Sorcerer
Base Class: Sorcerer

Your soul is empowered by the lightning of great behirs and storm giants. Electricity flows through your veins, scintillating across each blood cell like a chain reaction of overcharged coils.

Fulminating Spells

You learn additional spells when you reach certain levels in this class. Each of these spells is a sorcerer spell for you and does not count against the number of sorcerer spells you know. 

Whenever you cast one of these spells, you can choose for the damage dealt by the spell to be lightning instead of the spells normal damage type.

Sorcerer Level

Spells

1st

hellish rebuke, burning hands

3rd

acid arrow, scorching ray

5th

call lightning, fireball

7th

wall of fire, ice storm

9th

cone of cold, immolation

Electric Infusion

When you cast a spell of 1st level or higher that does lightning damage, you can choose to infuse your soul with magic to empower the attack. You gain one of the following benefits which lasts for 1 minute.

  • Spells you cast that deal lightning damage gain a bonus to one of their damage rolls equal to half your Charisma modifier (rounded down). 
  • Once on each of your turns when you deal lightning damage to a creature with a spell of 1st level or higher, you can cause it to fork to a different creature within 15 feet of the attacks original target. That creature must succeed a Dexterity saving throw against your Spell Save DC or take half the damage dealt by the spell.
  • When creatures fail a saving throw by 5 or more against one of your spells that deals lightning damage, treat any of the spells damage dice that rolled a 2 or lower as if they had rolled a 3.

Once you gain one of these benefits you cannot do so again until you finish a short or long rest.

Voltaic Momentum

You gain immunity to the lightning damage dealt by your spells. 

When you take lightning damage, you can spent 2 sorcery points to immediately use your Electric Infusion feature, even if it has no uses remaining.

Additionally, your Electric Infusion improves, allowing you to choose from the following list.

  • Spells you cast that deal lightning damage gain a bonus to one of their damage rolls equal to your Charisma modifier.
  • Once on each of your turns when you deal lightning damage to a creature with a spell attack of 1st level or higher, you can cause it to fork to two different creatures within 30 feet of the attacks original target. Those creature must succeed a Dexterity saving throw against your Spell Save DC or take half the damage dealt by the spell.
  • When creatures fails a saving throw by 5 or more against one of your spells that deals lightning damage, treat any of the spells damage dice that rolled a 3 or lower as if they had rolled a 4. 

Sparking Servant

At the end of a long rest you can summon an aspect of electricity from the elemental plain of air to posses and animate a tiny mundane object so that it may assist you. The servant is tiny, has AC 5, and 1 hit point. As a bonus action, you can command the servant to move up to 15 feet. As an action you can command the creature to perform one of the following tasks over the course of 1 hour.

  • Light a small fire.
  • Create enough water to fill a water skin.
  • Determine which direction is north.

When you begin a long rest you can order the servant to perform one of the following tasks over the course of your long rest.

  • Restore 1 charge to a magic item you are attuned to.
  • Create a 1-day ration.
  • Create 3 pieces of ammunition.

The object remains possessed by the servant until it is reduced to 0 hit points or until you dismiss the servant (no action required).

Static Expansion

When you use your electric Infusion feature  you gain two benefits instead of one.

Additionally, the benefits granted by your Electric Infusion improve further, allowing you to choose from the following list instead of the previous list.

  • Spells you cast that deal lightning damage gain a bonus to one of their damage rolls equal to your Charisma modifier + your proficiency bonus.
  • Once on each of your turns when you deal lightning damage to a creature with a spell attack of 1st level or higher, you can cause it to fork to three different creatures within 60 feet of the attacks original target. Those creatures must succeed a Dexterity saving throw against your Spell Save DC or take half the damage dealt by the spell.
  • When a creature fails a saving throw by 5 or more against one of your spells that deals lightning damage, treat any dice rolled to determine damage as if they rolled their maximum value.

Coruscating Brillance

Lightning damage dealt by your spells ignores resistance and treats immunity as resistance.

Additionally, when you use your Electric Infusion feature you gain all three benefits.

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2024 10:47:35 AM
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