Empowered Spell (3/day). The sorcerer may reroll a number of damage dice up to their Charisma modifier (minimum of one) and must use the new rolls.
Heightened Spell (2/day). When the sorcerer casts a spell that forces a creature to make a saving throw to resist its effects, the sorcerer can give one target of the spell disadvantage of its first saving throw made against the spell.
Multiattack. The sorcerer makes two Arcane Bolt attacks.
Arcane Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d10) psychic damage.
Spellcasting. The sorcerer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At will: friends, mage hand, mind sliver, prestidigitation
2/day each: detect thoughts, dissonant whispers, mage armor, tasha's mind whip
1/day: telekinesis
Telepathic Speech. The sorcerer forms a telepathic bond with a humanoid creature it can see within 30 feet. The sorcerer and the targeted creature can speak telepathically with each other within 3 miles. To understand each other, the sorcerer and targeted creature must speak mentally in a language the other knows. The telepathic connection lasts for 9 minutes. It ends early if the sorcerer is incapacitated or dies or if the sorcerer uses this ability to form a connection with a different creature.
Description
Aberrant sorcerers wield psychic abilities that can cause great terror or inspire hope. They may consort with entities from the Far Realm and Astral Plane alike.
Sorcerers
Sorcerers wield arcane magic conferred to them upon birth, a traumatic event in life, or by some other unknown means. Whatever the source of their powers, it chose them whether they wanted it or not.
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