Magic Resistance. The Cabal Sorcerer has advantage on saving throws against spells and other magical effects.
Spellcasting. The Sorcerer is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). The Sorcerer can cast disguise self and invisibility at will and has the following Sorcerer spells prepared:
Cantrips (at will): fire bolt, light, thaumaturgy, mage hand, prestidigitation, mind sliver
1st level (4 slots): absorb elements, shield, silvery barbs, magic missile
2nd level (3 slots): see invisibility*, misty step
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): banishment, greater invisibility
5th level (3 slots): synaptic static, telekinesis
6th level (1 slot): disintegrate
7th level (1 slot): teleport
8th level (1 slot): dominate monster
9th level (1 slot): meteor swarm, wish
Metamagic. The Cabal Sorcerer can use these Metamagics at will on any spell: Subtle, Distant, Twinned, Heightened, Quickened, Extended.
* The Sorcerer casts these spells before combat.
Winged Boots. Each Cabal Sorcerer has a pair of Winged Boots which they activate upon the start of combat.
Mantle Of Spell Resistance. Each Cabal Sorcerer has a Mantle Of Spell Resistance.
Bloodwell Vial +3. Each Cabal Sorcerer has a Bloodwell Vial +3.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Counterspell: Cabal Sorcerers can use counterspell to disrupt their enemy's casting.
Silvery Barbs: Cabal Sorcerers can use Silvery Barbs to force rerolls.
Feather Token: Each Cabal Sorcerer has two Feather Tokens which activate when falling. Each token negates any fall damage and causes them to descend at 60ft per round maximum.
Description
Vile Sorcerers working in tandem with one another wielding powerful metamagic to destroy their foes. Their magical power is unmatched via the exploitation and usage of distant, heightened, subtle, and other metamagics. They battle with at least three other Sorcerers, up to eight in total. Meant for extremely dangerous encounters due to the sheer power of metamagic.
Previous Versions
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