Sorcerer
Base Class: Sorcerer

You have forged relationships with Vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. You can call upon the Vestiges to create powerful affects that can help your allies, hinder your foes, and wreak havoc across the battelfield.

Vestige Source

Starting at 1st Level, you bond with one Vestige of your choice (from the list below). You gain another bond at 5th, 10th, and 15th Level AND at the discretion of the DM. You use Constitution as your spellcasting ability. Additionally, you gain the Eyes of the Vestige spell and it counts as a sorcerer cantrip for you. 

At the end of a long rest, choose a Vestige that you have access to. This is the Vestige that you are manifesting. The active Vestige applies additional effects to your Eyes of the Vestige.

Vestiges

King Elidyr

A hundred years ago, Elidyr, the last king of Nerath, warred against gnoll invaders who marched beneath the banner of the Ruler of Ruin. The gnoll uprising was finally quelled, but at the cost of the lives of King Elidyr, his heirs, and most of his trusted barons, dukes, and champions. King Elidyr’s vestige is rueful over its failure, and it willingly gives its strength to any who call upon it.

Zutwa

An ancient being of manifest life force, Zutwa was a towering figure as large as a mountain, composed of bark, boughs, grass, leaves, and petals. Its limpid eyes of liquid green could spawn life in barren soil or dead tissue, or deprive earth and flesh of vitality. Zutwa gave up its existence to defeat a primordial of manifest dissolution. Even as a vestige, Zutwa’s energy seems inexhaustible to those who make a pact with it.

Khaeleth

Khaeleth was a divine entity that gave of himself until only a shred remained. Invoking him, you perform a similar act on behalf of an ally.

Mount Vaelis

You tell of the victory of the primordials against the divine army at Mount Vaelis, conjuring the thunderous echoes of their success.

Ugar

Upon his demise, Ugar the Unforgiving dissolved into sand and became a harsh desert. Your words of power bring forth the searing flame of that land to burn your foes.

Xandor

To know the borders of sanity, one has to cross them. With the aid of Xandor the Mad, you push your foe across that threshold.

Ilmeth

The primordial Ilmeth felt sorrow for the lives he claimed in the Dawn War, and the war-frenzied titans under his command destroyed him for his weakness. You channel the sorrow of the slain primordial to wound your enemy with regret

Shax

Shax the Devastator is a dead primordial of the sea. With a wave of your hand, you summon a fragment of his power.

Laraje

Leraje gave up the lush woods to prove her mastery of the bow, and was cast away for it. You borrow her skill, but not her pride.

Solis

A falling star soars downward, burning bright as it strikes your foe in a deafening explosion.

Amaan

Your magic recalls Kaestelaria’s enslavement by the dead god Amaan, imposing similar shackles upon your foe.

The Burned Emperors

The Burned Emperors ruled a region torn by strife. Once defeated, they became a shadowy entity, which you now call upon.

The Land Soul

Your call causes the earth to rise up and crush your foe while bestowing life on you.

Queen Namhar

You call upon the Queen of Namhar, who died of thirst in the Namharid Desert, to send your foe a vivid image of death by thirst.

Master of the Hidden Flame

You call on the vestige of the spellcaster called the Master of the Hidden Flame. Through him, you burn foes by force of will.

Zuriel

As you attack, you scream a war cry to Zuriel, a forgotten deity dedicated to wars of justice.

Vestige of Khaeleth

You gain the effect of the Vestige of Khaeleth for your Eyes of the Vestige and your Vestige Boon.

Eyes of the Vestige Effect

Until the start of your next turn, the next attack roll made against the target has advantage.

Vestige Boon

Allies adjacent to you gain +1 to their AC and saving throws

Vestige Manifest

When you bond with a Vestige, you gain the ability to channel some of their power and manifest their aspects. Each Vestige has a unique spell. When you gain a new Vestige, you automatically learn that spell. This spell counts as one of your known spells. When you cast a Vestige spell, your current Vestige changes to the spell that was cast. 

