Sorcerer
Base Class: Sorcerer

Your magic comes from the cosmic rage of the stars. Your bloodline may have dabbled in the power of dead old gods, or perhaps you are a surviving member of an ancient cosmic-wielding race. Regardless of its origin, the power of the stars can twist the minds of others or be wielded to cause wanton destruction. Whether or not it defines you remains to be seen.

Level 3: Ruinous Spells

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

Ruinous Spells
Sorcerer Level Spells
3 True Strike, Detect Evil and Good, Misty Step, Nystul's Magic Aura, Divine Smite
5 Fireball, Slow
7 Charm Monster, Dimension Door
9 Flame Strike, Modify Memory

Level 3: Ruinous Surge

Your control over cosmic forces allows you to manifest various effects called a Ruinous Surge. Some Ruinous Surge options require casting a Sorcerer spell as part of using it. You can’t use more than one Ruinous Surge option as part of casting a spell.

Cosmic Shroud.

As part of rolling Initiative (no action required), provided you’re not surprised, or as a Bonus Action during your turn, you don a shroud of cosmic energy. You determine the appearance of this shroud, such as a solid suit of armor that conceals your face or a translucent shroud of arcane fire.

The shroud vanishes after 8 hours, and it vanishes early if you are reduced to 0 Hit Points, or you willingly end it as an action.

You can manifest your shroud once, and you regain the ability to do so again when you finish a Short or Long Rest, or if you expend a level 1+ spell slot during your turn (no action required).

The shroud has the following properties:

Temporary Hit Points. When you manifest the shroud, you gain Temporary Hit Points equal to your Charisma modifier plus your Sorcerer level.

Armor Class. When you’re not wearing armor or wielding a Shield, your base Armor Class equals 13 plus your Charisma modifier.

Invisible Shroud. As a Magic action, you can make your shroud appear invisible, provided you’re not in combat. Your shroud becomes visible again when you willingly do so as a Bonus Action, or when you roll Initiative.

Astral Knowledge. When you manifest the shroud, choose between one of the following options: you have proficiency in the Deception and Persuasion skills, or you gain proficiency with Martial Melee weapons, provided the weapon has no Two-Handed property. You can change your Astral Knowledge option by performing a 1-minute ritual.

Cosmic Blitz.

When you cast a Sorcerer cantrip that requires an attack roll (such as the Shocking Grasp or True Strike cantrip), you can do so without Material components (for True Strike, you attack with an Unarmed Strike instead), as well as change the damage dealt by the cantrip to Force damage or Radiant damage (your choice).

As part of casting the cantrip, you can optionally choose an improvement level as shown on the Cosmic Blitz table and expend the indicated Sorcery Point cost (no additional action required). The cantrip gains the improvement at the chosen level, as well as all lower improvement levels until the start of your next turn.

Cosmic Blitz
Level Improvement
1 Cost: 1 Sorcery Point
When you hit with the spell’s attack, the target must make a Strength saving throw against your spell save DC. On a failed save, a creature either has the Prone condition or is pushed 10 feet away from you (your choice). A creature that is two or more sizes larger than you automatically succeeds on the save.
2 Cost: 2 Sorcery Points
When you cast a cantrip that requires a spell attack, you can teleport up to 15 feet before or after attacking a target. You can teleport in this way only once per casting of the spell. 
3 Cost: 3 Sorcery Points
When you hit with the spell’s attack, you deal additional Force damage or Radiant damage (your choice) equal to half your Sorcerer level.

Level 6: Constellation Attunement

When you finish a Long Rest, choose a Constellation to attune to from one of the options below and gain its benefits. If a Constellation grants a cantrip, you add your Charisma modifier to its damage rolls. You can change your Constellation by performing a 1-minute ritual, or by expending 1 Sorcery Point to do so at the start of your turn (no action required).

Cobra Constellation.

Your powers attune to the star pattern of snakes. Attuning to this Constellation grants the following benefits:

Snake’s Fangs. You have the Ray of Sickness spell prepared, and you know the Chill Touch and Poison Spray cantrips, which don’t count against the number of cantrips you know. In addition, your Sorcerer spells ignore Resistance to Poison damage and Immunity to the Poisoned condition.

Astral Venom. When you cast a Sorcerer spell that deals Necrotic damage or Poison damage, you can expend 2 Sorcery Points to force the target to make a Constitution saving throw against your spell save DC. On a failed save, a creature has the Poisoned Condition until the end of your turn. You can extend this duration by one round by dealing Necrotic damage or Poison damage to the target with your Sorcerer spells. The condition ends early if you attune to a different Constellation or if you have the Incapacitated condition.

Snake’s Tongue. The skills option granted by your Cosmic Shroud’s Astral Knowledge property grants Expertise in the Deception and Persuasion skills.

Dragon Constellation.

Your powers attune to the star pattern of dragons. Attuning to this Constellation grants the following benefits:

Dragon’s Blessing. You have the Hunter’s Mark and Shield of Faith spell prepared.

Astral Armament. The weapon proficiency option of your Cosmic Shroud’s Astral Knowledge property grants proficiency with all Martial weapons. Your attack and damage rolls using weapons you are proficient with use your Charisma modifier instead of your Strength or Dexterity modifier.

Dragon’s Claws. Once during your turn, when you attack using a weapon, you can expend 2 Sorcery Points to make one additional attack using the same weapon (no additional action required).

Rabbit Constellation.

Your powers attune to the star pattern of rabbits. Attuning to this Constellation grants the following benefits:

Rabbit’s Foot. Once during your turn, when you roll a 1 on a D20 Test, you can reroll it. You take the new result, even if the result is still a 1.

