damage on a failed save.
Once you use this feature, you cannot use it again until you finish a long rest, or you spend 8 Sorcery Points to use this feature again.
Wrath of the Storm
18th-level Storm Sorcery feature
You learn the Storm of Vengeance spell, this spell counts a sorcerer spell for you, and does not count against your number of spells known.
In addition, you gain the following feature improvements:
- When your Storm's Fury deals damage to a creature, you can expend a spell slot of 1st level or higher to increase the damage dealt to that creature by 1d8 per level of spell slot.
- Your Eye of the Storm has heavy winds surrounding you, stabilizing you; you are immune to the prone, restrained, and grappled conditions for its duration.
- Your Attenuating Tempest dice become d6s instead of d4s.
Shadow Magic
Some features stolen from u/rain-junkie
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.
Eyes of the Dark
1st-level Shadow Magic feature
You have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. Whenever you cast this spell using Sorcery Points, you can see through the magical darkness.
Strength of the Grave
1st-level Shadow Magic feature
Your existence in a twilight state between life and death makes you difficult to defeat.
When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can’t use this feature again until you finish a long rest.
Surge of Power: Shawl of Night
2nd-level Shadow Magic feature
When you enter your Surge of Power, you can cause the lights around you to dim. If you choose to, the light in an aura around you dims. The radius of the aura is 20 feet times your proficiency bonus, and extends through total cover. Bright light becomes dim light, and dim light becomes darkness. Sources of illumination, such as a torch or the light cantrip are not effected by this feature, but their illumination radii are halved.
Surge of Power: Beyond Sight
2nd-level Shadow Magic feature
While surging, when you hit a creature with a spell attack from a sorcerer spell, or it fails its saving throw against your sorcerer spell, you can cause your shadow magic to linger. Until the end of your next turn, you become invisible to that creature as long as your arn't within 10 feet of it.
Once you use this feature, you cannot do so again until you enter a new surge of power.
Lingering Omen
6th-level Shadow Magic feature
When you take damage, you can spend 4 Sorcery Points as a Reaction to reduce that damage by an amount equal to 1d6 + your Charisma modifier + half your sorcerer level, as you wrap shadows around your form to block the blow.
If you reduce the damage to 0 hit points this way, you vanish from your current plane of existence, teleporting to a harmless demiplane, and leave behind an omen, which is a humanoid figure made from swirling shadows that remains in your original location. The omen has AC 10 + your Charisma modifier, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. You can see and hear through your omen using your normal senses. When the omen is reduced to 0 hit points, it's destroyed, and you immediately re-appear at its location.
If the omen isn't destroyed before the start of your next turn, it vanishes and you return to an unoccupied space of your choice within 15 feet of the space you vanished from.
Umbral Form
14th-level Shadow Magic feature
While surging, you magically take on a shadowy, Umbral Form. In this form, you have resistance to all damage except force and radiant damage, you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.
Alternatively, you can use your action and spend 7 Sorcery Points to take on this Umbral Form. Doing so in this way, the form lasts for up to 1 minute, and ends early if you are knocked unconscious.
Tendrils from the Shadowfell
18th-level Shadow Magic feature
As an action, you can choose a number of creatures up to your Charisma modifier (minimum of one) that are within 120 feet of you that you can see and are in dim light or darkness. A sticky manifestation of shadow tendrils cling to each of the chosen creatures for up to 1 minute. The shadows end early if the target is subjected to Daylight, or a creature uses its action to clear the physical manifestations of shadow from an effected creature. While a creature is effected by the shadow tendrils the following applies:
- The creature's sight and hearing range is reduced to 10 feet.
- Whenever the creature makes an attack roll, the creature must roll a d4 and subtract the number rolled from the attack roll.
- Any damage you deal to the creature also reduces the creature's maximum hit points. The creature dies if its maximum hits points are reduced to 0. The reduction in maximum hit points lasts until the creature finishes a long rest.
- The creature has disadvantage on saving throws against spells you cast.
