Base Class: Sorcerer
Whether descended from a powerful archmage, exposed to wild fey magics, or touched by the raw essence of a magical storm, you have awakened to a powerful magical sight. As a Visionary, your perception of magic transcends the ordinary, allowing you to see and understand the fundamental workings of spellcraft in ways that others can only dream of. A true Visionary is a sorcerer whose profound insight into the weave of magic enables them to manipulate and perceive spells with extraordinary clarity, making them both formidable battlemages and insightful arcane scholars. Visionaries pull at the threads allowing them to empower, reshape, or unravel spells with unparalleled ease.
Level 3: Awakened Sight
~Level 3 Visionary Feat~
You have experienced a second awakening, and your eyes are now fully open to the world of magic.
When you choose this class at Sorcerer level 3, you permanently gain the benefits of the Detect Magic spell, allowing you to sense magic around you. You must still use a Magic action to see magical auras temporarily. This ability cannot be suppressed by any means and does not count as casting a spell or being under the effects of a spell.
You also gain Darkvision out to 30 feet, unless you already have better.
When you reach Sorcerer level 6, your magical sight can now reveal the auras creatures capable of using magic when you use the Magic action to reveal auras. A creature capable of casting spells becomes outlined with a distinct aura, revealing to you which schools of magic it can use and which ability or abilities it uses to cast those spells.
Level 3: Arcane Understanding
~Level 3 Visionary Feat~
Your ability to see magic has given you a level of understanding that others lack, allowing you to perceive and manipulate magic at a fundamental level.
At Sorcerer level 3, you become proficient in the Arcana skill. You have advantage on Intelligence (Arcana) checks made to identify or learn more about a spell, enchantment, or other magical effect. If you already have this proficiency, you do not gain a different one.
Additionally, you learn the Sorcerous Burst cantrip if you don't already know it. It does not count against the number of Sorcerer cantrips you can learn. As you reach certain levels in this class, the window for numbers rolled on the damage dice to trigger Sorcerous Burst's extra damage effect increases. Beginning at Sorcerer level 6, the effect triggers on 7's and 8's, instead of just 8's; then at Sorcerer levels 18+, the effect triggers if you roll any 6's, 7's, or 8's.
Level 6: Unravelling of Magic and Mysteries
~Level 6 Visionary Feat~
Your magical sight and abilities now allow you to unravel both magic and its mysteries alike.
At Sorcerer level 6, you gain Expertise with the Arcana skill.
Additionally, you learn the Counterspell and Dispel Magic spells. You always have these spells prepared, but they do not count against the maximum number of Sorcerer spells you can have prepared. You also gain the ability to cast either of these spells by expending a number of Sorcery Points equal to the level at which you cast that spell, instead of expending a spell slot.
Level 6: Spell Shifting
~Level 6 Visionary Feat~
You've started to learn how to manipulate magic to move how you need it to. Beginning at Sorcerer level 6, you gain the following benefits:
- When you cast a spell that forces other creatures to make a saving throw, you can spend 1 Sorcery Point to choose a number of creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.
- When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Level 6: Potent Cantrips
~Level 6 Visionary Feat~
Your mastery of magic has made your cantrips especially powerful.
Beginning at Sorcerer level 6, your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Additionally, whenever you cast a cantrip you can add your Charisma ability modifier to that spell's damage rolls.
Whenever you finish a Long Rest, you can swap one of the cantrips you have prepared, except for Sorcerous Burst, for another cantrip in your Sorcerer spell list.
Level 14: Shaping Sorcery
~Level 14 Visionary Feat~
Your understanding of magic now allows you to bend the shapes of spells to your will, granting you the following benefits beginning at Sorcerer level 14:
- Pick three Shaping Sorcery options from the Shaping Sorcery table. You can spend Sorcery points to apply those effects to your spells; each option has its own rules to determine its cost. You can choose two additional Shaping Sorcery options at Sorcerer 18. You can replace any number of the options with another from the list whenever you finish a Short or Long Rest.
- Whenever you cast Sorcerous Burst, you can choose to reduce the spell's damage by one damage die (-1d8) rather than pay Sorcery Points to apply a Shaping Sorcery effect. Additionally, you can target a second creature with Sorcerous Burst whenever you cast it by expending either one of the spell's damage dice or 1 sorcery point.
