Sorcerer
Base Class: Sorcerer

You gain your "magic" from a mutated DNA bloodline transferred down from your parents or further family members who were test subjects and survived.

Expanded Spell List

You gain extra spells to your spell list because of your Bloodline. You should consider how your spells might look when casting your sorcerer spells. They may look jittery and have harsh turns.

Spell Level Spells

1st

Armor of Agathys, Zephyr Strike

2nd

Pass Without Trace, Arcane Lock

3rd

Phantom Steed, Pulse Wave

4th

Fabricate, Gravity Sinkhole

5th

Mislead, Modify Memory

Phase Clone

You can spend 1 sorcery point to summon a clone of yourself for 1 minute. A creature can determine it's a clone with a wisdom saving throw equal to your spell save DC. If they fail they have disadvantage on all attack rolls against you while your clone is summoned.

The clone has all your stats except its hit points equals 15, and it's AC is 13 + your charisma modifier.

It costs no action to command it to move and make an unarmed strike.


You can also percieve things around the clone as if you were in it's place.


At 3rd Level while your clone is summoned, you can spend the appropriate amount of sorcery points and gain the effects of the metamagic Twinned Spell, and any twinned spell stems from your clone.

Teleporter

Starting at 6th level, you can teleport up to 15ft to place you can see using a bonus action. Once per short rest.

Also at 6th level you gain a phase shift reaction, allowing you to swap places with a clone or places with a recent clone.


At 14th level you gain the ability to use 4 sorcerer points when using your teleportation feature to leave behind a portal that connects the two locations for 1 hour allowing creatures to teleport between the two areas.

Void Science

At 14th level, you gain the ability to spend 5 sorcerer points once per long rest to summon a large sphere that sucks people in slowly while it deals damage. The 30ft around the sphere is considered difficult terrain.

A creature must succeed on a Str saving throw with the DC equal to your spell save DC.


If they succeed they move 5ft away from the sphere and take half damage.

If they fail they are pulled 5ft towards the sphere, take full damage, and cant move.

Clone Barrage

As an action, you can spend 10 sorcery points to summon 4 clones that have your normal Phase Clone stats and lasts until you use one 1st, 2nd, or 3rd level spell that only targets one creature, all clones summoned this way clone that spell and cast it on one person you command them to target.

Previous Versions

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12/16/2021 2:57:49 AM
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