Sorcerer
Base Class: Sorcerer

Through an excruciating process of transformation, you've attuned to the exceedingly rare form of magic known as devoration. Fuelled by an insatiable hunger - whether for wealth, fame, or power - you've become capable of wielding a form of spatial manipulation that allows you to devour your surroundings and storing them within your very soul. The Reliquary of the Devourer - an extradimensional space within your very soul - serves as the core of this sorcery, and, as your hunger grows, so too will its capabilities. The greatest Devourers see their reliquaries transformed into Shrines of the Devourer - and, eventually, gain the ability to devour reality itself.

Spells of Devoration

1st-level Soul of Devoration feature

You learn additional spells when you reach certain levels in this class, as shown on the Devourer 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 a transmutation or an evocation spell from the sorcerer, warlock, or wizard spell list.

Devourer Spells
Sorcerer Level Spells
1st magnify gravity, mage armor
3rd misty step, vortex warp
5th spirit shroud, glyph of warding
7th dimension door, banishment
9th telekinesis, modify memory

Reliquary of the Devourer

1st-level Soul of Devoration feature

Also starting at 1st level, your voracious instincts blossom into the ability to access an extradimensional space within your soul - a reliquary in which to keep the spoils of your victories. The reliquary's dimensions expand to accommodate anything within it. As a bonus action, you can 'devour' a number of nonmagical objects of Large size or smaller that you can see within 30 feet of yourself and aren't being worn or carried, transporting them into your reliquary. You can regurgitate the same number of objects as a bonus action, making them appear in any unoccupied spaces you can see within 30 feet of yourself. The number of objects you can transport at once is equivalent to your proficiency bonus. The maximum size of an object you can store increases to Huge at 6th level, and Gargantuan at 14th level. Alternatively, you can devour one magical object that isn't being worn or carried by a creature other than yourself by touching it as a bonus action, and can regurgitate it in the same way you would a nonmagical object. 

In addition to this, your aptitude for spatial manipulation enables you to offset the trajectory of incoming attacks. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to distort the field of space around yourself, imposing disadvantage on all of that creature's attacks against you until the end of the current turn. You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a long rest.

Devourer's Maw

Starting at 6th level, once per turn when you reduce a creature to 0 hit points, you can choose to regain a number of hit points equivalent to your proficiency bonus plus your Charisma modifier, and can immediately use your reaction to either teleport thirty feet to an unoccupied space that you can see or transport the creature's body into your reliquary (at your DM's discretion). You can use this feature a number of times equivalent to half your level (rounded up), after which you can't use it again until you finish a long rest.

Gut of the Cosmos

6th-level Soul of Devoration feature

You gain resistance to force damage, and you have advantage on saving throws against being stunned or paralyzed.

Shrine of the Devourer

14th-level Soul of Devoration feature

Starting at 14th level, your command over your reliquary has been perfected - and it's blossomed into a shrine befitting of the divine nature of your magic. As a bonus action, you can transport yourself and a number of willing creatures equivalent to your proficiency bonus into or out of your shrine - you have total control over the appearance, composition, and climate of your shrine, though you can't produce any effects that would directly harm another creature. While inside your shrine, you can freely manipulate the positions of any objects you've transported into it, and you can choose to expel any creatures from within.

In addition to this, you gain the ability to weaponise the objects you've stored within your shrine. As an action, you can expel a number of nonmagical melee weapons equivalent to your proficiency bonus at a creature of your choice that you can see within 60 feet of yourself - the weapons all emerge from your shrine simultaneously, regardless of whether or not they hit or miss, and you can direct them to hit one creature or several. When expelling weapons, make a ranged spell attack for each weapon. On a hit, a target takes magical damage equivalent to the base damage of each weapon plus your Charisma bonus. Any spells or effects - magical or nonmagical - that would otherwise cause your attacks or spells to do more damage do not affect the damage dealt by this feature. Expelled weapons immediately return to your shrine once your turn is over. Once you use this feature, you can't use it again until you finish a long rest - unless you spend 5 sorcery points to use it again.

Appetite for Annihilation

18th-level Soul of Devoration feature

Starting at 18th level, you devour common sense itself to grow to monstrous levels of strength. As a bonus action, you can spend 1 or more sorcery points to 'devour' aspects of reality, choosing from the list below (alternatively, you can attempt to devour something not specified in the list, at your DM's discretion). Any effect that targets 'all creatures' within a certain radius invariably affects you, too.

  • Hearing. You can spend one sorcery point to devour the concept of 'hearing', rendering all creatures within 60 feet of yourself deafened for the next minute. 
  • Emotion. You can spend one sorcery point to partially devour people's emotions, suppressing any effect that causes a creature within 60 feet of yourself to be charmed or frightened for the next minute. In addition to this, you can also choose to make all creatures within that range indifferent about all creatures they are hostile toward. This indifference ends if a target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, all creatures become hostile again, unless the DM rules otherwise.
  • Yourself. You can spend three sorcery points to devour part of yourself, concealing yourself from and erasing yourself from the memories of any number of creatures you choose within 120 feet of yourself for the next 10 minutes. If you attack or cast a spell that directly affects one of the creatures you've chosen, the effect ends for that creature, and they're immediately able to perceive you again.
  • Gravity. You can spend three sorcery points to devour a part of the concept of 'gravity', making a number of creatures - up to your proficiency bonus - that you can see within 60 feet of yourself rise vertically, up to 20 feet, and remain suspended there for the duration. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the effect ends, the target immediately crashes to the ground - unless secured in the air by other means - taking twice as much fall damage as they usually would thanks to the effect of the gravitational distortion.
  • Movement. You can spend three sorcery points to partially devour the concept of 'motion'. Choose a number of creatures - up to your proficiency bonus - that you can see within 120 feet of yourself. Those creatures must make a Charisma saving throw. On a failed save, a creature has their movement speed halved until the start of your next turn. On a success, their movement speed remains unaltered. 
  • Death. You can spend seven sorcery points to partially devour the concept of 'death'. Choose a number of creatures up to your proficiency bonus that you can see within 60 feet of yourself. For the next minute, those creatures cannot die. If they fall victim to any effect that would kill them, including as a result of taking damage or failing a death saving throw, they instead simply fall unconscious, and the effect ends for that creature - a creature who had this effect ended by failing a death saving throw instead returns to zero saving throws failed. If the effect is still active when a target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the effect ends. In addition to this, whenever you reduce a creature not targeted by this effect to 0 hit points while it is active, you can choose to 'devour' a portion of that creature's soul, preventing it from being resurrected by any means except the Wish and True Resurrection spells.

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