Sorcerer
Base Class: Sorcerer

A sorcerer that can exert some influence over the ebb and flow of the afterlife.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Wild Magic Surge

d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

Roll 1d20. On a 1-10, you cast maze on yourself. On a 11-20, you cast maze.

05–06

For the next minute you can see after-images from all the deaths that happened in your surroundings. You make concentration checks with disadvantage while you're percieving these images.

07–08

You cast feign death with a casting time of one action on yourself.

09–10

You cast etherealness. Roll 1d20. On a 1 to 12, the duration is 1 minute. On a 13 to 20, you're being hunted by a mob of shadowy figures and animals while on the ethereal plane, you can't willingly end the spell and you take 1d8 psychic damage each turn. You can attempt to end the spell early by succeeding on a DC 16 Charisma saving throw.

The spell ends if you get reduced to 0 hit points.

11–12

Your weapon transforms into a reapers scythe (if you have no weapon in your hand, the scythe simply appears). It is has the heavy and two-handed properties. You're proficient with this weapon. On a hit, it deals 1d8 slashing damage plus 4d10 necrotic damage. If you kill a creature with this scythe, the weapon disappears and a single soul coin appears in your hand.

13–14

You cast life transference and must target the creature closest to you.

15–16

You cast meld into stone and must use it to sink into the ground (ground can also be earth instead of stone). A tombstone with your name on it appears where you sank into the ground. You heal 1d6 hit points at the beginning of your turn as long as the spell lasts.

17–18

Your hair triples in length and it floats in the air as if it was underwater. It only stops acting like that after being washed 1d4 times.

19–20

The corpse closest to you animates and turns into an undead creature. The statblock is determined by the DM and is similar to the CR level the dead creature had when it was still alive. Roll 1d20. A roll of 1 to 8 means the creature is hostile to you. 9 to 15 means the creature is indifferent. 16 and higher means it is friendly.

21–22

All attacks you make in the next minute deal an additional 2d8 necrotic damage on a hit. If you kill a creature with an attack during this time, a soul coin appears in the mouth of the dead creature. It appears on the creature if the creature has no mouth.

23–24

Your hands can only touch things on the ethereal plane, although they're still visible as ghostly limbs. You can use them to perform the somatic components of spells and you can use the hands like with a mage hand. A remove curse spell can end this effect. The curse can also be ended by destroying a soul trinket or snapping a soul coin in half.

25–26

Your eyes shine with an otherworldly light. You have truesight for 1d4 hours.

27–28

For the next minute, you can cast cause fear without needing to spend spell slots at 2nd level.

29–30

For the next ten minutes, you can phase partially into the realm of the dead. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 30 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

31–32

You are transported to the plane of your god (if you have no god, the plane of your alignment) for 1d4 turns, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

You cast telekinesis. Every time you use the spell, roll 1d20. On a 1 to 3, it backfires and you are affected instead. On a 4-20, it works as intended.

35–36

Your shadow starts to act independently from you for the next 24 hours, acting hostile towards other shadows, dramatically trying to choke or murder them.

37–38

The creature closest to you becomes terrifying to behold. All creatures, including you, need to make a DC 16 Wisdom saving throw or be frightened of that creature.

39–40

For the next hour, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. Both the space you teleport from and the space you teleport to must be in dim light or darkness.

41–42

Your head is transported to a demiplane that houses your worst nightmare. You don't take damage when your head gets separated like this. Make a wisdom saving throw (DC 16). On a fail, you are paralyzed until the end of your next turn, when you can repeat this saving throw. On a success, you fight off your fears and your head is transported back to your body. While separated from you, your body becomes an undead creature that attacks any creature within 10 feet of it, using your weapons and bonuses.

43–44

For the next minute, you can step in and out of the ethereal plane like described in blink, but you have full control over when you shift to the ethereal plane and back.

45–46

Roll 1d20. On a 1 to 10, you cast banishment on yourself. On a 11 to 20, you cast banishment.

47–48

The animated, ghostly skeleton of a pet, such as a cat, a hamster or a mouse, appears within 30 feet of you. It affectionaltely follows you for the next 1d4 days. Everyone except you treats it like an ordinary pet who is still alive and well. The pet hisses every time it hears a lie.

49–50

Roll a 1d20. On a 1-10, your mouth disappears and you are no longer able to speak. On a 11-20, your eyes disappear and you are blinded. This condition lasts for 1d4 hours and can be ended early by a remove curse spell.

51–52

A random weapon near you gains sentience, infused with the consciousness of its last victim, becoming a magic item. The weapon has its own agenda and might try to act against you.

53–54

You enter a prophetic state and are able to see a few seconds into the future for the next minute. You're immune to being surprised and all attacks against you are made with disadvantage. You can choose one hostile creature per turn and ask the DM what it will do on its turn.

55–56

For the next 1d4 days, you can cast unseen servant at will. Instead of being invisible, it is a ghostly apparition such as a dessicated corpse or a ragged skeleton instead.

57–58

A coffin rises out of the earth and closes around a creature or corpse that you can see. A creature can try to avoid this effect by succeeding on a Strength or Dexterity Saving throw (DC 16). On a failure, the creature is enclosed in this coffin and is restrained. While inside the coffin, the creature has total cover against attacks and other effects originating outside. While trapped, a creature can try to force the lid open by succeeding on a DC 20 Strength (Athletics) check. If the creature fails to escape seven times, it can no longer attempt this check.

The coffin disappears after 7 days. If the coffin contains a corpse and existed for its full duration without being destroyed, that corpse becomes a mummy with an alignment matching the one it had in life and a full memory of its demise.