Once you use this feature, you cannot use it again until you finish a long rest. Alternatively, you can spend 7 Sorcery Points to use it again.
Divine Soul
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. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
1st-level Divine Soul feature
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.
Affinity | Spell |
---|---|
Good | Cure Wounds |
Evil | Inflict Wounds |
Law | Bless |
Chaos | Bane |
Neutrality | Protection from Evil and Good |
Favored by the Gods
1st-level Divine Soul feature
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.
Surge of Power: Empowered Healing
2nd-level Divine Soul feature
While surging, the divine energy coursing through you empowers your healing spells. When you cast a spell that restores hit points, you can add one roll of your Surge Damage die to the amount of hit points restored by the spell.
Surge of Power: Heavenly Smite
2nd-level Divine Soul feature
While surging, when you cast a spell that deals damage, you can choose one creature damaged by that spell. That creature takes additional radiant (if your affinity is good or lawful), necrotic (if your affinity is evil or chaos), or force (if your affinity is neutral) damage equal to two rolls of your Surge Damage die and must succeed on a Constitution saving throw or be blinded for up to 1 minute. A blinded creature can repeat this save at the end of each of their turns, ending the effect on a success.
Once you use this feature, you cannot do so again until you enter a new surge of power.
Divine Invocation
6th-level Divine Soul feature
You gain a fragment of power granted to you by your divine power source, based on your affinity.
- Good. Whenever you or an ally within 30 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.
- Evil. Whenever you reduce a creature to 0 hit points with a spell of 1st level or higher, you can spend 1 Sorcery Point to drain some of their life essence. You gain temporary hit points equal to 1d6 + half your sorcerer level.
- Law. When you make an attack roll, you can spend 2 Sorcery Points to forgo rolling the d20 to get a 10 on the die.
- Chaos. When you make a saving throw, you can spend 2 Sorcery Points to reroll the save, and you must use the new result. You can use this effect only once per turn.
- Neutrality. When a creature targets you with an attack, you can use your Reaction and spend 2 Sorcery Points to force them to make a Charisma saving throw against your spell save DC. On a failed save, the creature must choose a new target for the attack or lose the attack.
Otherworldly Wings
14th-level Divine Soul feature
You can use a Bonus Action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a Bonus Action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Martyrdom
18th-level Divine Soul feature
When you are reduced to 0 hit points, a burst of divine energy is released from you, affecting all creatures within 60 feet of you. A hostile creature must succeed on a Charisma saving throw or take 8d6 radiant damage, or half as much on a success. While, friendly creatures gain 8d6 temporary hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Clockwork Soul
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. 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.
Restore Balance
1st-level Clockwork Soul feature
Your connection to the plane of 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.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Clockwork Incantations
1st-level Clockwork Soul feature
You learn additional spells that do not count against your number of spells known. If the spells do not appear on the sorcerer spell list, they are none-the-less sorcerer spells for you.
Sorcerer Level | Spell |
---|---|
1st | protection from evil and good |
3rd | lessor restoration |
5th | dispel magic |
Surge of Power: Clockwork Order
2nd-level Clockwork Soul feature
While surging and fail a Constitution saving throw to maintain concentration on a spell, you can choose to succeed instead.
Once you use this feature, you cannot use it again until you enter a new surge of power.
Surge of Power: Chrono Shift
2nd-level Clockwork Soul feature
While surging, when you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to change the casting time to 1 Bonus Action for this casting.
Chrono Displacement
6th-level Clockwork Soul feature
You can tap into the grand equation of existence to shift the local fabric of time around you.
You can add your Charisma modifier (minimum of 0) to your initiative modifier.
Additionally, whenever you hit a creature with a spell attack, you can spend 2 Sorcery Points to slow it as per the slow spell, until the end of your next turn. While a target is slowed in this way, you gain the benefits of the haste spell. However, you do not gain an additional action, nor do you suffer lethargy when the haste effect ends.
Trance of Order
14th-level Clockwork Soul feature
You gain the ability to align your consciousness to the endless calculations of Mechanus.
While surging, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10. However, your attack rolls can't score a critical hit.
