Base Class: Sorcerer
The sorcerer has a connection with the world around them and can in turn, bend it to their will.
Magic Domain
At 1st level, you choose one type of magic. The damage type associated with each magic is used by features you gain later.
Magic Domain
| Magic | Damage Type |
|---|---|
|
Storm |
Lightning |
|
Death |
Necrotic |
|
Blaze |
Fire |
|
Stone |
Earth |
|
Toxic |
Acid |
|
Ice |
Cold |
You can speak, read, and write Elvish.
Blaze
At 1st level, you choose one type of Magic domain. The damage type associated with each magic is used by features you gain later.
Death
At 1st level, you choose one type of Magic domain. The damage type associated with each magic is used by features you gain later.
Ice
At 1st level, you choose one type of Magic domain. The damage type associated with each magic is used by features you gain later.
Stone
At 1st level, you choose one type of Magic domain. The damage type associated with each magic is used by features you gain later.
Storm
At 1st level, you choose one type of magic domain. The damage type associated with each magic is used by features you gain later.
Toxic
At 1st level, you choose one type of Magic domain. The damage type associated with each magic is used by features you gain later.
Enchants and Buffs
As magic flows through your body, your magic takes form in the enchant and buff spells.
Elemental Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your magic doamin, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Fey Wings
At 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
These wings are made from the energy of your magic domain and can be used for a slashing attack.
Magic Aura
Beginning at 18th level, you can channel the dread presence of your magic domain, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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