Sorcerer
Base Class: Sorcerer

When you are around, plants wilt, creatures decay and water turns to poison. You may have been born in the elemental para-plane of ooze, cursed by a hag to spew poison or just taken an unfortunate fall into a vat of magical acid.

Rotten Spells

You learn additional spells when you reach certain levels in this class, as shown on the Rotten 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 necromancy or a evocation spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spells
1st arms of Hadar, bane, primal savagery
3rd acid arrow, protection from poison
5th hunger of Hadar, bestow curse
7th elemental bane, freedom of movement
9th contagion, negative energy flood

Torturous Toxins

When you subject a creature to poison or acid damage, you can use your reaction to remove resistance to that type of damage for 1 minute, then additional damage of the same type equal to your charisma modifier is dealt to the creature. Once a creature has been subject to this effect, they cannot be affected by it until the next dawn. You can also gain the transmute metamagic that also allows you to transmute necrotic damage into poison or acid damage.

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.

Fetid Sorcery

You gain resistance to acid and poison damage. In addition, whenever you deal acid or poison damage with a spell of first level or higher, you can spend two sorcery point to subject all creatures damaged by the spell to a constitution save or either be unable regain hit points (referred to as the rotting condition) or poisoned respectively until the start of your next turn. You can spend a sorcery point at the start of your turn to reapply the effect on all creatures. If this effect is applied three turns in a row, the creature will become infected with the Rot Heart disease that subjects the creature to both conditions until cured.

Poison Gland

You can no longer be poisoned or diseased.

Bilious Growth

As a bonus action, you can emit an 30 ft aura of filth and decay for 10 minutes. Creatures within the aura of your choice share the resistances you obtain from this class. All creatures within the aura cannot remove the rotting or poisoned condition without magic and have disadvantage on saves against those conditions. In addition, you can use a bonus action to cause creatures with the aura that are either rotting or poisoned to take either acid or poison damage equal to your charisma modifier.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Rotten To The Core

You gain immunity to acid and poison damage, in addition to the following effects.

  • You are considered to deal both acid and poison damage when you inflict one of them for the purpose of your features.
  • Your Torturous Toxins feature can now remove damage immunity and poisoned condition immunity.
  • Your Bilious Aura now deals damage to all creatures of your choice within the aura, with damage doubled for poisoned or rotting creatures.

Lastly, you can use an action to remove all poisoned and rotting conditions from all creatures within the Bilious Aura, dealing acid or poison damage equal the number of conditions removed times your charisma modifier to one creature.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2022 5:15:05 AM
8
1
WIP
Coming Soon
12/20/2022 11:51:24 PM
15
3
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Coming Soon

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