Sorcerer
Base Class: Sorcerer

The Memory Starved are sorcerers shaped by absence and echo. Their souls hunger for fragments of what has been lost, drawing in lingering impressions from the fallen.

Level 3: Memory Forked

When you choose this subclass at 3rd level, you select one of the following paths, representing how your soul channels stolen memories. Once chosen, this path cannot be changed.

Your chosen path determines additional benefits you gain at 6th, 14th, and 18th level.

Fallen Shaman

You learn one additional sorcerer cantrip of your choice.

Additionally, when you cast a sorcerer spell of 1st level or higher, you gain temporary hit points equal to the spell’s level. You can gain these temporary hit points only once per turn.

Fallen Warrior

You gain proficiency with medium armor and martial weapons.

You can use a melee weapon with which you are proficient as a spellcasting focus for your sorcerer spells.

In addition, you may use your Charisma modifier, in place of Strength or Dexterity, for the attack and damage rolls of weapons with which you are proficient.

Level 6: Echoes of The Departed

You can bind fragments of a fallen creature’s power to your soul.

When a creature you can see within 60 feet of you casts a spell or uses an action listed in its stat block that is not a basic attack (such as Breath Weapon, Multiattack, or similar named actions), you may use your reaction and expend 2 Sorcery Points to mark that technique.

If that creature is reduced to 0 hit points before the end of your next turn, you permanently learn the marked technique.

A marked technique must be one of the following:

• One spell of 5th level or lower the creature could cast

• One named action from the creature’s stat block (excluding Legendary Actions and Lair Actions)

You can retain only one copied technique at a time. This increases to two techniques at 15th level. If you exceed this limit, you must choose one copied technique to forget.


 

Using copied techniques

Whenever you use a copied technique, you must expend 2 Sorcery Points in addition to any normal costs.

If the technique is a spell:

• It becomes a sorcerer spell for you

• It does not count against your spells known

• It uses Charisma as its spellcasting ability


 

Path Bonuses

Fallen Warrior

  • You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

  • Additionally, when you take the Attack action, you may replace one attack with casting a sorcerer cantrip that has a casting time of 1 action.

 

Fallen Shaman

  • Once per turn when you expend Sorcery Points as part of casting a spell, you deal extra damage equal to 2 × the number of Sorcery Points spent.
  • The damage type matches the spell’s damage type.

Level 14: Techniques Enhancement

Your control over stolen technique(s) sharpens.

You may now copy spells of 7th level or lower using Echoes of the Departed.

When you use a copied technique, you may apply one of the following enhancements:

• Gain advantage on the first attack roll made as part of the technique.

• One creature affected by the technique has disadvantage on its first saving throw against it.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses on a long rest.


Path Bonuses

Fallen Warrior

• When you hit a creature with a weapon attack, you may expend 5 Sorcery Point to attempt to paralyze it.

The target must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of your next turn.

• Additionally, when you take damage, you may use your reaction and expend any number of Sorcery Points to reduce the damage by 5 per Sorcery Point spent.

Fallen Shaman

  • Your extra damage from expending Sorcery Points increases to 5 × the number of Sorcery Points spent (once per turn).
  • Additionally, by expending 10 Sorcery Points and one use of Techniques Enhancement, you may manifest a creature whose technique you have copied for 1 hour. The manifested echo uses the creature’s original stat block, with the following changes:

It has hit points equal to half its normal maximum

It cannot use Legendary Actions or Lair Actions

It disappears early if reduced to 0 hit points

The echo appears in an unoccupied space within 10 feet of you

The echo acts immediately after your turn and obeys your verbal commands (no action required)

If you are incapacitated, the echo vanishes

Past Incarnation

As a bonus action, you enter an Incarnated state for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest.

While Incarnated:

• Copied techniques cost 1 Sorcery Point instead of 2

• You gain 2 random resistance at the start of your turn, lasting until the start of your next turn

• When you use a copied technique, you gain temporary hit points equal to your Charisma modifier xYour sorcerer level (for example, 5x18)


Path Bonuses

Fallen Warrior

• You can attack thrice, instead of twice, whenever you take the Attack action on your turn. While incarnated, you can expend a spell slot of 6th level or higher to make one weapon attack (no action)

• Additionally, once on each of your turns, when you hit a creature, you deal extra force damage equal to your Charisma modifier.

Fallen Shaman

• When you cast a spell using Sorcery Points, you can treat the spell as if it were cast at 1 level higher without increasing its cost.

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2026 2:15:07 AM
1
1
1
Coming Soon
1/28/2026 3:28:20 AM
5
1
--
Coming Soon
1/29/2026 1:05:38 AM
5
1
--
Coming Soon
1/29/2026 2:27:57 AM
7
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes