Sorcerer
Base Class: Sorcerer

Your magic is drawn from something that should not be—a force erased from history, a lineage stricken from time. Your very existence is an anomaly, and the universe struggles to comprehend or contain your power. Unlike other sorcerers, your spells defy counterspells, bypass resistances, and linger beyond death itself.

The world forgets you, but you remain. When fate tries to erase you, you rewrite it in your own terms.

3rd Level – Forbidden Bloodline

Your magic resists interference, slipping through reality like a forgotten whisper.

  • Your spells cannot be Counterspelled or Dispelled unless the caster succeeds on an Intelligence saving throw (DC 10 + your Charisma modifier).
  • Whenever a creature targets you with a divination spell, they take 3d6 psychic damage and must make a Wisdom saving throw (DC = your spell save DC). On a failure, they are Blinded for 1 minute. They can repeat the saving throw at the end of each of their turns.
  • Once per turn, when you cast a spell that forces a creature to make a saving throw, you can cause reality to fracture around them. If the creature succeeds on the saving throw, they still take force damage equal to your Charisma modifier (minimum of 1).

6th Level – Echo of the Erased

You are difficult to kill—when you are forgotten, you return.

  • If you are reduced to 0 HP, you instead drop to 1 HP and teleport up to 30 feet to an unoccupied space you can see. This ability recharges after a short or long rest.
  • If you die permanently, your existence fades from history. No one remembers you. However, after 1d10 years, you return to life, unchanged, as if you had never died.
  • When you reduce a creature to 0 HP, you can absorb their fading essence to restore sorcery points equal to half your Charisma modifier (minimum of 1, rounded up). Additionally, the next time you cast a damaging spell before the end of your next turn, you add 1d6 necrotic damage to the roll.

14th Level – Unmake the Real

Your magic ignores the rules of reality, unraveling your foes without resistance.

  • Your spells ignore resistance and immunity to Necrotic, Psychic, and Force damage.
  • When you kill a creature with a spell, you can choose another creature within 60 feet of them. That creature takes half the damage dealt to the original target.

18th Level – The Unwritten’s Final Gift

You have defied fate so completely that your death is merely a shifting of the world's balance.

  • Once per long rest, if you die, you instantly return to life at full HP with all spell slots restored.
  • However, someone else in the world dies instantly, their fate rewritten in your place. This is chosen randomly by the DM.
  • The world subtly changes when you return—a city might vanish, a ruler might change, or an event might have never happened. Only you remember how things were before.
  • As an action, choose up to 5 creatures you can see within 60 feet. Each creature must make an Intelligence saving throw (DC = your spell save DC). On a failure, they take 12d10 force damage. Any creature reduced to 0 HP by this ability is erased from existence, unable to be resurrected by anything short of a Wish spell.

Forbidden Bloodline

Your magic resists interference, slipping through reality like a forgotten whisper.

  • Your spells cannot be Counterspelled or Dispelled unless the caster succeeds on an Intelligence saving throw (DC 10 + your Charisma modifier).
  • Whenever a creature targets you with a divination spell, they take 3d6 psychic damage and must make a Wisdom saving throw (DC = your spell save DC). On a failure, they are Blinded for 1 minute. They can repeat the saving throw at the end of each of their turns.
  • Once per turn, when you cast a spell that forces a creature to make a saving throw, you can cause reality to fracture around them. If the creature succeeds on the saving throw, they still take force damage equal to your Charisma modifier (minimum of 1).

Echo of the Erased

You are difficult to kill—when you are forgotten, you return.

  • If you are reduced to 0 HP, you instead drop to 1 HP and teleport up to 30 feet to an unoccupied space you can see. This ability recharges after a short or long rest.
  • If you die permanently, your existence fades from history. No one remembers you. However, after 1d10 years, you return to life, unchanged, as if you had never died.
  • When you reduce a creature to 0 HP, you can absorb their fading essence to restore sorcery points equal to half your Charisma modifier (minimum of 1, rounded up). Additionally, the next time you cast a damaging spell before the end of your next turn, you add 1d6 necrotic damage to the roll.

Unmake the Real

Your magic ignores the rules of reality, unraveling your foes without resistance.

  • Your spells ignore resistance and immunity to Necrotic, Psychic, and Force damage.
  • When you kill a creature with a spell, you can choose another creature within 60 feet of them. That creature takes half the damage dealt to the original target.

The Unwritten’s Final Gift

You have defied fate so completely that your death is merely a shifting of the world's balance.

  • Once per long rest, if you die, you instantly return to life at full HP with all spell slots restored.
  • However, someone else in the world dies instantly, their fate rewritten in your place. This is chosen randomly by the DM.
  • The world subtly changes when you return—a city might vanish, a ruler might change, or an event might have never happened. Only you remember how things were before.
  • As an action, choose up to 5 creatures you can see within 60 feet. Each creature must make an Intelligence saving throw (DC = your spell save DC). On a failure, they take 12d10 force damage. Any creature reduced to 0 HP by this ability is erased from existence, unable to be resurrected by anything short of a Wish spell.

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