Sorcerer
Base Class: Sorcerer

You are the herald of the end, a living bridge between the material world and the Great Void. Your soul is not a spark of light, but a gravitational singularity that pulls all matter and magic toward eventual erasure. Whether your power was born from a rift in the multiverse or granted by a dark cosmic entity, you possess the absolute authority to delete existence itself. To stand before you is to stand before the inevitable silence that awaits all of creation.

Annihilation Magic

1st-level Annihilation Soul feature

When you cast the Elemental Bane spell you can also choose force damage as a damage type. You can cast the Magic Missile spell at will without expending a spell slot. The spell ignores the Shield spell and hit the target regardless.

These spells are added to the sorcerer spell list for you and do not count against the number of sorcerer spells you know:

Annihilation Soul Bonus Spells

Singularity Genesis

1st-level Annihilation Soul feature

You are a living engine of destruction, perfectly shielded from the chaos you create.
  • Arcane Aegis: You are immune to force damage and damage from your own spells. You are also immune to the effects and damage of a Sphere of Annihilation and any similar magical effects. You no longer age, you are immune to any effect that would age you, you cannot die of old age, and you are immune to disease.
  • Void Sovereign: You are immune to any effect that would instantly kill you, instantly reduce your hit points to 0, reduce your maximum hit points, or prevent you from regaining hit points. You have advantage on death saving throws.
  • All-Seeing Void: You have 300 feet of darkvision and can see through magical darkness. You can see through a Sphere of Annihilation or similar effects, though you remain aware of the darkness they create.
  • Void Master: You gain the benefits of a Talisman of the Sphere. When you make a check to control a Sphere of Annihilation, you use any Charisma check, you have advantage on the roll, and you add double your proficiency bonus to the check.
  • Arcane Resilience: You have advantage on saving throws against spells and magical effects, and you add twice your Charisma modifier to these saves. If you succeed on a save, you are entirely unaffected by the spell or effect.
  • Unfettered Destruction: You do not require material components for damage-dealing spells. You do not need to maintain concentration on spells that deal damage.
  • Force Conversion: When you cast a damage-dealing spell or use a damage-dealing magical effect, you can change the damage type to force.
  • Mystic Dissolution: Your magic consumes other magic. Your spells that deal force damage can target and destroy magical creations, such as a Wall of Force, a Leomund’s Tiny Hut, or a Bigby’s Hand. If the effect does not have hit points, you automatically destroy it; otherwise, you deal damage to it as if it were an object.
  • Annihilating Strike: Your spell attacks score a critical hit on a roll of 19 or 20. If you reduce a creature to 0 hit points with force damage and you either scored a critical hit or dealt 50 or more damage with that spell, the creature is annihilated from existence. On a critical or deal 50 or more force damage, roll another d20; if that roll is also a critical hit, you annihilate one of the target's limbs or body portion if the creature has no limb, the DM determines the target of the effect.
  • Destructive Surge: When you cast a damage-dealing spell, add twice your sorcerer level to the damage. This damage is doubled against constructs and objects.
  • Explosive Radius: When you cast a spell with a radius, you can double the radius. This multiplier can increase to triple at 6th level, quadruple at 14th level, and quintuple at 18th level.

Absolute Devastation

6th-level Annihilation Soul feature

  • Infallible Ruin: Creatures cannot gain advantage on saving throws against your damage-dealing spells. Your spell attacks score a critical hit on a roll of 18–20.
  • Entropic Wounds: When you damage a creature with a spell, its maximum hit points are reduced by the amount of damage dealt. The creature can only regain these hit points by finishing a long rest.
  • Brutal Impact: If a creature succeeds on a save against your damage-dealing spell, it still takes maximum half damage, even if the spell usually deals no damage on a success.
  • Disintegration Mastery: If you inflict 100 or more force damage with a spell or magical effect to a creature or object, it is annihilated unless it succeeds on a Constitution saving throw against your Sorcerer Spell Save DC.
  • Master of the Blast: You can use Careful Spell without spending sorcery points. You can choose any number of creatures to be unaffected; they take no damage and suffer no effects.
  • Innate Artillery: You can cast the Fireball and Lightning Bolt spells at will without expending a spell slot.

Arcane Dissolution

14th-level Annihilation Soul feature

  • Mage Guard: You gain resistance to all damage from spells and magical effects. Your spell attacks score a critical hit on a roll of 17–20.
  • Enforced Vulnerability: When you cast a spell you can spend 3 sorcery points to make all targets of the spell vulnerable to your spell's damage while it effects them. If the creatures are already vulnerable, it takes double the final damage calculated.
  • Erasure At-Will: You can cast the Disintegrate spell at will without expending a spell slot.

Apex of Destruction

18th-level Annihilation Soul feature

  • Cataclysmic Potency: You automatically deal maximum possible damage to any creature that fails its saving throw from a spell or is hit by your spell attack rolls. Your spell attacks score a critical hit on a roll of 15–20.
  • Total Erasure: Any creature killed by your spells or magical effects is annihilated from existence. Their soul is destroyed, and they cannot be brought back to life through any means, except through the Wish spell or similar magic.
  • Singularity of Annihilation: Once per long rest, as an action you can create a Sphere of Annihilation that only you can control. It is destroyed if you use this feature again.
  • Void Rebirth: Once per long rest, if you die while your created Sphere of Annihilation exists, your body and equipment are annihilated and you are immediately brought back to life, reformed with all your gear within the sphere. If you die again before completing a long rest, this effect occurs 1d10 days later. This effect triggers immediately if your body is destroyed upon or after death.
  • Meteor Rain: You can cast the Meteor Swarm spell 3 times per long rest without expending a spell slot.

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