Sorcerer
Base Class: Sorcerer

Electricity courses through your veins, granting you the power to control and manifest lightning; a gift bestowed upon you perhaps through an inherited affinity with the Elemental Plane of Air, a pact made with a Storm Giant, or your presence in a cataclysmic thunderstorm. In the end, it is up to you how you acquired your powers. If you need inspiration, confer with the Electric Origins table for  examples of how you acquired your magic. 

Electric Origins
  D6   Origin
  1 Ages ago, a distant ancestor made a pact with a Storm Giant. The magic granted by this pact laid dormant in your bloodline, until a cataclysmic storm awakened the lightning deep within you.
  2 Lost and abandoned for years on the Elemental Plane of Air, you were touched by its raw magic, now carrying a small part of the Plane with you wherever you go.
  3 Mere moments after your heart had stopped beating, a lightning bolt struck your chest, restarting your heart and turning your veins an electric blue for a second. You now hold the power of lightning itself, dependent on it to keep you alive.
  4 A lightning bolt struck the nursery you resided in as a child, which consequentially burned down. You were the only child found residing within the rubble, your tiny palms crackling with electricity.
  5 In their adventuring days, one of your parents was struck by the breath attack of a Blue Dragon, which they narrowly survived. Years later, you were born with a faint, blue-glowing skin.
  6 As a child, you had climbed into the great oak tree on the outskirts of your village after your friends had dared you to. You were too afraid to climb back down as dark clouds rolled over the village and lightning struck the great tree, with you residing in its branches.

Electric Heart Magic

1st-level Electric Heart feature

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

Electric Heart Spells
Sorcerer Level Spells
1st Feather Fall, Thunderwave
3rd Shatter, Hold Person
5th Lightning Bolt, Call Lightning
7th Conjure Minor Elementals, Death Ward
9th Conjure Elemental, Hold Monster

 

Manifestations of Magic
  D6   Manifestation
  1 Your eyes glow an electric blue and sparks shoot out from the corners of your eyes.
  2 Your veins glow with electricity pulsing towards your fingertips.
  3 Your skin becomes a translucent navy blue, your skeletal structure visible.
  4 Lightning crackles from your fingertips, zapping back and forth between your hands.
  5 Your extremities glow a bright electric blue, the blood in your veins pulsing with white light matching the beat of your heart.
  6 Your heart emanates a bright, white light, every beat sending jolts of light through your body.

Sparkjump

1st-level Electric Heart feature

You gain the ability to transport yourself to safety by harnessing the energy of an incoming attack. When you are hit by an attack, you can use your reaction to teleport to a space you can see within 30 ft. Enemies within 5 ft. of your location prior to teleporting take lightning damage equal to your Sorcerer level.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.

Transistor

6th-level Electric Heart feature

You learn to effortlessly transform elemental magic into its electric equivalent. You gain access to the Transmuted Spell metamagic option, or a different one if you already have it. When you use Transmuted Spell to change the damage type of a spell to lightning or thunder, you can use Transmuted Spell even if you have already used a different Metamagic option during the casting of the spell.

Dynamo

6th-level Electric Heart feature
When you use Transistor to transmute a spell's damage type to lightning or thunder damage, you gain a Fleeting Sorcery Point. You may use this Fleeting Sorcery Point to fuel your metamagic options as a normal one would, but if the Fleeting Sorcery Point remains unused by the end of your next turn, it disappears.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses upon finishing a long rest.

Amplifier

14th-level Electric Heart feature

Once per turn, when you deal damage to a creature with a spell of 1st level or higher that deals lightning or thunder damage, you may choose to target an additional number of creatures equal to your proficiency bonus within 10 ft. of the original target. These creatures take half the damage dealt to the initial target (rounded up), unless they succeed a Constitution saving throw against your spell save DC. Creatures hit by the initial spell cannot be targeted by this feature.

Electric Form

18th-level Electric Heart feature

As an action, your form becomes one of pure electricity, lasting for one minute or until you are knocked unconscious. While this feature is active, you are granted the following benefits:

  • You gain a flying speed equal to your movement speed, and you can hover.
  • You gain immunity to lightning and thunder damage, as well as nonmagical slashing, piercing and bludgeoning damage.
  • While this feature is active, you may use the Spare the Dying cantrip, and can cast it as a bonus action.

Once you have used this feature, you cannot use it again until you have finished a long rest, unless you use 6 sorcery points to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2024 2:31:04 PM
18
1
1.4.BRC
Coming Soon

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