Base Class: Sorcerer
Set up the Domain features to have options for the player to switch out spells with the same rule as for Clockwork Mind and Aberrant sub-classes.
NOTE: The spell lists are limited to the Basic Rules only to allow this to be published to the community. If you allow other source books, create a private copy of this subclass and add them to the list at the appropriate level.
This is the list of normal spells from the valid lists but including standard books like TCoE, SCAG, EEPC, etc.
Level 1: Absorb Elements, Alarm, Armor of Agathys, Catapult, Expeditious Retreat, Feather Fall, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Shield, Snare, Alarm, Armor of Agathys, Catapult, Expeditious Retreat, Feather Fall, Jump, Longstrider, Mage Armor, Protection from Evil and Good, Shield, Snare
Level 2: Aid, Alter Self, Arcane Lock, Darkvision, Dragon's Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Knock, Lesser Restoration, Levitate, Magic Weapon, Maximilian’s Earthen Grasp, Pyrotechnics, Rope Trick, Skywrite, Spider Climb
Level 3: Blink, Counterspell, Dispel Magic, Erupting Earth, Flame Arrows, Fly, Gaseous Form, Glyph of Warding, Haste, Intellect Fortress, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Slow, Tiny Servant, Water Breathing, Water Walk
Level 4: Banishment, Control Water, Elemental Bane, Fabricate, Freedom of Movement, Polymorph, Private Sanctum, Stone Shape, Stoneskin
Level 5: Animate Objects, Control Winds, Greater Restoration, Passwall, Planar Binding, Skill Empowerment, Telekinesis, Transmute Rock, Wall of Force
Order Soul Magic
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.
Clockwork Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | alarm, protection from evil and good |
| 3rd | aid, lesser restoration |
| 5th | dispel magic, protection from energy |
| 7th | freedom of movement, summon construct |
| 9th | greater restoration, wall of force |
Choose two level 1 spells:
Choose two level 1 spells:
Choose two level 2 spells:
Choose two level 2 spells:
Choose two level 3 spells:
Choose two level 3 spells:
Choose two level 4 spells:
Choose two level 4 spells:
Choose two level 5 spells:
Choose two level 5 spells:
Balance the Scales
Use your reaction to change the balance. Remove advantage or disadvantage to a creature you can see within 60 feet.
Can be used up to Proficiency Bonus times per day. Resets on a long rest.
Wall of Order
You can use 1 to 5 sorcery points to create a magical wall of pure order around yourself or another creature. The wall consists of a number of d8s equal to the sorcery points used to create it. When the walled creature takes damage, it can expend the dice, roll them, and reduce the damage by the amount rolled.
The wall disappears when you take a long rest or when you use this feature again by expending more sorcery points.
One with Order
As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Spirits of Order
As an action, you summon the spirits in a 30-foot cube originating from you. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
- The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
- Any damaged objects entirely in the cube are repaired instantly.
- Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
Previous Versions
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3/31/2024 8:06:39 PM
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