Base Class: Sorcerer
Your magic comes from a direct link to the weave or wherever arcane magic comes from in the campaign setting. You may have been touched by a strange part of arcane magic leaving its mark on you, or you may have been born with it. From that moment be it new or old, you have been able to see and feel the magic throughout the world and have learned to begin harnessing it.
Spellsight
You can see the weave of magic ever present in the world. Add detect magic to your spell list. You can cast this twice per long rest without consuming a spell slot, in addition you can cast it as a reaction when a spell is triggered or cast.
Spell Weaver
You can tap into the weave, allowing you to combine various types of magic into your own spells. When you gain this feature choose 2 schools of magic, each of which give your spells unique effects based on the school of magic as shown in the list below. These effects cannot be added to spells of the same type. You can choose 1 more school at 5th, level, 10th level, and 15th level. You can also use more sorcery points as you gain more levels in this class, 1 at 2nd level, 2 at 6th level, 3 at 14th level and 4 at 18 level. These can be used in conjunction with metamagics. At first level you do not use sorcery points, however you can only use this feature once per day at the lowest potency.
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Abjuration
Protective magic flows through your spell. Either you, the target, or a creature within 10ft from the centre of your spell gain 1d4 temporary hit points per sorcery point spent.
Conjuration
Teleport yourself or an ally if they are within 20ft of the target/centre of the spell 10ft in any direction per sorcery point used. They must be teleported onto solid ground which will not harm them.
Divination
You glimpse into your own, an ally’s, or an enemy’s future. If you look into yours or an ally, attacks made against you/them have disadvantage and you/they have advantage on saving throws until your next turn. If you target an enemy, they must save an intelligence saving throw against your spell dc, on a failure all attacks against them have advantage and they have disadvantage on all saving throws until your next turn. Choose 1 target per sorcery point used.
Enchantment
You weave sly words into your spells. Choose 1 enemy, they must be the target of your spell or within 30ft of the target or the centre of the spell. They must roll a wisdom saving throw against your spell dc, on a failure they cannot attack you, or an ally if they were the target for 1 round per sorcery point used. In addition select 1 other enemy per sorcery point spent.
Evocation
Your spells create an arcane storm centred on your target or at the centre of your spell. All creatures within 10ft of the target (excluding you or the target if they are an ally) must make a dexterity saving throw against your spell dc or receive 1d4 damage of the spells damage type per sorcery point used or half as much on a success. If the spell deals no damage type, add damage based on the school it belongs to. If the damage would stop an effect caused by the spell, the damage occurs before the spell takes effect.
Abjuration and evocation - force
Conjuration and transmutation - Slashing, bludgeoning or piercing
Divination, enchantment, and Illusion - Psychic
Necromancy - Necrotic or cold
Illusion
You create illusions of yourself, the target of the spell or a target within 20ft of the centre of the spell for 1 minute. Create 1 illusion per sorcery point used. When an enemy successfully attacks or targets the character surrounded by illusions, the attacker must roll a d20. If 1 clone is present, the attacker must roll an 11 or above to target the real version. If 2, they must roll at least a 14. If 3, they must roll at least a 16. If 4, they must roll at least an 18. If they roll below the required threshold, one of the illusions is destroyed instead.
Necromancy
You drain the strength from creatures in a 20ft area around the target or from the centre of the spell. All creatures within a 20ft area of the target must make a constitution saving throw against your spell dc. If they fail their movement is reduced by 15ft. This reduction is increased by 5ft per sorcery point used.
Transmutation
You or an ally within 10ft of the target or centre of the spell become a cloud of ash until Your next turn. During this state, the target can move in any direction and can freely move through other creatures spaces. They also gain immunity to all non-magical damage, however their movement speed is reduced to 15ft. This increases by 5ft for each extra sorcery point used beyond the first.
Arcane Flux
When you use a spell slot to gain sorcery points you can immediately cast a cantrip as part of the bonus action. It gains the associated bonus effect from Spell Weaver as though 1 sorcery point was used. This can be used several times equal to your proficiency modifier. Regain these uses after a long rest.
Abjuration |
Protective magic flows through your spell. Either you, the target, or a creature within 10ft from the centre of your spell gain 1d4 temporary hit points per sorcery point spent. |
Conjuration |
Teleport yourself or an ally if they are within 20ft of the target/centre of the spell 10ft in any direction per sorcery point used. They must be teleported onto solid ground which will not harm them. |
Divination |
You glimpse into your own, an ally’s, or an enemy’s future. If you look into yours or an ally, attacks made against you/them have disadvantage and you/they have advantage on saving throws until your next turn. If you target an enemy, they must save an intelligence saving throw against your spell dc, on a failure all attacks against them have advantage and they have disadvantage on all saving throws until your next turn. Choose 1 target per sorcery point used. |
Enchantment |
You weave sly words into your spells. Choose 1 enemy, they must be the target of your spell or within 30ft of the target or the centre of the spell. They must roll a wisdom saving throw against your spell dc, on a failure they cannot attack you, or an ally if they were the target for 1 round per sorcery point used. In addition select 1 other enemy per sorcery point spent. |
Evocation |
Your spells create an arcane storm centred on your target or at the centre of your spell. All creatures within 10ft of the target (excluding you or the target if they are an ally) must make a dexterity saving throw against your spell dc or receive 1d4 damage of the spells damage type per sorcery point used or half as much on a success. If the spell deals no damage type, add damage based on the school it belongs to. If the damage would stop an effect caused by the spell, the damage occurs before the spell takes effect. Abjuration and evocation - force Conjuration and transmutation - Slashing, bludgeoning or piercing Divination, enchantment, and Illusion - Psychic Necromancy - Necrotic or cold |
Illusion |
You create illusions of yourself, the target of the spell or a target within 20ft of the centre of the spell for 1 minute. Create 1 illusion per sorcery point used. When an enemy successfully attacks or targets the character surrounded by illusions, the attacker must roll a d20. If 1 clone is present, the attacker must roll an 11 or above to target the real version. If 2, they must roll at least a 14. If 3, they must roll at least a 16. If 4, they must roll at least an 18. If they roll below the required threshold, one of the illusions is destroyed instead. |
Necromancy |
You drain the strength from creatures in a 20ft area around the target or from the centre of the spell. All creatures within a 20ft area of the target must make a constitution saving throw against your spell dc. If they fail their movement is reduced by 15ft. This reduction is increased by 5ft per sorcery point used. |
Transmutation |
You or an ally within 10ft of the target or centre of the spell become a cloud of ash until Your next turn. During this state, the target can move in any direction and can freely move through other creatures spaces. They also gain immunity to all non-magical damage, however their movement speed is reduced to 15ft. This increases by 5ft for each extra sorcery point used beyond the first. |
Manadrain
When a creature casts a spell, you can use your reaction to steal the magic from the spells effect. The spell must be completed. You gain a spell slot equal to half the level of the spell rounded up and must be used to cast a spell of the same school. This can be used a number of times equal to 2 plus your charisma modifier.
Arcane convergence
You are a hub for arcane energy. You can add 2 schools of magic to your spells, you can only use up to 2 sorcery points for the second option. This is not applicable with Arcane Flux.
Flowing Spellsurge
Each time a magical effect takes place with 60ft of you, you can redirect this magic to a target location. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 8 sorcery points to use it again.
Previous Versions
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6/30/2023 7:20:39 PM
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