Additionally, your Eyes of the Vestige gains a bonus effect depending on your active Vestige.

Starting at 6th Level, you can use a bonus action to activate the Vestige Boon effect.

VESTIGE

MINIMUM LEVEL

EYES OF THE VESTIGE EFFECT

VESTIGE BOON

King Elidyr

1

Until the start of your next turn, the next attack roll made against the target has advantage.

Allies adjacent to you gain +1 to their AC and saving throws

Zutwa

1

Until the start of your next turn, you gain advantage on attack rolls against the target.

You gain advantage on ranged attacks if no other ally is closer to your target

Khaeleth

1

The first time the target deals damage to an ally before the end of your next turn, you can reduce that damage by any amount and take damage equal to the amount reduced. This damage has no type.

An ally within 30 feet of you gains temporary hit points equal to your Intelligence modifier

Mount Vaelis

1

Your Eyes of the Vestige attack deals 1d6 additional thunder damage.

One creature within 30 feet of you gains vulnerability to thunder damage until the end you your next turn

Ugar

5

Your Eyes of the Vestige attack deals fire damage instead of psychic damage. The target loses any concealment and cannot gain it until the end of your next turn.

You can move the zone up to 15 feet as a free action

Xandor

5

Your Eyes of the Vestige attack deals 1d8 extra psychic damage.

You gain temporary hit points equal to your Constitution modifier

Ilmeth

5

The target has disadvantage on attack rolls until the end of your next turn

You and an ally within 30 feet can swap places as a free action

Shax

5

You push the target a number of feet equal to 5 times your intelligence modifier.

You can end one stunned, grappled, paralyzed, or restrained condition on you or an ally within 30 feet

Laraje

10

The target is immobilized until the end of your next turn.

Plants temporarily grow around you. Until the end of your next turn, you have ½ cover against attackers that are not within 5 feet of you

Solis

10

If the target makes an attack roll against any ally before the end of its next turn, the target takes fire and thunder damage equal to your Constitution modifier.

Each enemy within 15 feet is deafened and gives advantage on attacks made against them until the end of your next turn

Amaan

10

You push or pull the target a number of feet equal to 5 times your intelligence modifier.

You can push or pull a creature within 50 feet of you a number of feet equal to 5 times your Intelligence modifier

The Burned Emperors

10

Each ally adjacent to your target can move 5 feet as a free action.

You can teleport an ally within 30 feet of you up to 15 feet.

The Land Soul

15

Until the end of your next turn, the target gains vulnerability of 5 + Intelligence modifier to acid, fire, lightning or thunder (your choice)

Each enemy within 30 feet of you takes 5 damage, and you regain 5 hit points for each enemy you damage in this way

The Queen of Namhar

15

The target is weakened and deals half damage until the end of its next turn.

Until the end of your next turn, the closest enemy to you is restrained

Master of the Hidden Flame

15

The target takes 5 ongoing fire damage. The target can end the effect by succeeding at a DC 10 saving throw at the end of each of its turns

Each enemy within 30 feet of you, takes 5 ongoing fire damage. The target can end the effect by succeeding at a DC 10 saving throw at the end of each of its turns

Zuriel

15

You knock the target prone, and the attack deals extra damage equal to your Intelligence modifier

Until the end of your next turn, your next damage roll deals additional damage equal to your Intelligence modifier

Resilient Vestige

Starting at 6th level, you gain a deeper connection to the vitality of your patrons. You gain bonus hit points equal to one per sorcerer level. You also gain 1 additional hit point for every further sorcerer level.

Powerful Manifestation

At 14th level, your connection to your Vestiges grows stronger than ever. You gain the ability to manifest two Vestiges at once. When you manifest a new Vestige, you choose which one expires.

Impressive Manifestation

Beginning at 18th level, you can channel the presence of one of your active Vestiges, causing those around you to become awestruck or frightened. As an action, you can draw on their 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 Charisma 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.

Once you use this feature, you can’t use it again until you finish a long rest or unless you spend 5 sorcery points or a spell slot of 5th level or higher.

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