Clockwork Cavalcade
18th-level Clockwork Soul feature
As an Action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 8 Sorcery Points to use it again.
Aberrant Mind
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
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
1st-level Aberrant Mind feature
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.
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.
Psionic Spells
1st-level Aberrant Mind feature
You learn additional spells that do not count against your number of spells known. If the spells do not appear on the sorcerer spell list, they are none-the-less sorcerer spells for you.
Sorcerer Level | Spell |
---|---|
1st | Cause Fear, Dissonant Whispers, Mind Sliver |
3rd | Enthrall, Detect Thoughts |
5th | Enemies Abound, Sending |
Surge of Power: Psychic Wail
2nd-level Aberrant Mind feature
While surging, your spells can become overbearing, and difficult to resist.
When a creature is forced to make an Intelligence, Wisdom, or Charisma saving throw against a spell you cast, you can impose disadvantage on their save (no action required). Once you do so, you cannot do so again until you enter a new surge of power; unless you spend 3 Sorcery Points to do so again early.
Surge of Power: Scion of Power
2nd-level Aberrant Mind feature
While surging, you gain an immutable defensive veil of psionic power; granting the following:
- You gain a bonus to your AC equal to your Charisma modifier (minimum of one).
- You gain advantage on Intelligence saving throws.
Psychic Defenses
6th-level Aberrant Mind feature
You gain resistance to psychic damage, and you have advantage on saving throws against being Charmed or Frightened.
Psionic Sorcery
6th-level Aberrant Mind feature
When you cast any spell of 1st level or higher from your Psionic Spells feature and cast it using Sorcery Points, you can spend a number of Sorcery Points equal to the spell's level instead of its normal Sorcery Point cost.
When you cast a spell from your Psionic Spells feature you can spend 1 Sorcery Point to modify the casting of the spell. This modified casting requires no verbal or somatic components, and it requires no material components.
Additionally, you can cast the Telekinesis spell at will without the need for verbal components, but you can't target a creature nor an item held or carried by a creature when using this feature.
Revelation in Flesh
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within yourself.
As a Bonus Action or when you enter your surge of power, you can spend 1 or more Sorcery Points to magically transform your body for 10 minutes. For each Sorcery Point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
- You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover. Your eyes also turn black or become writhing sensory tendrils.
- You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
- Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion
18th-level Aberrant Mind feature
You can unleash your aberrant power as a space-warping anomaly.
As an Action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.
Phoenix Sorcery
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.
More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.
Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.
Ignition
1st-level Phoenix Sorcery feature
You gain the ability to start fires with a touch.
As an action, you can magically ignite a flammable object you touch with your hand that isn't being worm or carried by another creature—an object such as a torch, a piece of tinder, or the hem of drapes. Additionally, you gain the control flames cantrip. This cantrip does not count against your number of cantrips known.
Gift of Rebirth
1st-level Phoenix Sorcery feature
If you are reduced to 0 hit points, you can draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to twice your sorcerer level.
Once you use this feature, you can’t use it again until you finish a long rest.
Surge of Power: Mantle of Flame
2nd-level Phoenix Sorcery feature
While surging, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. You gain the following:
- Any creature takes fire damage equal to one roll of your surge damage die + your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet
- Your speed increases by 15 feet.
Bathe in Flame
2nd-level Phoenix Sorcery feature
When you roll for fire damage dealt by one of your spells on your turn, the roll gains a bonus equal to one roll of your Surge Damage die.
You can use this feature a number of times equal to your Charisma modifier(minimum of once), and you regain all expended uses of it when you finish a long rest. If you have no uses of this feature remaining, you can use spend 1 Sorcery Point to use this feature again.
Purity of Flame
6th-level Phoenix Sorcery feature
The flames of the phoenix are hot and pure, just are yours.
You gain resistance to fire and cold damage.
Additionally, your fire spells ignore another creature's natural fire resistance. Additionally, when you deal fire damage to a creature with fire immunity, you can spend 2 Sorcery Points to treat that creature as having resistance instead of immunity for the next 10 minutes.