Shaping Sorcery Table
| Shaping Sorcery Option | Sorcery Point Cost |
|---|---|
| Ranged Spell Attack | You concentrate your spell into a projectile by spending 1 Sorcery Point. Make a ranged spell attack against a single creature you can see within 60 feet of you. You can spend 1 additional Sorcery Point to also target a second creature you can see within 60 feet of you. |
| Melee Spell Attack | You concentrate your spell in your hand, by spending 1 Sorcery Point. Make a melee spell attack against a single creature you can see within 5 feet of you. You can spend 1 additional Sorcery Point to also target a second creature you can see within 5 feet of you. |
| Line (Self) | You focus your spell into a burst of power directed in front of you. Each creature within a 30-foot line in front of you must make that spell's saving throw, or a Dexterity saving throw if you a Reshaping a spell you would make an attack roll for. You can spend 2 additional Sorcery points to create a 120-foot line instead. If the spell's shape is normally a cone, the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount). |
| Cone (Self) | You focus your spell into a burst of power directed in front of you. Each creature within a 15-foot cone in front of you must make that spell's saving throw, or a Dexterity saving throw if you a Reshaping a spell you would make an attack roll for. You can spend 2 additional Sorcery points to create a 60-foot cone instead. |
| Emanation (Self) | You focus your spell into a burst of power centered on you for 1 Sorcery Point. Each creature within 5 feet of you must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend 1 additional Sorcery point to create a 10-foot-radius emanation instead. If the spell's shape is normally a sphere (at range), the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount). |
| Sphere (at range) | You focus your spell into a burst of power centered on a point you can see within 60 feet of you for 2 Sorcery Points. Each creature within 5 feet of that point must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's radius by 5 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the radius by 10 feet would cost 3 SP total). If the spell's shape is normally a cube (at range) or an emanation, the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount). |
| Cube (at range) | You focus your spell into a burst of power to create a 10-foot cube in a space you can see within 60 feet of you for 3 Sorcery Points. Each creature within the cube must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's dimensions by 5 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the dimensions by 10 feet would cost 3 SP total). If the spell's shape is normally a sphere (at range), the base cost for this reshaping is 1 Sorcery Points (size increases still cost their normal amount). |
| Cylinder (At range) | You focus your spell into a burst of power to create a 5-foot-radius cylinder in a space you can see within 60 feet of you for 3 Sorcery Points. The cylinder is 20 feet tall. Each creature within the cylinder must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's radius by 5 feet and its height by 10 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the radius by 10 feet and the heigh by 20 feet would cost 3 SP total). If the spell's shape is normally a sphere (at range) or an emanation, the base cost for this reshaping is 1 Sorcery Points (size increases still cost their normal amount). |
| Enhance Damage | You focus your energy to empower your spell. You can spend Sorcery Points to increase the spell's damage by one of that spell's damage dice; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing Fireball's damage by 2d6 this way would cost 3 SP total). |
Reminder: You can instead expend one of Sorcerous Burst's damage dice instead of paying the base cost of a Shaping Sorcery effect. You must still expend Sorcery Points to increase the size or targets.
Cone (self)
You focus your spell into a burst of power directed in front of you. Each creature within a 15-foot cone in front of you must make that spell's saving throw, or a Dexterity saving throw if you a Reshaping a spell you would make an attack roll for. You can spend 2 additional Sorcery points to create a 60-foot cone instead.
Cube (at range)
You focus your spell into a burst of power to create a 10-foot cube in a space you can see within 60 feet of you for 3 Sorcery Points. Each creature within the cube must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's dimensions by 5 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the dimensions by 10 feet would cost 3 SP total). If the spell's shape is normally a sphere (at range), the base cost for this reshaping is 1 Sorcery Points (size increases still cost their normal amount).
Cylinder (at range)
You focus your spell into a burst of power to create a 5-foot-radius cylinder in a space you can see within 60 feet of you for 3 Sorcery Points. The cylinder is 20 feet tall. Each creature within the cylinder must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's radius by 5 feet and its height by 10 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the radius by 10 feet and the heigh by 20 feet would cost 3 SP total). If the spell's shape is normally a sphere (at range) or an emanation, the base cost for this reshaping is 1 Sorcery Points (size increases still cost their normal amount).
Emanation (self)
You focus your spell into a burst of power centered on you for 1 Sorcery Point. Each creature within 5 feet of you must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend 1 additional Sorcery point to create a 10-foot-radius emanation instead. If the spell's shape is normally a sphere (at range), the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount).
Enhance Damage
You focus your energy to empower your spell. You can spend Sorcery Points to increase the spell's damage by one of that spell's damage dice; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing Fireball's damage by 2d6 this way would cost 3 SP total).
Line (self)
You focus your spell into a burst of power directed in front of you. Each creature within a 30-foot line in front of you must make that spell's saving throw, or a Dexterity saving throw if you a Reshaping a spell you would make an attack roll for. You can spend 2 additional Sorcery points to create a 120-foot line instead. If the spell's shape is normally a cone, the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount).
Melee Spell Attack
You concentrate your spell in your hand, by spending 1 Sorcery Point. Make a melee spell attack against a single creature you can see within 5 feet of you. You can spend 1 additional Sorcery Point to also target a second creature you can see within 5 feet of you.
Ranged Spell Attack
You concentrate your spell into a projectile by spending 1 Sorcery Point. Make a ranged spell attack against a single creature you can see within 60 feet of you. You can spend 1 additional Sorcery Point to also target a second creature you can see within 60 feet of you.
Sphere (at range)
You focus your spell into a burst of power centered on a point you can see within 60 feet of you for 2 Sorcery Points. Each creature within 5 feet of that point must make that spell's saving throw or a Dexterity saving throw, if you a Reshaping a spell you would make an attack roll for. You can spend additional Sorcery Points to extend the spell's radius by 5 feet; the first time you do so costs 1 SP then each time after that costs a stacking additional 1 SP (e.g. increasing the radius by 10 feet would cost 3 SP total). If the spell's shape is normally a cube (at range) or an emanation, the base cost for this reshaping is 0 Sorcery Points (size increases still cost their normal amount).
Level 14: Arcane Duelist
~Level 14 Visionary Feat~
Your masterful understanding of the structure of your simpler spells allows you to cast them with exceptional ease and swiftness.
You can use a reaction to cast a Cantrip with a casting time of one action whenever a creature hostile to you that you can see casts a spell or when a creature provokes an opportunity attack from you.
Whenever you take an action on your turn other than the Magic action, you can cast a cantrip with a casting time of one Action as a Bonus Action instead.
Level 18: Law of Conservation
~Level 18 Visionary Feat~
You have achieved supreme insight into the nature of magic, allowing you to maximize the energy efficiency of spells you cast.
Whenever you cast a level 1+ spell, you can expend a spell slot of one level lower than the level you cast that spell. For example, if you cast a level 1 spell, you would not expend a spell slot at all; if you cast a level 2 spell, you would expend a level 1 spell slot instead.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses whenever you finish a Long Rest.







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