Sorcerer
Base Class: Sorcerer

The Equinox Order is not a guild, cult, or school—it is a philosophy, passed down in whispers, symbols, and the quiet choices that ripple across time. To those who awaken to its truths, magic is not a tool of righteousness or malice, but of balance. Sorcerers of the Equinox Order are rare individuals whose arcane bloodline is touched by the cosmic interplay of dusk and dawn, where opposites meet not to clash, but to coexist.

Equinox Sorcerers reject absolute morality. They see the world not in black and white, but in shades of grey. A life may be taken to save many; a lie may protect where truth would destroy. They understand that harmony often requires sacrifice, and that sometimes the “right” thing may appear wrong to those blinded by dogma.

Drawing strength from this duality, Equinox Sorcerers learn to wield powers that reflect their ever-shifting balance—radiant and necrotic energies in equal measure, spells that protect and punish in tandem, and insights that let them weigh fates with unsettling clarity.

An Equinox Sorcerer may be seen as a villain by some and a savior by others—but to themselves, they are neither. They are the fulcrum upon which the world turns, and their mission is simple: maintain balance, no matter the cost.

Level 3: Equilibrium Surge

When you cast a spell of 1st level or higher that deals damage, you can choose its damage type to be radiant or necrotic.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses after a long rest.

Level 3: Balance of Power

When you reach a Sorcerer level specified in the Equinox Spells table, you thereafter always have the listed spells prepared.

Equinox Spells
Sorcerer Level Spells
1 Protection from Evil and Good, Inflict Wounds
3 Moonbeam, Ray of Enfeeblement
5 Beacon of Hope, Bestow Curse
7 Aura of Life, Phantasmal Killer
9 Mass Cure Wounds, Dispel Evil and Good

Level 6: Duality Conduit

You become a living vessel of balance. Whenever you cast a spell that restores hit points or deals damage, you can choose to channel both aspects:
• Necrotic Heal: After you cast a spell that restores a creature hp, you may choose another creature within 30 feet to take necrotic damage equal to the healing done (half on safe)(CON SAVE). If HoE Heal, the highest charater healed is the one use for calculation
• Radiant Shield: After you deal radiant damage with a spell, you may choose a creature within 30 feet to gain temporary hit points equal to half the damage dealt (rounded down).

You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 14: Twilight Equilibrium

You are able to momentarily embody perfect balance. As a bonus action, you enter a state of Twilight Equilibrium for 1 minute or until you are knocked unconscious.

While in this state:

  • You have resistance to radiant and necrotic damage.

  • You gain a +2 bonus to AC

  • You have a flying speed of 30 feet

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18: Perfect Conduit

You become a paragon of cosmic balance.

Once per turn, when you hit one or more allies with an area of effect spell of 1st level or higher, the magic flows through them instead of harming them, granting beneficial effects based on the spell’s damage type:

Radiant Damage: The ally or allies take no damage. Instead, each affected ally regains hit points equal to half the damage they would have taken.
Necrotic Damage: The ally or allies take no damage. Instead, each affected ally gains temporary hit points equal to half the damage they would have taken (maximum 45 temporary hit points per ally).

This doesn't cost a use of Duality Conduit.

Comments

Posts Quoted:
Reply
Clear All Quotes