Nourishing Fire
14th-level Phoenix Sorcery feature
Your fire spells soothe and restore you.
When you cast a spell that includes a fire damage roll, you regain hit points equal to the spell’s level + your Charisma modifier.
Form of the Phoenix
18th-level Phoenix Sorcery feature
You finally master the spark of fire that dances within you.
While surging, you gain additional benefits:
- You have a flying speed of 40 feet and can hover.
- You have immunity to fire and cold damage.
- You gain a bonus to your AC equal to your Charisma modifier.
- If you use your Gift of Rebirth, that feature deals an extra 20 fire damage to each creature, and they must pass a Strength saving throw against your spell save DC or be pushed back 30 feet.
From the Ashes
18th-level Phoenix Sorcery feature
Just as the pheonix dawns new life from the ashes of its old, so can you. When you use your Gift of Rebirth, you can choose to also gain the following effects:
- Your hit point maximum is restored to its normal value, if it was altered.
- Your current hit points recover to your hit point maximum.
- Your Sorcery Points are restored to their maximum.
- You recover all expended uses of your Bathe in Flame feature.
- You recover used spell slots. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up), and none of the slots can be 6th level or higher.
Once you use this feature, you can’t use this feature again for 7 + 2d6 long rests.
Wild Magic
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
The Magic of Magic
1st-level Wild Magic feature
You learn additional spells that do not count against your number of spells known. If the spells do not appear on the sorcerer spell list, they are none-the-less sorcerer spells for you.
Sorcerer Level | Spell |
---|---|
1st | Chaos Bolt, Magic Missile |
3rd | Arcanist's Magic Aura, Vortex Warp |
5th | Blink |
Additionally, the magic that suffuses you twists and turns in uneven, yet controlled patterns. When this feature or your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the wizard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
And, whenever you finish a long rest you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Tides of Chaos
1st-level Wild Magic feature
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.
Surge of Power: Font of Raw Magic
2nd-level Wild Magic feature
While surging, you gain resistance to force damage.
Surge of Power: Wild Magic Surge
2nd-level Wild Magic feature
The magical energy roiling inside you erupts from you when you choose to unleash your Surge of Power. When you enter your surge of power, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals your spell save DC.
Worbling Spells
6th-level Wild Magic feature
When you cast a spell with an instantaneous duration that creates an area of effect, you can cause pockets of the spell to extend beyond its normal area. To do so, you spend a number of Sorcery Points up to 1/2 the spell's level, rounded up (1 point if the spell is a cantrip). Choose a number of 5 foot squares up to the number of Sorcery Points spent that are within 5 feet of the edge of the area of effect. The chosen squares are added to the spell's area of effect.
Spell Bombardment
6th-level Wild Magic feature
The harmful energy of your spells intensifies.
When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Unleashed Power
14th-level Wild Magic feature
You can use your Surge of Power one additional time between rests.
Bending the Realm of Magic
18th-level Wild Magic feature
You can momentarily modify the fabric of the weave around you.
When you are hit by a spell attack or are forced to make a saving throw from a magical effect, you can use your Reaction and choose another target within 30 feet of you to be the target of spell; the new target cannot be the original caster of the spell or the source of magic. The spell's caster or origin source makes a new attack roll against the new target, or the new target makes its saving throw against the spell. If no target is selected, the magic evaporates with no effect.
Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 6 Sorcery Points to use it again.
