Base Class: Sorcerer
Astrapomancers summon the power of the lightning to themselves.
Astrapomancer Spells
1st–level Astrapomancer feature
You learn additional spells when you reach certain levels in this class, as shown on the Astrapomancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.
Astrapomancer Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | |
| 3rd | |
| 5th | |
| 7th | |
| 9th | |
| 11th |
Shocking Body
1st–level Astrapomancer feature
Whenever you start casting a spell of 1st–level or higher that deals lightning damage, electric magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning damage equal to half your sorcerer level (rounded up).
- When you reach 6th–level in this class, the radius of this electric eruption increases by 5 feet, for a total of 15 feet.
- When you reach 14th–level in this class, the radius of this electric eruption increases by 10 feet, for a total of 20 feet.
Body of Lightning
6th–level Astrapomancer feature
You gain resistance to lighting damage. In addition, spells you cast of 1st–level or higher, ignore resistance to lightning damage.
Potent Astrapomancy
6th–level Astrapomancer feature
Whenever you deal lightning damage with a spell of 1st–level or higher, you can add additional lightning damage equal to your Charisma modifier to one damage roll of that spell.
Zealot Bolt
14th–level Astrapomancer feature
As an action, you can teleport along with any equipment you are wearing or carrying, up to 150 feet to an unoccupied space you can see. The instant you teleport using this feature, a bolt of lightning 5 feet wide starting from the point you were when you used this feature, travels to the point you teleported too. The bolt of lightning is 5 feet wide and travels in a straight line, between the two locations. All creatures in the line must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 10d6 lightning damage. On a successful save, a creature takes half damage. Once you use this feature, you cannot use it again until you complete a long rest.
- When you reach 18th–level in this class, the distance you can teleport increases by 50 feet, for a total of 200 feet. Also, the lightning damage increases by 2d6, for a total of 12d6.
Soul of Lightning
18th–level Astrapomancer feature
You gain immunity to lighting damage. In addition, spells you cast of 1st–level or higher, ignore resistance to lightning damage and treats immunity to lightning damage as resistance.







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