59–60

A trinket (roll a d100) appears in your hand and you cast magic jar with the trinket as a spellcasting component and with a casting time of 1 action. You can't return to your body for the next minute, but can use all the other features of the spell.

61–62

A random plant, object or beast in your surrounding gains the benefit of the awaken spell.

63–64

A old, tattered, blind raven lands on your shoulder. The raven is friendly towards you and your allies and follows you around, preferring to sit on your shoulder. The raven understands you, but speaks only when you ask a question. You can ask three questions as if posed with the commune spell. After it has answered all three questions, the raven dies.

65–66

You and all creatures within 30 feet of you gain immunity to nonmagical piercing, slashing and bludgeoning damage for the next minute.

67–68

You age up to the point where you have only 24 hours left before you die of old age, but stop aging naturally. During that time, you have disadvantage on death saving throws, but advantage on Charisma, Intelligence and Wisdom saving throws. In addition, your speed becomes 20. A remove curse spell can end this effect. The curse can also be ended by destroying a soul trinket or snapping a filled soul coin in half.

69–70

Each creature within 30 feet of you must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes 1d6 bludgeoning damage for every 10 feet moved or fallen.

71–72

A soul coin appears in your hand, or on your tongue if you have no hands free. If a creature dies within the next hour and you are within 30 feet of it, you can capture the rapidly fading life energy in the soul coin using your reaction. The absorption is automatic if you're the one that dies. You or another creature holding this soul coin can then use an action to resurrect the fallen creature as if with the revivify spell by sacrificing half their current hit points instead of needing to provide a material component. The soul coin crumbles to dust after being used in this way.

73–74

A random creature within 60 feet of you gains the benefit of an alter self spell for 1d4 hours. The spell lasts for its full duration or until dispelled and the creature changes it's appearance to look exactly like you.

75–76

A nightmare appears and is friendly towards you.

77–78

A sorrowful ghost (statistics of a banshee) appears in a unoccupied space within 30 feet of you. It asks you for help in completing a task (details determined by the DM). If you refuse, the ghost disappears. If you accept, the ghost either helps you in combat, or bestows a random blessing upon you (your choice). If you fail to complete the agreed upon task within 7 days, the ghost becomes hostile towards you and your allies.

79–80

Up to three creatures you choose within 30 feet of you take 4d10 necrotic damage as ghostly figures throw themselfes at the targets.

81–82

You are empowered and guided by the beyond. You triple your movement speed for the next minute and don't provoke opportunity attacks.

83–84

You can cause two creatures you can see within 120 feet of you to swap places instantaneously. Unwilling creatures can attempt a Wisdom saving throw (DC 16). If only one creature is affected, it gets transported to the closest unoccupied space near the second creature.

85–86

You become invisible for the next minute.The invisibility is temporarily suppressed while you're in bright light.

87–88

All creatures within 60 feet of you (not including yourself), that are within 5 feet of a wall, ceiling or floor, must succeed on a Strength saving throw (DC 16) or be restrained by ghostly grasping appendages emerging from the surfaces close to them for 1 minute. A restrained creature can use their action to attempt to break free, making a Strength (Athletics) check (DC 16), ending the effect on a success.

89–90

1d10 filled soul coins fall to the ground in front of your feet.

91–92

A ghost appears in a space as close to you as possible and remains there for 1d4 minutes. Whenever you are targeted by an attack or need to make a dexterity or strength saving throw, the ghost makes it instead. It otherwise doesn't act. The ghost looks like the last creature you killed.

93–94

A ghostly ship emerges from the beyond and comes to a stop close to you. A single merrenoloth is on board and offers you to take you anywhere along the river Styx for one soul coin. Alternatively, you may spend or gain soul coins by selling or buying magic items. The DM determines what sort of items the merrenoloth has for sale at that moment. The exchange rate is typically 1 soul coin per rarity of the item, starting with uncommon items. After the transactions are complete, the ship sails on, disappearing as it arrived.

95–96

A shadow demon appears in an unoccupied space within 30 feet of you and is hostile towards you and your allies. You can offer it a soul coin to change it's mood to indifferent. A second soul coin buys the services of this demon for 3 days, after which the demon fades away.

97–98

A lantern on a post rises out of the ground within 30 feet of you. The lantern gives off a dim ghostly light that illuminates 15 feet. It cannot be removed from the lantern post. Whenever a creature dies within line of sight of this lantern post, it's soul will travel to to the lantern and linger there. The killer of the creature can go to the lantern post and attempt to soothe the ghost, either with a prayer, a burial gift or some kind of sacrifice. The DM determines what is appropriate depending on who the ghost was in life. If successful, the soul departs into the afterlife. On a failure, the ghostly figure remains for 7 days, after which it return to their corpse and become a revenant which is hostile towards its killer.

99–00

You regain all expended sorcery points.

Tides of Chaos

Starting at 1st level, 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 long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Cleric Spells

1st-level Shivering Mind feature

Your link to the beyond 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.

You also learn additional spells when you reach certain levels in this class, as shown on the Shivering 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.

Shivering Spells
Sorcerer Level Spells
1st arms of Hadar, dissonant whispers, mind sliver
3rd calm emotions, detect thoughts
5th hunger of Hadar, sending
7th Evard’s black tentacles, summon aberration (a spell in chapter 3)
9th Rary’s telepathic bond, telekinesis

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, 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.

Previous Versions

Name Date Modified Views Adds Version Actions
1/11/2022 7:11:29 PM
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