Sorcerer
Base Class: Sorcerer

The Elements have told you their names, or at least part of them. You command Frost and Flame alike, the Earth and the Wind move at your beckoning, you call lightning from a clear, blue sky- and they respond. Wield the powers of the Elements to fell your foes and manipulate the natural world around you. Whether you come from a long line of Speakers or have earned the respect of the Elements through your own efforts, you are now an artist; the world is your canvas, and the Elements are your paint.

Level 3: Student of the Elements

~Level 3 Speaker Feat~

You have acquired some mastery over the basics of elemental magic, but you still have a long way to go.

When you choose this subclass at Sorcerer level 3, you learn the Produce Flame cantrip. Each time you cast this spell, you can choose to change the damage it deals to either Cold or Lightning for that casting. The spell retains all other properties.

Additionally, you gain access to the Control FlamesGustMold Earth, and Shape Water cantrips. When you choose this subclass, select two of these spells to have prepared. Then, whenever you finish a Short or Long Rest, you can replace any number of these spells with another from the list.

The spells granted by this feat count as Sorcerer spells for you and do not count against the maximum number of Sorcerer cantrips you can learn.

Level 3: Potent Cantrip

~Level 3 Speaker Feat~

Beginning at Sorcerer level 3, your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip that would deal Cold, Fire, or Lightning damage to 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.

Level 6: Elemental Spellslinger

~Level 6 Speaker Feat~

You've learned to weave your offensive elemental spells with astounding speed while in combat.

Beginning at Sorcerer level 6, whenever you use the Magic action to make an Attack roll for a cantrip you cast that deals ColdFire, or Lightning damage, you can follow up by casting another cantrip with a casting time of one Action, that deals a type of damage from that list, as part of the same action.

Beginning at Sorcerer level 14, you can instead follow up with a level 1 spell with a casting time of one action, that deals ColdFire, or Lightning damage, as part of the same action. At Sorcerer levels 18+, you can instead follow up with a level 2 spell, using the same restrictions.

Level 14: Elemental Expertise

~Level 14 Speaker Feat~

Your mastery of the elements has given you greater offensive and defensive capabilities. Beginning at Sorcerer level 14, you gain the following benefits:

  • Spells you cast ignore the target's resistance to ColdFire, and Lightning damage.
  • Whenever you cast a cantrip that would deal ColdFire, or Lightning damage, you can add your Charisma ability modifier to the damage rolls of that spell.
  • Whenever you cast a spell that would deal ColdFire, or Lightning damage, you can choose to change that spell's damage to one of the other types on that list for that casting.
  • You have resistance to ColdFire, and Lightning damage.

Level 18: Elemental Sundering

~Level 18 Speaker Feat~

You have mastered the secrets of the Elements, allowing you to infuse your elemental spells with enough power to bypass your foe's defenses.

Beginning at Sorcerer level 18,  you can cause the damage of a spell you cast to ignore the target's immunity to ColdFire, or Lightning damage. When you do so, you can also reroll any number of that spell's damage dice once; you must use the new rolls. You use this feature a number of times equal to your proficiency bonus and regain all expended uses when you complete a Long Rest.

Speaker Sorcery (2024) Image

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