Wild Magic Table
d20 | Effect |
---|---|
1 | You teleport up to 15 feet to an unoccupied space you can see. Until your surge ends, you can use this effect again on each of your turns as a Bonus Action. |
2 | Until your surge ends, you are surrounded by bedazzling, multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
3 | Flowers and vines temporarily grow around you; until your surge ends, the ground within 15 feet of you is difficult terrain for your enemies. |
4 | An explosion of powerful arcane energy erupts from you. All creatures within 10 feet must succeed on a Strength saving throw be pushed 15 feet back; until your surge ends, you can use a Reaction to repeat this effect against any creature that moves within 15 feet of you. |
5 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or be blinded until the start of your next turn. Until your surge ends, you can use this effect again on each of your turns as a Bonus Action. |
6 | Multiple copies of you appear; you gain the effects of the mirror image spell. |
7 | You immediately become invisible until the start of your next turn; until your surge ends, you can use a Reaction when you hit by an attack to become invisible until the start of your next turn. |
8 | For the duration of your surge, you are under the enlarge effect of the enlarge/reduce spell, and you gain resistance to nonmagical bludgeoning, slashing, and piercing damage. |
9 | Gravity lightens around you; until your surge ends, you gain the benefit of the levitate spell. |
10 | An explosion of fire emanates from you. Each creature within 15 feet must succeed on a Dexterity saving throw or take 2d6 fire damage. Any item not being worn or carried ignites. For the duration of your surge, any creature that enters or starts its turn within 15 feet of you must succeed on a Dexterity saving throw or take fire damage equal to two rolls of your Surge Damage die. |
11 | A 10 foot square area of grease appears at your feet, as if by the grease spell. For the duration of your surge, you can use a Bonus Action on each of your turns to create another 10 foot square area of grease at your feet, as if by the grease spell. You are immune to the effects of this grease. |
12 | You gain the effects of the see invisibility spell for the duration of your surge. |
13 | You become innervated; for the duration of your surge, your speed increases by 20 feet, and opportunity attacks made against you are made with disadvantage. |
14 | Until your surge ends, an oddity in space and time appears around you; whenever you roll with advantage, roll 3 d20s and take the highest, and whenever you roll with disadvantage, roll 3 d20s and take the lowest, and while within 10 feet of you, your allies gain the same effect. |
15 | You immediately regain your lowest-level expended spell slot, to a maximum of 5th level. |
16 | You gain resistance to acid, cold, fire, lightning, and thunder damage. |
17 | You immediately regain 1d10 + your sorcerer level hit points; until your surge ends, after you or anyone within 15 feet of you takes damage you can use your Reaction to roll your surge damage die and they regain hit points equal to the result. |
18 | A light fog forms around you and follows you in a 30 foot radius; the fog lightly obscures the area; until your surge ends, you can use your Reaction to impose disadvantage on any attack against a creature within the fog. |
19 | A necromatic wave of energy rises from below; a skeleton under your command appears in an empty space within 30 feet of you. The skeleton has a number of hit points equal to 3 times your sorcerer level in place of what is listed in its stat block and acts on your initiative count. For the duration of your surge, you can use a Bonus Action on each of your turns to command the skeleton where to go and what to attack. If no order is issued, it doesn't move and takes the dodge action. The skeleton returns to dust when it reaches 0 hit points or when your surge ends. |
20 | Your spells gain a wreathe of frozen energy; for the duration of your surge when you hit a creature with an attack or a creature fails its save against one of your spells, its speed is halved until the end of its next turn. |
Lunar Magic
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
You, or someone from your lineage, has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells.
Consult the Manifestations of Lunar Magic table, then choose or randomly determine how your connection to the moon manifests while you cast your sorcerer spells. Your surge of power will reflect this manifestation for its duration.
Manifestations of Lunar Magic
d4 | Manifestation |
---|---|
1 | You glow with faint light that matches the color of a moon from your world. |
2 | Your pupils shift in shape, matching the current phase of a moon from your world. |
3 | Spectral manifestations of the moon (or moons) of your world orbit you. |
4 | Your shadow is limned in faint light, as if it were a lunar body during a solar eclipse. |
Lunar Embodiment
1st-Level Lunar Magic Feature
You can call down the radiant light of the moon on command.
You learn the sacred flame spell, which doesn’t count against the number of sorcerer cantrips you know.
You learn additional spells when you reach certain levels in this class, as shown on the Lunar 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.
