Sorcerer
Base Class: Sorcerer

Your magic draws from a deep connection to the underlying structure of creation, allowing you to reshape terrain, create protective sanctuaries, and permanently alter the environment on a massive scale. 

Architect's Magic

1st Level Architect’s Soul Feature

You learn additional spells when you reach certain levels in this class, as shown on the Architect’s Soul Spells table. These spells count as sorcerer spells for you, but they don’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 conjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Architect's Magic
Sorcerer Level Spells
1st create or destroy water, earth tremor
3rd misty step, spike growth
5th wall of sand, erupting earth
7th fabricate, stoneskin
9th wall of stonecontrol winds

Arcane Architect

1st-level Achitect's Soul feature

As a bonus action, by spending a sorcery point, you can reshape a 5-foot cube of nonmagical material within 30 feet of you. This can be used to:

  • Transmute Material: Transform the material into another type of nonmagical material (e.g., wood to stone, water to ice). This transformation is permanent.
  • Modify Terrain: Create minor features, such as ramps, platforms, or barriers, to aid movement or provide tactical advantages.
  • Reactive Cover: As a reaction, when you or an ally is targeted by an attack, you can raise a barrier to provide three-quarters cover (+5 AC) against the attack. This wall lasts until the start of your next turn or until destroyed (AC 15, 10 HP).

 

Reality Shaper

6th Level Architect’s Soul Feature

As an action, you project your control over a 30-foot radius area, causing it to twist into a sancturary of your design.

The area gains the following effects for 1 minute:

  • Difficult Terrain: Enemies treat the area as difficult terrain.
  • Arcane Architect: You can use Arcane Architect within the area without spending sorcery points.
  • Ally Benefits:
    • Allies within the area are treated as having half cover (+2 AC).
    • Allies gain an additional 5 feet of movement within the area.

You can use this feature once per long rest or by spending 3 sorcery points.

Transmutation Mastery

6th Level Architect’s Soul Feature

Your mastery over transmutation magic enhances your spells:

  • Creatures you target with transmutation spells have disadvantage on their saving throws against those spells.

Reality Manipulator

 14th Level Architect’s Soul Feature

Your Reality Shaper ability becomes more powerful.

  • Expanded Radius and Duration: The area increases to a 60-foot radius and lasts up to 10 minutes.
  • New Ally Benefits:
    • Allies gain a 20-foot flying speed while within the area.
    • Allies can add a d4 to one attack roll or saving throw each round while within the area.
  • Enemy Effect:
    • Enemies within the area take 1d6 force damage if they end their turn within the area.

Architect of Worlds

18th Level Architect’s Soul Feature

Your ability to reshape the world reaches it's apex.
As an action, you can use Arcane Architect to reshape terrain on a massive scale.

  • The range of Arcane Architect increases to a 15-foot cube, and you can use it a number of times equal to your Charisma modifier (minimum 1) per short rest without expending sorcery points.
  • You can increase the range of your reshaping by 5 feet per minute if you maintain concentration and remain in contact with the origin point. Terrain reshaped beyond the initial 15-foot range must consist of materials already present in the area (e.g., dirt, stone, or water).
  • The reshaped terrain can have minor cosmetic magical effects, such as glowing runes, floating platforms, or faint humming sounds. These effects are purely aesthetic and cannot directly impact mechanics like combat or damage.The terrain cannot occupy the same space as a creature.
  • Creatures in the affected area are moved to the nearest unoccupied space. If a creature is unwilling, it must succeed on a Dexterity saving throw against your spell save DC or take 2d6 bludgeoning damage and be pushed. 

 

 

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