Arcana Sense.
The sorcerer can detect the presence of magical effects or objects within 120ft of it.
Arcane Soul.
Whenever the sorcerer fails a Charisma saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Font of Magic.
The sorcerer taps into a deep wellspring of magic within themselves. This wellspring is represented by sorcery points, which allows the sorcerer to create a variety of magical effects.
Metamagic (Sorcery Points: 20).
The sorcerer gain the ability to twist their spells to suit their needs. They gain four Metamagic options of their choice. The sorcerer can use only one Metamagic option on a spell when they cast it, unless otherwise noted.
Flexible Casting.
Using 8 Sorcery points, the sorcerer can regain a 10 (4d4) spell slots of their choice. Each spell level equals its respective amount of spell slots. For example a 2nd level spell slots requires two spell slots.
Spellcasting.
Zenith Sorcerer is a 20th-level spellcaster. Zenith Sorcerer's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The Zenith Sorcerer can cast detect magic and web at will. The Zenith Sorcerer can cast fly and fireball once each without expending a spell slot, but can’t do so again until the Zenith Sorcerer finishes a short or long rest. Zenith Sorcerer has the following sorcerer spells prepared:
Cantrip (at will): prestidigitation, fire bolt, message, blade ward, minor illusion, mind sliver
1st level (4 slots): magic missile, shield, charm person, chromatic orb, mage armor
2nd level (3 slots): invisibility, misty step
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): dimension door, polymorph, stoneskin
5th level (2 slots): dominate person, hold monster
6th level (2 slots): disintegrate, globe of invulnerability, mass suggestion
7th level (2 slots): fire storm, draconic transformation, teleport
8th level (1 slots): dominate monster, power word stun
9th level (1 slots): mass polymorph, time stop
Magic Resistance.
Zenith Sorcerer has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day).
If Zenith Sorcerer fails a saving throw, it can choose to succeed instead.
Ready for Combat.
The Zenith Sorcerer can cast mage armor and stoneskin on itself before combat.
Multiattack.
The sorcerer can cast a spell and make a sorcery blast or mind lash.
Sorcery Blast.
Ranged Spell Attack: +13 to hit, reach 120 ft., one target. Hit: 26 (9d4+7) force damage. If the sorcerer uses its Split Spell or Quickened Spell on this feature, this attack deals 45 (15d4+7) force damage instead.
Mind Lash.
Ranged Spell Attack: +13 to hit, reach 30/60 ft., one target. Hit: 30 (8d10) psychic damage and the creature has disadvantage on Wisdom saving throws until the end of the Enchanter's next turn.
Reactions
Sorcerous Resilience.
When the zenithsorcerer is forced to make a saving throw, it can choose to to make a Charisma saving throw instead.
Invoke Doubt.
If the zenithsorcerer is the target of an attack and the attacker is visible and within 80 feet, it imposes disadvantage on the attacker.
Zenith Sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zenith Sorcerer regains spent legendary actions at the start of its turn.
Cast Spell.
The Zenith Sorcerer cast a spell of 3rd level or lower.
Sorcery Blast (cost 2 actions).
The Zenith Sorcerer casts a sorcery blast without any sorcery points.







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