Lunar Spells
Sorcerer Level | Full Moon Spells | New Moon Spells | Crescent Moon Spells |
---|---|---|---|
1st | faerie fire | dissonant whispers | expeditious retreat |
3rd | moonbeam | silence | blindness/deafness |
5th | beacon of hope | bestow curse | hypnotic pattern |
7th | death ward | Evard’s black tentacles | hallucinatory terrain |
9th | mass cure wounds | mislead | dream |
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon.
Lunar Glint
1st-Level Lunar Magic Feature
The magic of the moon delineates the outline of those who hide behind lies and illusion.
You have advantage on ability checks and saving throws made to discern and see through illusions and to perceive hidden or invisible creatures and objects.
Additionally, you can use your action to learn the true form of any shapeshifter that you can see. Once you do so, you can’t do so again until you finish a long rest.
Surge of Power: Endless Cycle
2nd-Level Lunar Magic Feature
When you enter your surge of power, you gain a number of temporary Sorcery Points equal to your proficiency bonus. These temporary points are lost if not used when your surge ends.
Surge of Power: Lunar Empowerment
2nd-Level Lunar Magic Feature
The power of a lunar phase saturates your being. While you are surging, you also gain the following benefit associated with your current lunar phase:
Full Moon: Illuminating your surroundings, you shed dim light in a 120-foot radius. In addition, you and creatures of your choice that are within the 10 feet of you gain temporary hit points equal to one roll of your surge damage die at the end of your turn while surging.
New Moon: Leaching light from your surroundings, you become difficult to target. You gain half-cover for the duration of your surge.
Crescent Moon: Passing from one cresting moon to the next, you have resistance to necrotic and radiant damage for the duration of your surge.
Boon from the Moon
6th-Level Lunar Magic Feature
Each lunar phase is associated with spells of the following schools of magic:
Full Moon. Abjuration and conjuration spells
New Moon. Evocation and necromancy spells
Crescent Moon. Divination and transmutation spells
As an action, you can spend a number of Sorcery Points equal to a spell's level to learn that spell; the learned spell doesn't count against your number of spells known. The spell you choose must be from one of the two schools associated with your current lunar phase, and it must be of a spell level that you have spell slot for. You have access to the chosen spell until you use this feature again to choose a new spell, you change your current lunar phase to a new phase, or you finish a long rest.
Waxing and Waning
6th-Level Lunar Magic Feature
You gain greater control over the phases of your lunar magic.
As a Bonus Action, which you can take concurrently when you enter your surge of power, you can spend 1 Sorcery Point to change your lunar phase to a different one.
Moonlit Blessing
14th-Level Lunar Magic Feature
When you or another creature within 60 feet of are subject to an effect that requires a saving throw, you can use your Reaction to grant yourself and creatures of your choice within 60 feet of you that you can see advantage on their save.
Once you use this Reaction, you must finish a long rest before you can use it again. Alternatively, you can spend 5 Sorcery Points to use this Reaction again early.
Stellar Phenomenon
18th-Level Lunar Magic feature
Your lunar phase magic bursts.
As a Bonus Action, you can tap into a special power of the lunar phase you are currently in. Alternatively, as part of the Bonus Action you take to change your lunar phase using your Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
-
Full Moon: You radiate intense moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
-
New Moon: You momentarily emanate an oppressive gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until you make an attack or cast a spell.
-
Crescent Moon: You slip through light and darkness. You can magically teleport to an unoccupied space you can see within 60 feet of yourself. In addition, you also gain resistance to all damage until the start of your next turn.
Once you use a phase’s Bonus Action, you can’t do so again until you finish a long rest, unless you spend 5 Sorcery Points to use it again.
The Sorcerer
The Sorcerer is the ultimate blaster caster. The addition of A 'Surge of Power' gives the sorcerer the ability to showcase their innate, raw potential. This does come at a price. Metamagic as a whole has been removed, though its spirit lives on. Having a caster who's identity is that of unexplained power and a seemingly endless font of magic, didn't fit the theme of having fine tuned control over their power. Thus, the new Font of Magic lets the Sorcerer cast more spells per day than any other caster class. While, the fine control of magic should be left in the hands of the Wizard.
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