Base Class: Sorcerer
Resilience to Death
As magic flows through your body, you are presented with the ability to resist death a certain degree more. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin layer of dark, shadowy energy. When you aren’t wearing armor, your AC equals 14 + your Dexterity modifier.
Favored of The Divine
You become favored by the Divine. At 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Spells of Nyx
At 1st level you learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
| Sorcerer Level | Spells |
|---|---|
| 1st | cure wounds, inflict wounds, moonbeam |
| 3rd | augury, ray of enfeeblement, dispel magic |
| 5th | animate dead, revivify, remove curse, |
| 7th | arcane eye, blight, Evard’s black tentacles |
| 9th | contagion, raise dead, wall of force |
Mind Affinity
Starting at 6th level, when you cast a spell that deals psychic damage it deals an extra 2d12 psychic damage. If its a critical hit it will deal an extra 4d12 psychic damage.
Night Spirit Form
Starting at 6th level, your body becomes infused with spiritual energy, surging with power. You gain resistance to bludgeoning, piercing and slashing damage. You no longer age and you don’t need to eat or sleep as your psionic energy sustains you.
Empowered Wounding
Your spells have become painfully strong. Starting at 6th level, the cursed energy crawling through you can empower damaging spells. Whenever you or an ally within 5 feet of you rolls dice to determine the amount of damage a spell inflicts, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Sound The Night Skys
At 14th level the angel within you fully reveals itself you gain the ability to sprout a pair of Dark angel wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing clothing not made to accommodate them or your wings might damage the clothing.
You are now immune to Psychic damage.
When you cast a spell of 5th level or lower, you draw on the surrounding magic infused in the universe to aid your casting. Roll a d20 and subtract your spellcasting ability modifier, if the result is less than 0, you do not expend a spell slot for casting that spell. You can only use this once for each school of magic between long rests. If you roll is equal to a 0 or a 1, you can use a spell slot that is 1 level higher than the spell slot you are attempting to use, however, you must have that spell slot in order to gain this benefit.
Nights Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal psychic damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Constitution saving throw against your sorcerer spell save DC. On a failed save, the attacker is stunned and blinded, until it makes the save.
Night Presence
Beginning at 18th level, you have advantage on melee attack rolls against creatures that are frightened.
In addition, you can channel the dread presence of your Night ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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