Sorcerer
Base Class: Sorcerer

Blight powers

Blight Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Blight 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.

Blight Spells 
Level Spells

1st

Entangle, Ray of Sickness

3rd

Wither and Bloom, Protection from Poison

5th

Plant Growth, Revivify

7th

Blight, Vitrolic Sphere

9th

Insect Plague, Raise Dead

Blighted Toughness

At 1st level, because of the innate powers flowing through your body, you are immune to disease caused by the Blight. Additionally, you have resistance to poison damage.

When you reach 10th level in this class, you are also immune to the poisoned condition.

Blight Whip

Additionally at 1st level, you can cast the Thorn Whip cantrip as a sorcerer spell. When you hit a creature with this version of the spell, you deal an additional 1d4 poison or necrotic damage (your choice). This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Infection

Starting at 6th level, when you hit a creature with a spell that can only target one creature (including cantrips) that deals necrotic or poison damage, you can choose to infect the target. Until the end of your next turn, the creature is poisoned.

Poisonous Barbs

At 14th level, when a creature makes an attack against you, you can force the creature to make a Constitution saving throw. On a failure, the target takes 4d10 necrotic or poison damage and suffers the poisoned condition until the end of your next turn. On a success, the creature takes half damage and is not poisoned. This feature can be used a number of times equal to your proficiency bonus and all uses are regained on a long rest.

Raise Blight

Beginning at 18th level, you can cause blighted roots to rise from the ground and strangle your enemies. As an action, you can spend 4 sorcery points to cause vines to shoot up in a radius of 60 feet centered on you. Each creature of your choice in that area when you use this ability must succeed on a dexterity saving throw or be restrained. A creature restrained by this effect takes 3d6 bludgeoning damage and 3d6 necrotic damage at the beginning of each of its turns. Creatures can make a strength saving throw at the end of each of their turns, ending the effect on a success. If the creatures do not break free from the vines, they stay there indefinitely.

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