Sorcerer
Base Class: Sorcerer

Your innate magic comes from opposing forces that are both present with your blood or that of your ancestors. Sometimes, sorcerers with this origin trace their descent back to rare alliances between warring races, but many times it is purely accidental, as any amount of opposing blood can cause powers to form. Almost all of these bloodlines are unknown, and commonly skips generations. Any given sorcerer could be the first of a new bloodline, though it is nearly impossible to tell.

Opposing Ancestry

At 1st level, you choose two opposing forces which are your source of power. The damage type associated with each conflict is used by features you gain later.

Opposing Ancestry

Opposing Forces

RESISTED DAMAGE

VULNERABLE DAMAGE

Light/Dark

Radiant

Necrotic

Dark/Light

Necrotic

Radiant

Fire/Water

Fire

Cold

Water/Fire

Cold

Fire

Air/Earth

Thunder

Poison

Earth/Air

Poison

Thunder

Brain/Brawn

Psychic

Bludgeoning

Brawn/Brain

Bludgeoning

Psychic

Magic/Tech

Force

Lightning

Tech/Magic

Lightning

Force

You gain resistance to the damage type of one half and gain vulnerability to the damage type of the other half.

Air/Earth

Grants resistance to Thunder damage and vulnerability to Poison damage

Brain/Brawn

Grants resistance to Psychic damage and vulnerability to Bludgeoning damage

Brawn/Brain

Grants resistance to Bludgeoning damage and vulnerability to Psychic damage

Dark/Light

Grants resistance to Necrotic damage and vulnerability to Radiant damage

Earth/Air

Grants resistance to Poison damage and vulnerability to Thunder damage

Fire/Water

Grants resistance to Fire damage and vulnerability to Cold damage

Light/Dark

Grants resistance to Radiant damage and vulnerability to Necrotic damage

Magic/Tech

Grants resistance to Force damage and vulnerability to Lightning damage

Tech/Magic

Grants resistance to Lightning damage and vulnerability to Force damage

Water/Fire

Grants resistance to Cold damage and vulnerability to Fire damage

Equinotic Imbalance

As magic flows through your body, it causes disharmony in your spells. Spells that deal damage you are resistant to lose damage equal to half your level, and spells that deal damage you are vulnerable to gain damage equal to half your level.

If Equinotic Imbalance would cause a spell's damage to be less than 0, it deals Piercing damage equal to the negative amount of damage.

Conflicting Connection

Starting at 6th level, your blood grants you new attributes and abilities. Gain the effects pertaining to your origin:

Arcane Knowledge (Magic/Tech)

You may learn 1 wizard spell of any level.

Cunning (Brain/Brawn)

You gain expertise on Perception and Investigation checks.

Gain +1 to hit on unarmed strikes.

Dawn (Light/Dark)

While the sun is visible, regenerate 1 HP every minute.

While the moon is visible, all spells within 20 ft of you (including your own) deal Necrotic damage.

Dusk (Dark/Light)

While the moon is visible, you may use 2 sorcery points to cast Vampiric Touch.

While the sun is visible, all spells within 20 ft of you (including your own) deal Radiant damage.

Ground (Earth/Air)

Once per short rest, you may cause a medium or smaller creature in the air within 30 ft of you to fall to the ground.

You may also cause an object that weighs 100 lbs or less in the air within 30 ft of you to fall to the ground.

 

While you are not touching the ground, get +1 to hit.

Lift (Air/Earth)

You may cast Levitate for free, as long as you are the target.

While you are standing on grass or dirt, gain 1 AC.

Mechanical Knowledge (Tech/Magic)

You gain gain resistance against damage from traps.

Parch (Fire/Water)

At any time, you may cast create or destroy water for free, except that you cannot use it to create water.

You may spend 2 sorcery points to raise create or destroy water's level, to a maximum of 5th level.

Quench (Water/Fire)

At any time, you may cast create or destroy water for free, except that you cannot use it to destroy water.

You may spend 2 sorcery points to raise create or destroy water's level, to a maximum of 5th level.

Running (Brawn/Brain)

Gain +10 speed.

Elemental Break

At 14th level, your imbalance becomes tangible across your body. All melee attacks you make deal an additional 1d4 of whatever damage you are vulnerable to. 

As a reaction, you may spend 3 sorcery points and make any melee attack made against you deal whatever damage you are resistant to instead of its normal damage type.

Solstice

Beginning at 18th level, you can channel your opposing powers to warp your arcane capabilities. As an action, you can spend 5 sorcery points to cause all spells you cast to deal a damage type of your choice instead of their normal damage type for 1 minute.

Previous Versions

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