Rabbit’s Leap. You have the Feather Fall and Jump spells prepared. In addition, you know the Vicious Mockery cantrip, which doesn’t count against the number of cantrips you know.

Astral Charge. When you cast a level 1+ Sorcerer spell that deals damage, you can expend 3 Sorcery Points to add 2d10 Force damage to one of the spell’s damage rolls.

Level 14: Ruinous Void

Your cosmic power calls upon the power of the void. You learn the following new Ruinous Surge options.

Shroud Empowerment.

When you manifest your Cosmic Shroud, or as a Bonus Action while your shroud is active, you can expend 1+ Sorcery Points. When you do so, your shroud changes in appearance, resembling the darkness of the cosmos, and you empower your shroud to a level equal to the number of Sorcery Points expended. The Shroud Empowerment table shows the benefits you gain at certain empowerment levels. You gain the benefits of the current level, as well as all lower levels.

As a Bonus Action on your succeeding turns while your shroud is active, you can expend additional Sorcery Points to increase your shroud’s current level of empowerment by 1 for each expended Sorcery Point.

You can’t empower your Cosmic Shroud beyond its maximum level. The empowerment benefits end when your shroud ends.

Shroud Empowerment
Level Empowerment Benefit
1 When you use a Ruinous Surge option as part of casting a Sorcerer spell, you can teleport to any unoccupied space you can see within 15 feet of you immediately before or after you cast the spell.
2 You no longer need to expend a Sorcery Point in order to change your Constellation at the start of your turn. In addition, when you change your Constellation, the Sorcery Point cost of any benefit granted by your Constellation (such as Astral Charge) is reduced by 1.
3 You have the Plane Shift and Reverse Gravity spells prepared. You can cast either spell once each without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
4 When you cast a cantrip that has a casting time of one action or one Bonus Action, you can cast the cantrip a second time (no additional action required), provided you target a different creature.
Call of the Void.

When you cast a level 1+ Sorcerer spell that has an instantaneous duration and forces a saving throw to creatures in an area of effect to deal damage on a failed save, or half as much on a successful one (such as the Fireball spell), choose an improvement level as shown on the Call of the Void table and expend the indicated Sorcery Point cost (no additional action required). The spell gains the improvement at the chosen level, as well as all lower improvement levels.

Call of the Void
Level Improvement
1 Cost: 2 Sorcery Points
You can change the damage type of the spell to Force damage or Radiant damage (your choice).
2 Cost: 3 or 4 Sorcery Points
Each creature in the spell’s area is pushed 10 feet away from the center or point of origin, or pulled 10 feet straight toward the center or point of origin of the effect (your choice). This distance increases to 15 feet if you expended 4+ Sorcery Points.
3 Cost: 5 Sorcery Points
The Speed of each creature in the spell’s area is halved until the start of your next turn
4 Cost: 6 Sorcery Points
When a creature is pulled to an unoccupied space within 5 feet of the center or point of origin, it receives the Blinded condition until the start of your next turn. Conversely, when a creature is pushed outside the area of the spell, it has the Prone condition.
5 Cost: 7 Sorcery Points
Choose a number of the spell’s rolled damage dice equal to your current level of Shroud Empowerment. Change the value of each chosen die to its maximum number, potentially increasing the spell’s total damage.

Level 18: Cosmic Ascension

The maximum level of your Shroud Empowerment increases to 10. When your shroud’s empowerment level is at 5+, you gain the benefits of the current level and all lower levels on the Ascended Empowerment table, as well as all levels on the Shroud Empowerment table. Empowering your Cosmic Shroud at level 5+ completely transforms your physical appearance to resemble the astral origins of your cosmic power.

Ascended Empowerment
Level Empowerment Benefit
5 Whenever you cast a level 1+ Sorcerer spell, you gain a bonus to your AC equal to half the spell slot level expended (minimum of +1) until the end of your next turn. In addition, you gain Temporary Hit Points equal to twice the spell slot level expended.
6 You gain a +1 bonus to your saving throws, and an additional +1 for each empowerment level above 6.
7 If you use a Ruinous Surge option as part of casting a spell, any Metamagic option you use to alter the spell costs no Sorcery Points.
8+
(max 10)
Whenever you use Cosmic Blitz, Call of the Void (see below), or Grasp of the Abyss, the cost of each level of improvement is reduced by 3 (minimum cost of 1 Sorcery Point). Immediately after you use any of those Ruinous Surge options, your shroud’s current level of empowerment is reduced by 1.

While your Cosmic Shroud’s empowerment level is at 5+, you can use the following Ruinous Surge option.

Grasp of the Abyss

When you cast a level 1+ Sorcerer spell that has a casting time of one action, targets at least one creature and forces a saving throw, and has a duration of 1+ minutes that requires Concentration (such as the Slow spell), choose an improvement level as shown on the Grasp of the Abyss table and expend the indicated Sorcery Point cost (no additional action required). The spell gains the improvement at the chosen level, as well as all lower improvement levels.

Grasp of the Abyss
Level Improvement
1 Cost: 3 Sorcery Points
When a creature fails its save against the spell, it takes 1d8 Force damage or Radiant damage (your choice). On a successful save, a creature takes half as much damage. If the spell’s effects deal no damage, the Force damage or Radiant damage increases to 3d8.
2 Cost: 5 Sorcery Points
When a creature fails its save against the spell, it also has the Restrained condition for the duration of the spell’s effects. On a successful save, a creature has the Restrained condition until the start of your next turn.
3 Cost: 6 Sorcery Points
Whenever a creature ends its turn while under the effects of the spell, it takes 1d8 Force damage or Radiant damage (your choice). This increases to 2d8 if the spell’s effects deal no damage.

Comments

Posts Quoted:
Reply
Clear All Quotes