Prerequisite: 2 levels in the sorcerer class, and the ownership of a sorcerer's sanctum
The sorcerer’s sanctum houses a collection of curiosities and antiquities. It creates one or more of the following effects at the GM’s discretion.
Demesne Effects
- Curses, blessings, and oaths pronounced within the sorcerer’s demesne have a 15% chance of causing the speaker to roll on the Wild Magic table.
- Folks who live in the sorcerer’s demesne for a season learn one random sorcerer cantrip. They lose the ability to cast it if they ever leave.
- Raindrops in the sorcerer’s demesne cast dazzling prismatic reflections during the day.
Stronghold Actions
On initiative count 20 (losing initiative ties), the sorcerer can take a stronghold action to cause one of the following effects. The sorcerer must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.
- You cast three spells from your list of known spells, using spell slots as normal.
- For the next minute, all of your spells are heightened, as per heightened Metamagic effect. You cannot use sorcery points to heighten an already heightened spell.
- You are wreathed by a fire shield. Enemies who strike the shield take 4d8 damage instead of 2d8.
Class Feature Improvement: Source of Magic
You gain bonus sorcery points equal in number to your proficiency bonus. These bonus points only refresh when you take a long rest.
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